perf: optmize world rendering performance

This commit is contained in:
2026-03-08 11:27:37 +08:00
parent 668fa9a57d
commit f3ff209823
7 changed files with 149 additions and 113 deletions

View File

@@ -18,7 +18,13 @@
#include <Cubed/tools/shader_tools.hpp>
constexpr int NUM_VAO = 1;
constexpr int NUM_VBO = 3;
constexpr int NUM_VBO = 1;
struct Vertex {
float x, y, z;
float s, t;
float layer;
};
GLuint rendering_program;
GLuint vao[NUM_VAO];
@@ -31,13 +37,16 @@ float inc = 0.01f;
float tf = 0.0f;
double last_time = 0.0f;
double delta_time = 0.0f;
GLuint texture_array;
Player player;
Camera camera;
TextureManager texture_manager;
World world;
std::vector<Vertex> vertex_data;
void setup_vertices(void) {
float vertices_pos[108] = {
float vertices_pos[6][6][3] = {
// ===== front (z = +1) =====
-0.5f, -0.5f, 0.5f, // bottom left
-0.5f, 0.5f, 0.5f, // top left
@@ -82,7 +91,7 @@ void setup_vertices(void) {
-0.5f, -0.5f, 0.5f // front left
};
float tex_coords[72] {
float tex_coords[6][6][2] = {
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
@@ -92,18 +101,46 @@ void setup_vertices(void) {
};
// every block
for (int x = 0; x < DISTANCE * CHUCK_SIZE; x++) {
for (int z = 0; z < DISTANCE * CHUCK_SIZE; z++) {
for (int y = 0; y < CHUCK_SIZE; y++) {
const auto& block_render_data = world.get_block_render_data(x, y, z);
// air
if (block_render_data.block_id == 0) {
continue;
}
for (int face = 0; face < 6; face++) {
if (!block_render_data.draw_face[face]) {
continue;
}
for (int i = 0; i < 6; i++) {
Vertex vex = {
vertices_pos[face][i][0] + (float)x * 1.0f,
vertices_pos[face][i][1] + (float)y * 1.0f,
vertices_pos[face][i][2] + (float)z * 1.0f,
tex_coords[face][i][0],
tex_coords[face][i][1],
static_cast<float>(block_render_data.block_id * 6 + face)
};
vertex_data.emplace_back(vex);
}
}
}
}
}
glGenVertexArrays(NUM_VAO, vao);
glBindVertexArray(vao[0]);
glGenBuffers(NUM_VBO, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_pos), vertices_pos, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(tex_coords), tex_coords, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vertex_data.size() * sizeof(Vertex), vertex_data.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
@@ -167,7 +204,14 @@ void init(GLFWwindow* window) {
p_mat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthFunc(GL_LEQUAL);
#ifndef NDEBUG
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
LOG::info("GL Debug: {}", reinterpret_cast<const char*>(message));
}, nullptr);
#endif
setup_vertices();
@@ -205,47 +249,24 @@ void display(GLFWwindow* window, double current_time) {
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glActiveTexture(GL_TEXTURE0);
for (int x = 0; x < DISTANCE * CHUCK_SIZE; x++) {
for (int z = 0; z < DISTANCE * CHUCK_SIZE; z++) {
for (int y = 0; y < CHUCK_SIZE; y++) {
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3((float)x, y, (float)z));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
const auto& block_render_data = world.get_block_render_data(x, y, z);
// air
if (block_render_data.block_id == 0) {
continue;
}
for (int face = 0; face < 6; face++) {
if (!block_render_data.draw_face[face]) {
continue;
}
glBindTexture(GL_TEXTURE_2D,
texture_manager.get_block_texture(
block_render_data
.block_id)
.texture[face]
);
glDrawArrays(GL_TRIANGLES, face * 6, 6);
}
}
}
}
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
v_mat = camera.get_camera_lookat();
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
glDrawArrays(GL_TRIANGLES, 0, vertex_data.size() * 3);
}
@@ -293,6 +314,7 @@ int main() {
MapTable::init_map();
texture_manager.init_texture();
world.init_world();
texture_array = texture_manager.get_texture_array();
init(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);