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

@@ -1,24 +1,21 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <vector>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/tools/shader_tools.hpp>
class TextureManager {
private:
std::vector<BlockTexture> m_block_textures;
GLuint m_texture_array;
void load_block_texture(unsigned block_id);
public:
TextureManager();
~TextureManager();
const BlockTexture& get_block_texture(const std::string& block_name);
const BlockTexture& get_block_texture(unsigned block_id);
void delet_texture();
void load_block_texture(const std::string& block_name);
void load_block_texture(unsigned block_id);
void delet_texture();
GLuint get_texture_array();
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture();
};

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@@ -9,6 +9,7 @@ namespace Shader {
void print_program_info(int prog);
bool check_opengl_error();
std::string read_shader_source(const char* file_path);
GLuint load_texture(const std::string& tex_image_path);
GLuint load_texture(const char* tex_image_path);
void delete_image_data(unsigned char* data);
unsigned char* load_image_data(const std::string& tex_image_path);
}

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@@ -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);

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@@ -1,11 +1,12 @@
#version 430
in vec2 tc;
flat in int tex_layer;
out vec4 color;
layout (binding = 0) uniform sampler2D samp;
layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, tc);
color = texture(samp, vec3(tc, tex_layer));
//color = varyingColor;
}

View File

@@ -2,8 +2,9 @@
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
mat4 buildRotateX(float rad);
mat4 buildRotateY(float rad);
@@ -13,11 +14,12 @@ mat4 buildTranslate(float x, float y, float z);
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
layout (binding = 0) uniform sampler2D samp;
void main(void) {
gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
tc = texCoord;
tex_layer = int(layer);
}
mat4 buildTranslate(float x, float y, float z) {

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@@ -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();
}

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@@ -1,5 +1,6 @@
#include <fstream>
#include <Cubed/config.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/shader_tools.hpp>
#include <Cubed/tools/log.hpp>
@@ -65,20 +66,18 @@ namespace Shader {
return content;
}
GLuint load_texture(const std::string& tex_image_path) {
return load_texture(tex_image_path.c_str());
void delete_image_data(unsigned char* data) {
SOIL_free_image_data(data);
}
GLuint load_texture(const char* tex_image_path) {
GLuint texture_id;
texture_id = SOIL_load_OGL_texture(tex_image_path, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
std::string error_info = std::string("Could not load texture ") + tex_image_path;
CUBED_ASSERT_MSG(texture_id, error_info.c_str());
// generate mipmap
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
return texture_id;
unsigned char* load_image_data(const std::string& tex_image_path) {
unsigned char* data;
int width, height, channels;
data = SOIL_load_image(tex_image_path.c_str(), &width, &height, &channels, SOIL_LOAD_AUTO);
std::string error_info = "Could not load texture " + tex_image_path;
CUBED_ASSERT_MSG(data, error_info.c_str());
return data;
}
}