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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>
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14 changed files with 266 additions and 118 deletions
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@ -28,11 +28,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/thread.h"
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#include <vector>
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#include <memory>
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#include <unordered_map>
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struct QueuedMeshUpdate
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{
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v3s16 p = v3s16(-1337, -1337, -1337);
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bool ack_block_to_server = false;
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std::vector<v3s16> ack_list;
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int crack_level = -1;
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v3s16 crack_pos;
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MeshMakeData *data = nullptr; // This is generated in MeshUpdateQueue::pop()
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@ -96,8 +97,8 @@ struct MeshUpdateResult
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{
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v3s16 p = v3s16(-1338, -1338, -1338);
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MapBlockMesh *mesh = nullptr;
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u8 solid_sides = 0;
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bool ack_block_to_server = false;
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std::unordered_map<v3s16, u8> solid_sides;
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std::vector<v3s16> ack_list;
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bool urgent = false;
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std::vector<MapBlock *> map_blocks;
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