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fixed face updating slowness bug
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parent
aaafb5add0
commit
a18525a14e
7 changed files with 127 additions and 8 deletions
120
src/mapblock.cpp
120
src/mapblock.cpp
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@ -283,6 +283,98 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
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}
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}
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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video::SMaterial material;
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core::array<u16> indices;
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core::array<video::S3DVertex> vertices;
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};
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class MeshCollector
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{
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public:
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void append(
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video::SMaterial material,
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const video::S3DVertex* const vertices,
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u32 numVertices,
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const u16* const indices,
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u32 numIndices
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)
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{
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &pp = m_prebuffers[i];
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if(pp.material != material)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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PreMeshBuffer pp;
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pp.material = material;
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m_prebuffers.push_back(pp);
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p = &m_prebuffers[m_prebuffers.size()-1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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u32 j = indices[i] + vertex_count;
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if(j > 65535)
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{
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dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
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// NOTE: Fix is to just add an another MeshBuffer
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}
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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p->vertices.push_back(vertices[i]);
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}
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}
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void fillMesh(scene::SMesh *mesh)
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{
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/*dstream<<"Filling mesh with "<<m_prebuffers.size()
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<<" meshbuffers"<<std::endl;*/
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &p = m_prebuffers[i];
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/*dstream<<"p.vertices.size()="<<p.vertices.size()
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<<", p.indices.size()="<<p.indices.size()
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<<std::endl;*/
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// Create meshbuffer
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// This is a "Standard MeshBuffer",
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// it's a typedeffed CMeshBuffer<video::S3DVertex>
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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((scene::SMeshBuffer*)buf)->Material = p.material;
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// Use VBO
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//buf->setHardwareMappingHint(scene::EHM_STATIC);
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(p.vertices.pointer(), p.vertices.size(),
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p.indices.pointer(), p.indices.size());
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}
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}
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private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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void MapBlock::updateMesh()
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{
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/*v3s16 p = getPosRelative();
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@ -344,7 +436,25 @@ void MapBlock::updateMesh()
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if(fastfaces_new->getSize() > 0)
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{
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MeshCollector collector;
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core::list<FastFace*>::Iterator i = fastfaces_new->begin();
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for(; i != fastfaces_new->end(); i++)
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{
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FastFace *f = *i;
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const u16 indices[] = {0,1,2,2,3,0};
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collector.append(g_materials[f->material], f->vertices, 4,
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indices, 6);
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}
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mesh_new = new scene::SMesh();
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collector.fillMesh(mesh_new);
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#if 0
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scene::IMeshBuffer *buf = NULL;
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core::list<FastFace*>::Iterator i = fastfaces_new->begin();
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@ -377,17 +487,19 @@ void MapBlock::updateMesh()
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}
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material_in_use = f->material;
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}
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u16 indices[] = {0,1,2,2,3,0};
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buf->append(f->vertices, 4, indices, 6);
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u16 new_indices[] = {0,1,2,2,3,0};
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//buf->append(f->vertices, 4, indices, 6);
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}
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#endif
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// Use VBO for mesh (this just would set this for ever buffer)
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//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
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/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
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<<"and uses "<<mesh_new->getMeshBufferCount()
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<<" materials"<<std::endl;*/
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<<" materials (meshbuffers)"<<std::endl;*/
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}
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// TODO: Get rid of the FastFace stage
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