various fixes
This commit is contained in:
@ -341,10 +341,12 @@ int screen_x,screen_y;
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float carried_dt = 0;
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#define TICKRATE 60
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float tex2_alpha = 1.0;
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int raw_level_time;
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float global_timer;
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int global_hack;
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int loopmode(float dt, int real, int in_client)
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{
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@ -360,6 +362,11 @@ int loopmode(float dt, int real, int in_client)
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carried_dt += dt;
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while (carried_dt > 1.0/TICKRATE) {
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if (global_hack) {
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tex2_alpha += global_hack / 60.0f;
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if (tex2_alpha < 0) tex2_alpha = 0;
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if (tex2_alpha > 1) tex2_alpha = 1;
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}
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//update_input();
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// if the player is dead, stop the sim
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carried_dt -= 1.0/TICKRATE;
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@ -432,6 +439,8 @@ void process_event(SDL_Event *e)
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if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
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if (s == SDL_SCANCODE_S) active_control_set(6);
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if (s == SDL_SCANCODE_D) active_control_set(7);
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if (k == '1') global_hack = !global_hack;
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if (k == '2') global_hack = -1;
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#if 0
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if (game_mode == GAME_editor) {
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@ -568,7 +577,7 @@ int SDL_main(int argc, char **argv)
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}
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#endif
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SDL_GL_SetSwapInterval(0); // only when profiling
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SDL_GL_SetSwapInterval(1);
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render_init();
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mesh_init();
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@ -32,11 +32,11 @@
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extern void ods(char *fmt, ...);
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#define FANCY_LEAVES // nearly 2x the triangles when enabled (if underground is filled)
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//#define FANCY_LEAVES // nearly 2x the triangles when enabled (if underground is filled)
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#define FAST_CHUNK
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#define IN_PLACE
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#define SKIP_TERRAIN 0 // use to avoid building underground stuff
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#define SKIP_TERRAIN 48 // use to avoid building underground stuff
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// allows you to see what perf would be like if underground was efficiently culled,
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// or if you were making a game without underground
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@ -594,6 +594,7 @@ void make_map_segment_for_superchunk_preconvert(int chunk_x, int chunk_y, int se
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}
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}
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// build 1 mesh covering 2x2 chunks
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void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh *rm)
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{
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int a,b,z;
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@ -603,6 +604,10 @@ void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh
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unsigned char vheight[34][34][18];
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#endif
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#ifndef STBVOX_CONFIG_DISABLE_TEX2
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unsigned char tex2_choice[34][34][18];
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#endif
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assert((chunk_x & 1) == 0);
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assert((chunk_y & 1) == 0);
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@ -618,7 +623,6 @@ void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh
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map->block_color_face = minecraft_color_for_blocktype;
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map->block_geometry = minecraft_geom_for_blocktype;
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// we're going to build 4 meshes in parallel, each covering 2x2 chunks
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stbvox_reset_buffers(&rm->mm);
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stbvox_set_buffer(&rm->mm, 0, 0, rm->build_buffer, BUILD_BUFFER_SIZE);
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stbvox_set_buffer(&rm->mm, 0, 1, rm->face_buffer , FACE_BUFFER_SIZE);
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@ -636,6 +640,25 @@ void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh
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}
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}
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#ifndef STBVOX_CONFIG_DISABLE_TEX2
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for (a=0; a < 34; ++a) {
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for (b=0; b < 34; ++b) {
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int px = chunk_x*16 + a - 1;
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int py = chunk_y*16 + b - 1;
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float dist = (float) sqrt(px*px + py*py);
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float s1 = (float) sin(dist / 16), s2, s3;
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dist = (float) sqrt((px-80)*(px-80) + (py-50)*(py-50));
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s2 = (float) sin(dist / 11);
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for (z=0; z < 18; ++z) {
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s3 = (float) sin(z * 3.141592 / 8);
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s3 = s1*s2*s3;
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tex2_choice[a][b][z] = 63 & (int) stb_linear_remap(s3,-1,1, -20,83);
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}
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}
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}
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#endif
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for (z=256-16; z >= SKIP_TERRAIN; z -= 16)
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{
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int z0 = z;
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@ -646,6 +669,9 @@ void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh
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map->blocktype = &rm->sv_blocktype[1][1][1-z]; // specify location of 0,0,0 so that accessing z0..z1 gets right data
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map->lighting = &rm->sv_lighting[1][1][1-z];
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#ifndef STBVOX_CONFIG_DISABLE_TEX2
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map->tex2 = &tex2_choice[1][1][1-z];
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#endif
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#ifdef VHEIGHT_TEST
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// hacky test of vheight
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@ -844,3 +870,58 @@ void mesh_init(void)
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remap_in_place(54, 9);
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remap_in_place(146, 10);
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}
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// Timing stats while optimizing the single-threaded builder
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// 32..-32, 32..-32, SKIP_TERRAIN=0, !FANCY_LEAVES on 'mcrealm' data set
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// 6.27s - reblocked to do 16 z at a time instead of 256 (still using 66x66x258), 4 meshes in parallel
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// 5.96s - reblocked to use FAST_CHUNK (no intermediate data structure)
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// 5.45s - unknown change, or previous measurement was wrong
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// 6.12s - use preconverted data, not in-place
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// 5.91s - use preconverted, in-place
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// 5.34s - preconvert, in-place, avoid dependency chain (suggested by ryg)
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// 5.34s - preconvert, in-place, avoid dependency chain, use bit-table instead of byte-table
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// 5.50s - preconvert, in-place, branchless
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// 6.42s - non-preconvert, avoid dependency chain (not an error)
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// 5.40s - non-preconvert, w/dependency chain (same as earlier)
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// 5.50s - non-FAST_CHUNK, reblocked outer loop for better cache reuse
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// 4.73s - FAST_CHUNK non-preconvert, reblocked outer loop
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// 4.25s - preconvert, in-place, reblocked outer loop
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// 4.18s - preconvert, in-place, unrolled again
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// 4.10s - 34x34 1 mesh instead of 66x66 and 4 meshes (will make it easier to do multiple threads)
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// 4.83s - building bitmasks but not using them (2 bits per block, one if empty, one if solid)
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// 5.16s - using empty bitmasks to early out
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// 5.01s - using solid & empty bitmasks to early out - "foo"
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// 4.64s - empty bitmask only, test 8 at a time, then test geom
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// 4.72s - empty bitmask only, 8 at a time, then test bits
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// 4.46s - split bitmask building into three loops (each byte is separate)
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// 4.42s - further optimize computing bitmask
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// 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building
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// 4.12s - using solid & empty bitmasks to efficiently test neighbors
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// 4.04s - using 16-bit fetches (not endian-independent)
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// - note this is first place that beats previous best '4.10s - 34x34 1 mesh'
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// 4.30s - current time with bitmasks disabled again (note was 4.10s earlier)
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// 3.95s - bitmasks enabled again, no other changes
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// 4.00s - current time with bitmasks disabled again, no other changes -- wide variation that is time dependent?
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// (note that most of the numbers listed here are median of 3 values already)
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// 3.98s - bitmasks enabled
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// Bitmasks removed from the code as not worth the complexity increase
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// Raw data for Q&A:
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//
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// 26% parsing & loading minecraft files (4/5ths of which is zlib decode)
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// 39% building mesh from stb input format
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// 18% converting from minecraft blocks to stb blocks
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// 9% reordering from minecraft axis order to stb axis order
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// 7% uploading vertex buffer to OpenGL
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@ -364,6 +364,42 @@ int num_meshes_started; // stats
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int request_chunk(int chunk_x, int chunk_y);
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void update_meshes_from_render_thread(void);
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unsigned char tex2_data[64][4];
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void init_tex2_gradient(void)
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{
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int i;
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for (i=0; i < 16; ++i) {
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tex2_data[i+ 0][0] = 64 + 12*i;
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tex2_data[i+ 0][1] = 32;
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tex2_data[i+ 0][2] = 64;
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tex2_data[i+16][0] = 255;
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tex2_data[i+16][1] = 32 + 8*i;
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tex2_data[i+16][2] = 64;
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tex2_data[i+32][0] = 255;
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tex2_data[i+32][1] = 160;
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tex2_data[i+32][2] = 64 + 12*i;
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tex2_data[i+48][0] = 255;
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tex2_data[i+48][1] = 160 + 6*i;
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tex2_data[i+48][2] = 255;
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}
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}
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void set_tex2_alpha(float fa)
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{
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int i;
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int a = (int) stb_lerp(fa, 0, 255);
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if (a < 0) a = 0; else if (a > 255) a = 255;
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]);
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for (i=0; i < 64; ++i) {
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tex2_data[i][3] = a;
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glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, 1,1,1, GL_RGBA, GL_UNSIGNED_BYTE, tex2_data[i]);
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}
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}
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void render_init(void)
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{
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int i;
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@ -424,64 +460,21 @@ void render_init(void)
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]);
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glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA,
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TEX_SIZE,TEX_SIZE,128,
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1,1,64,
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0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
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init_tex2_gradient();
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set_tex2_alpha(0.0);
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#if 0
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for (i=0; i < 128; ++i) {
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build_overlay_texture(i);
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//build_overlay_texture(i);
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glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, TEX_SIZE,TEX_SIZE,1, GL_RGBA, GL_UNSIGNED_BYTE, texture[0]);
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}
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#endif
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT);
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}
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// Timing stats while optimizing the single-threaded builder
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// 32..-32, 32..-32, !FILL_TERRAIN, !FANCY_LEAVES on 'mcrealm' data set
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// 6.27s - reblocked to do 16 z at a time instead of 256 (still using 66x66x258), 4 meshes in parallel
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// 5.96s - reblocked to use FAST_CHUNK (no intermediate data structure)
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// 5.45s - unknown change, or previous measurement was wrong
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// 6.12s - use preconverted data, not in-place
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// 5.91s - use preconverted, in-place
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// 5.34s - preconvert, in-place, avoid dependency chain (suggested by ryg)
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// 5.34s - preconvert, in-place, avoid dependency chain, use bit-table instead of byte-table
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// 5.50s - preconvert, in-place, branchless
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// 6.42s - non-preconvert, avoid dependency chain (not an error)
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// 5.40s - non-preconvert, w/dependency chain (same as earlier)
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// 5.50s - non-FAST_CHUNK, reblocked outer loop for better cache reuse
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// 4.73s - FAST_CHUNK non-preconvert, reblocked outer loop
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// 4.25s - preconvert, in-place, reblocked outer loop
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// 4.18s - preconvert, in-place, unrolled again
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// 4.10s - 34x34 1 mesh instead of 66x66 and 4 meshes (will make it easier to do multiple threads)
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// 4.83s - building bitmasks but not using them (2 bits per block, one if empty, one if solid)
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// 5.16s - using empty bitmasks to early out
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// 5.01s - using solid & empty bitmasks to early out - "foo"
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// 4.64s - empty bitmask only, test 8 at a time, then test geom
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// 4.72s - empty bitmask only, 8 at a time, then test bits
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// 4.46s - split bitmask building into three loops (each byte is separate)
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// 4.42s - further optimize computing bitmask
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// 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building
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// 4.12s - using solid & empty bitmasks to efficiently test neighbors
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// 4.04s - using 16-bit fetches (not endian-independent)
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// - note this is first place that beats previous best '4.10s - 34x34 1 mesh'
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// 4.30s - current time with bitmasks disabled again (note was 4.10s earlier)
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// 3.95s - bitmasks enabled again, no other changes
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// 4.00s - current time with bitmasks disabled again, no other changes -- wide variation that is time dependent?
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// (note that most of the numbers listed here are median of 3 values already)
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// 3.98s - bitmasks enabled
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// Bitmasks removed from the code as not worth the complexity increase
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void world_init(void)
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{
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int a,b,x,y;
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@ -751,6 +744,8 @@ void update_meshes_from_render_thread(void)
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}
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}
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extern float tex2_alpha;
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extern int global_hack;
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int num_threads_active;
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float chunk_server_activity;
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@ -790,6 +785,8 @@ void render_caves(float campos[3])
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stbglUniform3fv(stbgl_find_uniform(main_prog, "light_source"), 2, lighting[0]);
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}
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if (global_hack)
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set_tex2_alpha(tex2_alpha);
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num_meshes_uploaded = 0;
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update_meshes_from_render_thread();
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@ -952,16 +949,3 @@ void render_caves(float campos[3])
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num_threads_active += (mesh_data[i].state == WSTATE_running);
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}
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}
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// Raw data for Q&A:
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//
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// 26% parsing & loading minecraft files (4/5ths of which is zlib decode)
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// 39% building mesh from stb input format
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// 18% converting from minecraft blocks to stb blocks
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// 9% reordering from minecraft axis order to stb axis order
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// 7% uploading vertex buffer to OpenGL
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Reference in New Issue
Block a user