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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
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GPG key ID: 4AEE18F83AFDEB23
14 changed files with 266 additions and 118 deletions

View file

@ -46,7 +46,7 @@ void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *verti
u32 vertex_count = p.vertices.size();
for (u32 i = 0; i < numVertices; i++) {
p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
p.vertices.emplace_back(vertices[i].Pos + offset, vertices[i].Normal,
vertices[i].Color, scale * vertices[i].TCoords);
m_bounding_radius_sq = std::max(m_bounding_radius_sq,
(vertices[i].Pos - m_center_pos).getLengthSQ());
@ -84,7 +84,7 @@ void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *verti
video::SColor color = c;
if (!light_source)
applyFacesShading(color, vertices[i].Normal);
auto vpos = vertices[i].Pos + pos;
auto vpos = vertices[i].Pos + pos + offset;
p.vertices.emplace_back(vpos, vertices[i].Normal, color,
scale * vertices[i].TCoords);
m_bounding_radius_sq = std::max(m_bounding_radius_sq,

View file

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <array>
#include <vector>
#include "irrlichttypes.h"
#include "irr_v3d.h"
#include <S3DVertex.h>
#include "client/tile.h"
@ -40,9 +41,11 @@ struct MeshCollector
// bounding sphere radius and center
f32 m_bounding_radius_sq = 0.0f;
v3f m_center_pos;
v3f offset;
// center_pos: pos to use for bounding-sphere, in BS-space
MeshCollector(const v3f center_pos) : m_center_pos(center_pos) {}
// offset: offset added to vertices
MeshCollector(const v3f center_pos, v3f offset = v3f()) : m_center_pos(center_pos), offset(offset) {}
// clang-format off
void append(const TileSpec &material,