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Replace clientmap's MeshBufListList with a hashmap
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a22b1700a4
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@ -34,33 +34,43 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <queue>
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// struct MeshBufListList
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void MeshBufListList::clear()
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{
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for (auto &list : lists)
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list.clear();
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}
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namespace {
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// A helper struct
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struct MeshBufListMaps
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{
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struct MaterialHash
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{
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size_t operator()(const video::SMaterial &m) const noexcept
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{
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// Only hash first texture. Simple and fast.
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return std::hash<video::ITexture *>{}(m.TextureLayers[0].Texture);
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}
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};
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void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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{
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// Append to the correct layer
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std::vector<MeshBufList> &list = lists[layer];
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const video::SMaterial &m = buf->getMaterial();
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for (MeshBufList &l : list) {
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// comparing a full material is quite expensive so we don't do it if
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// not even first texture is equal
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if (l.m.TextureLayers[0].Texture != m.TextureLayers[0].Texture)
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continue;
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using MeshBufListMap = std::unordered_map<
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video::SMaterial,
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std::vector<std::pair<v3s16, scene::IMeshBuffer *>>,
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MaterialHash>;
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if (l.m == m) {
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l.bufs.emplace_back(position, buf);
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return;
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std::array<MeshBufListMap, MAX_TILE_LAYERS> maps;
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void clear()
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{
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for (auto &map : maps)
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map.clear();
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}
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}
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MeshBufList l;
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l.m = m;
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l.bufs.emplace_back(position, buf);
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list.emplace_back(l);
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
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{
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assert(layer < MAX_TILE_LAYERS);
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// Append to the correct layer
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auto &map = maps[layer];
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const video::SMaterial &m = buf->getMaterial();
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auto &bufs = map[m]; // default constructs if non-existent
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bufs.emplace_back(position, buf);
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}
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};
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}
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static void on_settings_changed(const std::string &name, void *data)
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@ -737,7 +747,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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Draw the selected MapBlocks
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*/
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MeshBufListList grouped_buffers;
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MeshBufListMaps grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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video::SMaterial previous_material;
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@ -793,7 +803,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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// using MeshBufListMaps
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = block_mesh->getMesh(layer);
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assert(mesh);
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@ -819,11 +829,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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// Capture draw order for all solid meshes
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for (auto &lists : grouped_buffers.lists) {
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for (MeshBufList &list : lists) {
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for (auto &map : grouped_buffers.maps) {
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for (auto &list : map) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it) {
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draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
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for (auto it = list.second.rbegin(); it != list.second.rend(); ++it) {
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draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
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}
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}
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}
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@ -1103,7 +1113,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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u32 drawcall_count = 0;
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u32 vertex_count = 0;
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MeshBufListList grouped_buffers;
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MeshBufListMaps grouped_buffers;
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std::vector<DrawDescriptor> draw_order;
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@ -1144,7 +1154,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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}
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else {
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// otherwise, group buffers across meshes
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// using MeshBufListList
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// using MeshBufListMaps
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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@ -1167,18 +1177,18 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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}
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u32 buffer_count = 0;
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for (auto &lists : grouped_buffers.lists)
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for (MeshBufList &list : lists)
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buffer_count += list.bufs.size();
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for (auto &map : grouped_buffers.maps)
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for (auto &list : map)
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buffer_count += list.second.size();
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draw_order.reserve(draw_order.size() + buffer_count);
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// Capture draw order for all solid meshes
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for (auto &lists : grouped_buffers.lists) {
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for (MeshBufList &list : lists) {
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for (auto &map : grouped_buffers.maps) {
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for (auto &list : map) {
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// iterate in reverse to draw closest blocks first
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for (auto it = list.bufs.rbegin(); it != list.bufs.rend(); ++it)
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draw_order.emplace_back(it->first, it->second, it != list.bufs.rbegin());
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for (auto it = list.second.rbegin(); it != list.second.rend(); ++it)
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draw_order.emplace_back(it->first, it->second, it != list.second.rbegin());
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}
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}
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@ -37,25 +37,6 @@ struct MapDrawControl
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bool show_wireframe = false;
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};
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struct MeshBufList
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{
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video::SMaterial m;
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std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
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};
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struct MeshBufListList
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{
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/*!
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* Stores the mesh buffers of the world.
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* The array index is the material's layer.
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* The vector part groups vertices by material.
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*/
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std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
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void clear();
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void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
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};
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class Client;
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class ITextureSource;
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class PartialMeshBuffer;
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