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https://github.com/zhenyan121/Cubed.git
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perf: optimize multi-chunk rendering logic
This commit is contained in:
114
src/main.cpp
114
src/main.cpp
@@ -20,15 +20,10 @@
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constexpr int NUM_VAO = 1;
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constexpr int NUM_VBO = 1;
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struct Vertex {
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float x, y, z;
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float s, t;
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float layer;
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};
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GLuint rendering_program;
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GLuint vao[NUM_VAO];
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GLuint vbo[NUM_VBO];
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GLuint mv_loc, proj_loc;
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int width ,height;
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float aspect;
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@@ -42,104 +37,17 @@ Player player;
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Camera camera;
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TextureManager texture_manager;
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World world;
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std::vector<Vertex> vertex_data;
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void setup_vertices(void) {
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float vertices_pos[6][6][3] = {
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// ===== front (z = +1) =====
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-0.5f, -0.5f, 0.5f, // bottom left
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-0.5f, 0.5f, 0.5f, // top left
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0.5f, 0.5f, 0.5f, // top right
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0.5f, 0.5f, 0.5f, // top right
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0.5f, -0.5f, 0.5f, // bottom right
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-0.5f, -0.5f, 0.5f, // bottom left
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// ===== right (x = +1) =====
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0.5f, -0.5f, 0.5f, // bottom front
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0.5f, -0.5f, -0.5f, // bottom back
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, -0.5f, // top back
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0.5f, 0.5f, 0.5f, // top front
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0.5f, -0.5f, 0.5f, // bottom front
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// ===== back (z = -1) =====
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-0.5f, -0.5f, -0.5f, // bottom left
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0.5f, -0.5f, -0.5f, // bottom right
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0.5f, 0.5f, -0.5f, // top right
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0.5f, 0.5f, -0.5f, // top right
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-0.5f, 0.5f, -0.5f, // top left
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-0.5f, -0.5f, -0.5f, // bottom left
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// ===== left (x = -1) =====
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-0.5f, -0.5f, -0.5f, // bottom back
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-0.5f, -0.5f, 0.5f, // bottom front
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, 0.5f, // top front
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-0.5f, 0.5f, -0.5f, // top back
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-0.5f, -0.5f, -0.5f, // bottom back
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// ===== top (y = +1) =====
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-0.5f, 0.5f, -0.5f, // back left
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0.5f, 0.5f, -0.5f, // back right
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0.5f, 0.5f, 0.5f, // front right
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0.5f, 0.5f, 0.5f, // front right
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-0.5f, 0.5f, 0.5f, // front left
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-0.5f, 0.5f, -0.5f, // back left
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// ===== bottom (y = -1) =====
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-0.5f, -0.5f, 0.5f, // front left
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0.5f, -0.5f, 0.5f, // front right
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0.5f, -0.5f, -0.5f, // back right
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0.5f, -0.5f, -0.5f, // back right
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-0.5f, -0.5f, -0.5f, // back left
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-0.5f, -0.5f, 0.5f // front left
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};
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float tex_coords[6][6][2] = {
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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};
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// every block
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for (int x = 0; x < DISTANCE * CHUCK_SIZE; x++) {
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for (int z = 0; z < DISTANCE * CHUCK_SIZE; z++) {
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for (int y = 0; y < CHUCK_SIZE; y++) {
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const auto& block_render_data = world.get_block_render_data(x, y, z);
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// air
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if (block_render_data.block_id == 0) {
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continue;
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}
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for (int face = 0; face < 6; face++) {
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if (!block_render_data.draw_face[face]) {
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continue;
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}
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for (int i = 0; i < 6; i++) {
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Vertex vex = {
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vertices_pos[face][i][0] + (float)x * 1.0f,
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vertices_pos[face][i][1] + (float)y * 1.0f,
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vertices_pos[face][i][2] + (float)z * 1.0f,
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tex_coords[face][i][0],
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tex_coords[face][i][1],
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static_cast<float>(block_render_data.block_id * 6 + face)
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};
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vertex_data.emplace_back(vex);
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}
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}
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}
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}
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}
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glGenVertexArrays(NUM_VAO, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(NUM_VBO, vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, vertex_data.size() * sizeof(Vertex), vertex_data.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@@ -247,26 +155,16 @@ void display(GLFWwindow* window, double current_time) {
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glUseProgram(rendering_program);
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glBindVertexArray(vao[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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v_mat = camera.get_camera_lookat();
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glDrawArrays(GL_TRIANGLES, 0, vertex_data.size() * 3);
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world.render();
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}
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