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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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@ -110,6 +110,78 @@ const v3s16 g_27dirs[27] =
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v3s16(0,0,0),
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};
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const v3s16 g_64dirs[64] =
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{
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// +right, +top, +back
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v3s16( -1, -1, -1),
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v3s16( -1, 0, -1),
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v3s16( -1, 1, -1),
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v3s16( -1, 2, -1),
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v3s16( -1, -1, 0),
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v3s16( -1, 0, 0),
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v3s16( -1, 1, 0),
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v3s16( -1, 2, 0),
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v3s16( -1, -1, 1),
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v3s16( -1, 0, 1),
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v3s16( -1, 1, 1),
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v3s16( -1, 2, 1),
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v3s16( -1, -1, 2),
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v3s16( -1, 0, 2),
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v3s16( -1, 1, 2),
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v3s16( -1, 2, 2),
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v3s16( 0, -1, -1),
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v3s16( 0, 0, -1),
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v3s16( 0, 1, -1),
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v3s16( 0, 2, -1),
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v3s16( 0, -1, 0),
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v3s16( 0, 0, 0),
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v3s16( 0, 1, 0),
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v3s16( 0, 2, 0),
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v3s16( 0, -1, 1),
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v3s16( 0, 0, 1),
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v3s16( 0, 1, 1),
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v3s16( 0, 2, 1),
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v3s16( 0, -1, 2),
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v3s16( 0, 0, 2),
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v3s16( 0, 1, 2),
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v3s16( 0, 2, 2),
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v3s16( 1, -1, -1),
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v3s16( 1, 0, -1),
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v3s16( 1, 1, -1),
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v3s16( 1, 2, -1),
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v3s16( 1, -1, 0),
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v3s16( 1, 0, 0),
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v3s16( 1, 1, 0),
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v3s16( 1, 2, 0),
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v3s16( 1, -1, 1),
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v3s16( 1, 0, 1),
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v3s16( 1, 1, 1),
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v3s16( 1, 2, 1),
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v3s16( 1, -1, 2),
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v3s16( 1, 0, 2),
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v3s16( 1, 1, 2),
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v3s16( 1, 2, 2),
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v3s16( 2, -1, -1),
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v3s16( 2, 0, -1),
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v3s16( 2, 1, -1),
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v3s16( 2, 2, -1),
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v3s16( 2, -1, 0),
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v3s16( 2, 0, 0),
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v3s16( 2, 1, 0),
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v3s16( 2, 2, 0),
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v3s16( 2, -1, 1),
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v3s16( 2, 0, 1),
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v3s16( 2, 1, 1),
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v3s16( 2, 2, 1),
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v3s16( 2, -1, 2),
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v3s16( 2, 0, 2),
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v3s16( 2, 1, 2),
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v3s16( 2, 2, 2),
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};
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const u8 wallmounted_to_facedir[6] = {
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20,
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0,
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