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

@@ -11,61 +11,75 @@ TextureManager::~TextureManager() {
delet_texture();
}
const BlockTexture& TextureManager::get_block_texture(const std::string& name) {
load_block_texture(name);
return m_block_textures[MapTable::get_id_from_name(name)];
}
const BlockTexture& TextureManager::get_block_texture(unsigned id) {
load_block_texture(id);
return m_block_textures[id];
}
void TextureManager::delet_texture() {
for (const auto& block_texture : m_block_textures) {
for (const auto& id : block_texture.texture) {
glDeleteTextures(1, &id);
}
}
glDeleteTextures(1, &m_texture_array);
LOG::info("Successfully delete all texture");
}
void TextureManager::load_block_texture(const std::string& block_name) {
GLuint TextureManager::get_texture_array() {
return m_texture_array;
}
auto id = MapTable::get_id_from_name(block_name);
m_block_textures[id].name = block_name;
m_block_textures[id].id = id;
void TextureManager::load_block_texture(unsigned id) {
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
const std::string& name = MapTable::get_name_from_id(id);
// air don`t need texture
if (id == 0) {
return;
}
std::string block_texture_path = "assets/texture/block/" + block_name;
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/front.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/right.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/back.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/left.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/top.png"));
m_block_textures[id].texture.emplace_back(Shader::load_texture(block_texture_path + "/base.png"));
}
unsigned char * image_data[6];
std::string block_texture_path = "assets/texture/block/" + name;
image_data[0] = (Shader::load_image_data(block_texture_path + "/front.png"));
image_data[1] = (Shader::load_image_data(block_texture_path + "/right.png"));
image_data[2] = (Shader::load_image_data(block_texture_path + "/back.png"));
image_data[3] = (Shader::load_image_data(block_texture_path + "/left.png"));
image_data[4] = (Shader::load_image_data(block_texture_path + "/top.png"));
image_data[5] = (Shader::load_image_data(block_texture_path + "/base.png"));
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
for (int i = 0; i < 6; i++) {
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, id * 6 + i,
16, 16, 1,
GL_RGBA, GL_UNSIGNED_BYTE,
image_data[i]
);
Shader::check_opengl_error();
Shader::delete_image_data(image_data[i]);
}
void TextureManager::load_block_texture(unsigned block_id) {
CUBED_ASSERT_MSG(block_id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
load_block_texture(MapTable::get_name_from_id(block_id));
}
void TextureManager::init_texture() {
MapTable::init_map();
m_block_textures.resize(MAX_BLOCK_NUM);
MapTable::init_map();
glGenTextures(1, &m_texture_array);
Shader::check_opengl_error();
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
glTexImage3D(GL_TEXTURE_2D_ARRAY,
0, GL_RGBA,
16, 16,
MAX_BLOCK_NUM * 6,
0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
Shader::check_opengl_error();
for (int i = 0; i < MAX_BLOCK_NUM; i++) {
load_block_texture(i);
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Shader::check_opengl_error();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
Shader::check_opengl_error();
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
Shader::check_opengl_error();
}