feat: distance-based dense render optimization
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799d712447
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fbde46afa7
@ -126,11 +126,9 @@ void Mesh<VertexStructure>::draw(unsigned int primitive, int iboIndex) const {
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if (!ibos.empty()) {
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if (iboIndex < ibos.size()) {
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glBindVertexArray(vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[
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std::min(static_cast<size_t>(iboIndex), ibos.size())
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].ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[iboIndex].ibo);
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glDrawElements(
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primitive, ibos.at(0).indexCount, GL_UNSIGNED_INT, nullptr
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primitive, ibos.at(iboIndex).indexCount, GL_UNSIGNED_INT, nullptr
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);
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glBindVertexArray(0);
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}
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@ -20,6 +20,7 @@ BlocksRenderer::BlocksRenderer(
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) : content(content),
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vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
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indexBuffer(std::make_unique<uint32_t[]>(capacity)),
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denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
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vertexCount(0),
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vertexOffset(0),
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indexCount(0),
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@ -475,9 +476,10 @@ glm::vec4 BlocksRenderer::pickSoftLight(
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}
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void BlocksRenderer::render(
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const voxel* voxels, int beginEnds[256][2]
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const voxel* voxels, const int beginEnds[256][2]
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) {
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bool denseRender = this->denseRender;
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bool densePass = this->densePass;
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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@ -494,16 +496,19 @@ void BlocksRenderer::render(
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if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
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continue;
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}
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if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
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continue;
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}
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if (def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, denseRender),
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cache.getRegion(id, variantId, 1, denseRender),
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cache.getRegion(id, variantId, 2, denseRender),
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cache.getRegion(id, variantId, 3, denseRender),
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cache.getRegion(id, variantId, 4, denseRender),
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cache.getRegion(id, variantId, 5, denseRender)
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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@ -514,16 +519,19 @@ void BlocksRenderer::render(
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def.ambientOcclusion);
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break;
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case BlockModelType::XSPRITE: {
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if (!denseRender)
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blockXSprite(x, y, z, glm::vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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case BlockModelType::AABB: {
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if (!denseRender)
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blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion);
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break;
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}
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case BlockModelType::CUSTOM: {
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if (!denseRender)
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blockCustomModel(
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{x, y, z},
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def,
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@ -552,7 +560,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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bool aabbInit = false;
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size_t totalSize = 0;
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bool denseRender = this->denseRender;
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bool densePass = this->densePass;
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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@ -573,12 +581,12 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, denseRender),
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cache.getRegion(id, variantId, 1, denseRender),
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cache.getRegion(id, variantId, 2, denseRender),
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cache.getRegion(id, variantId, 3, denseRender),
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cache.getRegion(id, variantId, 4, denseRender),
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cache.getRegion(id, variantId, 5, denseRender)
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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@ -703,29 +711,45 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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vertexCount = 0;
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vertexOffset = indexCount = 0;
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denseRender = false;
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densePass = false;
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sortingMesh = renderTranslucent(voxels, beginEnds);
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overflow = false;
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vertexCount = 0;
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vertexOffset = 0;
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indexCount = 0;
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denseIndexCount = 0;
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denseRender = settings.graphics.denseRender.get();
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// denseRender = false;
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denseRender = false; //settings.graphics.denseRender.get();
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densePass = false;
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render(voxels, beginEnds);
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// denseRender = settings.graphics.denseRender.get();
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// if (denseRender) {
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// }
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size_t endIndex = indexCount;
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denseRender = true;
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densePass = true;
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render(voxels, beginEnds);
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denseIndexCount = indexCount;
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for (size_t i = 0; i < denseIndexCount; i++) {
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denseIndexBuffer[i] = indexBuffer[i];
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}
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indexCount = endIndex;
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densePass = false;
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render(voxels, beginEnds);
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}
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ChunkMeshData BlocksRenderer::createMesh() {
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return ChunkMeshData{
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return ChunkMeshData {
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MeshData(
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util::Buffer(vertexBuffer.get(), vertexCount),
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std::vector<util::Buffer<uint32_t>> {util::Buffer(indexBuffer.get(), indexCount)},
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std::vector<util::Buffer<uint32_t>> {
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util::Buffer(indexBuffer.get(), indexCount),
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util::Buffer(denseIndexBuffer.get(), denseIndexCount),
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},
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util::Buffer(
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ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
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)
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@ -739,10 +763,18 @@ ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
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return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
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vertexBuffer.get(), vertexCount,
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std::vector<IndexBufferData> {IndexBufferData {indexBuffer.get(), indexCount}}
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std::vector<IndexBufferData> {
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IndexBufferData {indexBuffer.get(), indexCount},
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IndexBufferData {denseIndexBuffer.get(), denseIndexCount},
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}
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), std::move(sortingMesh)};
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}
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VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
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return voxelsBuffer.get();
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}
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size_t BlocksRenderer::getMemoryConsumption() const {
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size_t volume = voxelsBuffer->getW() * voxelsBuffer->getH() * voxelsBuffer->getD();
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return capacity * (sizeof(ChunkVertex) + sizeof(uint32_t) * 2) + volume * (sizeof(voxel) + sizeof(light_t));
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}
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@ -26,13 +26,16 @@ class BlocksRenderer {
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const Content& content;
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std::unique_ptr<ChunkVertex[]> vertexBuffer;
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std::unique_ptr<uint32_t[]> indexBuffer;
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std::unique_ptr<uint32_t[]> denseIndexBuffer;
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size_t vertexCount;
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size_t vertexOffset;
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size_t indexCount;
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size_t denseIndexCount;
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size_t capacity;
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int voxelBufferPadding = 2;
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bool overflow = false;
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bool cancelled = false;
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bool densePass = false;
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bool denseRender = false;
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const Chunk* chunk = nullptr;
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std::unique_ptr<VoxelsVolume> voxelsBuffer;
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@ -136,10 +139,12 @@ class BlocksRenderer {
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if ((otherDrawGroup && (otherDrawGroup != variant.drawGroup)) || !blockVariant.rt.solid) {
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return true;
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}
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if ((variant.culling == CullingMode::DISABLED ||
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(variant.culling == CullingMode::OPTIONAL &&
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denseRender)) &&
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vox.id == def.rt.id) {
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if (densePass) {
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return variant.culling == CullingMode::OPTIONAL;
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} else if (variant.culling == CullingMode::OPTIONAL) {
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return false;
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}
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if (variant.culling == CullingMode::DISABLED && vox.id == def.rt.id) {
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return true;
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}
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return !vox.id;
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@ -150,7 +155,7 @@ class BlocksRenderer {
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glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
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glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
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void render(const voxel* voxels, int beginEnds[256][2]);
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void render(const voxel* voxels, const int beginEnds[256][2]);
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SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
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public:
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BlocksRenderer(
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@ -166,6 +171,8 @@ public:
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ChunkMeshData createMesh();
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VoxelsVolume* getVoxelsBuffer() const;
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size_t getMemoryConsumption() const;
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bool isCancelled() const {
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return cancelled;
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}
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@ -18,6 +18,9 @@ static debug::Logger logger("chunks-render");
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size_t ChunksRenderer::visibleChunks = 0;
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inline constexpr int DENSE_DISTANCE = 64;
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inline constexpr int DENSE_DISTANCE2 = DENSE_DISTANCE * DENSE_DISTANCE;
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class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
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const Chunks& chunks;
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BlocksRenderer renderer;
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@ -87,6 +90,9 @@ ChunksRenderer::ChunksRenderer(
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level->content, cache, settings
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);
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logger.info() << "created " << threadPool.getWorkersCount() << " workers";
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logger.info() << "memory consumption is "
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<< renderer->getMemoryConsumption() * threadPool.getWorkersCount()
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<< " B";
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}
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ChunksRenderer::~ChunksRenderer() = default;
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@ -182,7 +188,7 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
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}
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void ChunksRenderer::drawChunksShadowsPass(
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const Camera& camera, Shader& shader
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const Camera& camera, Shader& shader, const Camera& playerCamera
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) {
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Frustum frustum;
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frustum.update(camera.getProjView());
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@ -205,7 +211,7 @@ void ChunksRenderer::drawChunksShadowsPass(
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pos.x * CHUNK_W + 0.5f, 0.5f, pos.y * CHUNK_D + 0.5f
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);
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glm::vec3 min(pos.x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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@ -217,7 +223,9 @@ void ChunksRenderer::drawChunksShadowsPass(
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}
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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found->second.mesh->draw();
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found->second.mesh->draw(GL_TRIANGLES,
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glm::distance2(playerCamera.position * glm::vec3(1, 0, 1),
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(min + max) * 0.5f * glm::vec3(1, 0, 1)) < DENSE_DISTANCE2);
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}
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}
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@ -265,7 +273,8 @@ void ChunksRenderer::drawChunks(
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);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
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(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < DENSE_DISTANCE2);
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visibleChunks++;
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}
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}
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@ -73,7 +73,9 @@ public:
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void drawChunksShadowsPass(const Camera& camera, Shader& shader);
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void drawChunksShadowsPass(
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const Camera& camera, Shader& shader, const Camera& playerCamera
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);
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void drawChunks(const Camera& camera, Shader& shader);
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@ -406,7 +406,7 @@ void WorldRenderer::generateShadowsMap(
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sctx.setViewport({resolution, resolution});
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shadowMap.bind();
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setupWorldShader(shadowsShader, shadowCamera, settings, 0.0f);
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chunks->drawChunksShadowsPass(shadowCamera, shadowsShader);
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chunks->drawChunksShadowsPass(shadowCamera, shadowsShader, camera);
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shadowMap.unbind();
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}
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}
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