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8x block meshes (#13133)

Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh.

Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance.

Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
Co-authored-by: Lars <larsh@apache.org>
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
x2048 2023-01-31 17:30:59 +01:00 committed by GitHub
parent cded6a3945
commit 69fc206109
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
14 changed files with 266 additions and 118 deletions

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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxel.h"
#include <array>
#include <map>
#include <unordered_map>
class Client;
class IShaderSource;
@ -42,6 +43,7 @@ struct MeshMakeData
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
bool m_smooth_lighting = false;
u16 side_length = MAP_BLOCKSIZE;
Client *m_client;
bool m_use_shaders;
@ -54,12 +56,6 @@ struct MeshMakeData
void fillBlockDataBegin(const v3s16 &blockpos);
void fillBlockData(const v3s16 &block_offset, MapNode *data);
/*
Copy central data directly from block, and other data from
parent of block.
*/
void fill(MapBlock *block);
/*
Set the (node) position of a crack
*/
@ -108,7 +104,7 @@ class MapBlockBspTree
public:
MapBlockBspTree() {}
void buildTree(const std::vector<MeshTriangle> *triangles);
void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
void traverse(v3f viewpoint, std::vector<s32> &output) const
{
@ -203,11 +199,11 @@ public:
return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
std::vector<MinimapMapblock*> moveMinimapMapblocks()
{
MinimapMapblock *p = m_minimap_mapblock;
m_minimap_mapblock = NULL;
return p;
std::vector<MinimapMapblock*> minimap_mapblocks;
minimap_mapblocks.swap(m_minimap_mapblocks);
return minimap_mapblocks;
}
bool isAnimationForced() const
@ -245,7 +241,7 @@ private:
};
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
std::vector<MinimapMapblock*> m_minimap_mapblocks;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
@ -344,4 +340,4 @@ void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *dat
/// Return bitset of the sides of the mapblock that consist of solid nodes only
/// Bits:
/// 0 0 -Z +Z -X +X -Y +Y
u8 get_solid_sides(MeshMakeData *data);
std::unordered_map<v3s16, u8> get_solid_sides(MeshMakeData *data);