some decent particle performance improvements, lazy hit boxes

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Bixilon 2021-11-29 18:53:28 +01:00
parent 2d308d40bc
commit a1035542db
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GPG Key ID: 5CAD791931B09AC4
17 changed files with 112 additions and 73 deletions

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@ -20,4 +20,5 @@ data class EntityHitBoxConfig(
@Json(name = "own_hit_box") val ownHitBox: Boolean = false,
@Json(name = "disable_z_buffer") val disableZBuffer: Boolean = false,
@Json(name = "invisible_entities") val invisibleEntities: Boolean = false,
@Json(name = "lazy_hit_boxes") val lazyHitBoxes: Boolean = false,
)

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@ -12,10 +12,21 @@
*/
package de.bixilon.minosoft.data.entities
import glm_.func.cos
import glm_.func.rad
import glm_.func.sin
import glm_.vec3.Vec3d
data class EntityRotation(
val yaw: Double,
val pitch: Double,
) {
val front: Vec3d
get() = Vec3d(
(yaw + 90).rad.cos * (-pitch).rad.cos,
(-pitch).rad.sin,
(yaw + 90).rad.sin * (-pitch).rad.cos
).normalize()
constructor(bodyYaw: Float, pitch: Float) : this(bodyYaw.toDouble(), pitch.toDouble())

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@ -25,9 +25,6 @@ import de.bixilon.minosoft.gui.rendering.util.VecUtil.empty
import de.bixilon.minosoft.gui.rendering.util.mesh.LineMesh
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3dUtil.EMPTY
import glm_.func.cos
import glm_.func.rad
import glm_.func.sin
import glm_.vec3.Vec3
import glm_.vec3.Vec3d
@ -72,7 +69,11 @@ class EntityHitBox(
}
if (visible) {
val mesh = LineMesh(renderWindow)
mesh.drawAABB(aabb = aabb, color = hitBoxColor)
if (Minosoft.config.config.game.entities.hitBox.lazyHitBoxes) {
mesh.drawLazyAABB(aabb, color = hitBoxColor)
} else {
mesh.drawAABB(aabb = aabb, color = hitBoxColor, margin = 0.1f)
}
val center = Vec3(aabb.center)
if (!velocity.empty) {
@ -85,15 +86,9 @@ class EntityHitBox(
mesh.drawAABB(eyeAABB, RenderConstants.DEFAULT_LINE_WIDTH, ChatColors.DARK_RED)
val front = Vec3d(
(rotation.yaw + 90).rad.cos * (-rotation.pitch).rad.cos,
(-rotation.pitch).rad.sin,
(rotation.yaw + 90).rad.sin * (-rotation.pitch).rad.cos
).normalize()
val eyeStart = Vec3(center.x, eyeHeight, center.z)
mesh.drawLine(eyeStart, eyeStart + Vec3(front) * 5, color = ChatColors.BLUE)
mesh.drawLine(eyeStart, eyeStart + Vec3(rotation.front) * 5, color = ChatColors.BLUE)
mesh.load()
this.mesh = mesh
}

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@ -46,9 +46,7 @@ import de.bixilon.minosoft.util.KUtil
import de.bixilon.minosoft.util.KUtil.decide
import de.bixilon.minosoft.util.KUtil.toResourceLocation
import de.bixilon.minosoft.util.Previous
import glm_.func.cos
import glm_.func.rad
import glm_.func.sin
import glm_.glm
import glm_.mat4x4.Mat4
import glm_.mat4x4.Mat4d
@ -123,8 +121,9 @@ class Camera(
}
yaw %= 180
val pitch = glm.clamp(delta.y + connection.player.rotation.pitch, -89.9, 89.9)
connection.player.rotation = EntityRotation(yaw, pitch)
setRotation(yaw, pitch)
val rotation = EntityRotation(yaw, pitch)
connection.player.rotation = rotation
setRotation(rotation)
}
private fun calculateFogDistance() {
@ -273,7 +272,7 @@ class Camera(
}
private fun onPositionChange() {
setRotation(connection.player.rotation.yaw, connection.player.rotation.pitch)
setRotation(connection.player.rotation)
recalculateViewProjectionMatrix()
frustum.recalculate()
connection.fireEvent(FrustumChangeEvent(renderWindow, frustum))
@ -310,12 +309,8 @@ class Camera(
return glm.lookAt(eyePosition, eyePosition + cameraFront, CAMERA_UP_VEC3)
}
private fun setRotation(yaw: Double, pitch: Double) {
cameraFront = Vec3d(
(yaw + 90).rad.cos * (-pitch).rad.cos,
(-pitch).rad.sin,
(yaw + 90).rad.sin * (-pitch).rad.cos
).normalize()
private fun setRotation(rotation: EntityRotation) {
cameraFront = rotation.front
cameraRight = (cameraFront cross CAMERA_UP_VEC3).normalize()
cameraUp = (cameraRight cross cameraFront).normalize()

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@ -14,7 +14,6 @@
package de.bixilon.minosoft.gui.rendering.particle
import de.bixilon.minosoft.data.text.RGBColor
import de.bixilon.minosoft.gui.rendering.RenderConstants
import de.bixilon.minosoft.gui.rendering.RenderWindow
import de.bixilon.minosoft.gui.rendering.system.base.buffer.vertex.PrimitiveTypes
import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.AbstractTexture
@ -27,22 +26,30 @@ import glm_.vec3.Vec3d
class ParticleMesh(renderWindow: RenderWindow, data: DirectArrayFloatList) : Mesh(renderWindow, ParticleMeshStruct, PrimitiveTypes.POINT, -1, clearOnLoad = false, data = data) {
fun addVertex(position: Vec3d, scale: Float, texture: AbstractTexture, tintColor: RGBColor, uvMin: Vec2 = Vec2(0.0f, 0.0f), uvMax: Vec2 = Vec2(1.0f, 1.0f)) {
val minTransformedUV = texture.renderData?.transformUV(uvMin) ?: uvMin
val maxTransformedUV = texture.renderData?.transformUV(uvMax) ?: uvMax
fun addVertex(position: Vec3d, scale: Float, texture: AbstractTexture, tintColor: RGBColor, uvMin: FloatArray? = null, uvMax: FloatArray? = null) {
val minTransformedUV = if (uvMin == null) {
EMPTY_UV_ARRAY
} else {
texture.renderData.transformUV(uvMin)
}
val maxTransformedUV = texture.renderData.transformUV(uvMax)
data.add(position.x.toFloat())
data.add(position.y.toFloat())
data.add(position.z.toFloat())
data.add(minTransformedUV.x)
data.add(minTransformedUV.y)
data.add(maxTransformedUV.x)
data.add(maxTransformedUV.y)
data.add(Float.fromBits(texture.renderData?.shaderTextureId ?: RenderConstants.DEBUG_TEXTURE_ID))
data.add(minTransformedUV[0])
data.add(minTransformedUV[1])
data.add(maxTransformedUV[0])
data.add(maxTransformedUV[1])
data.add(Float.fromBits(texture.renderData.shaderTextureId))
data.add(scale)
data.add(Float.fromBits(tintColor.rgba))
}
companion object {
private val EMPTY_UV_ARRAY = floatArrayOf(0.0f, 0.0f)
}
data class ParticleMeshStruct(
val position: Vec3,
val minUVCoordinates: Vec2,

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@ -15,10 +15,7 @@ package de.bixilon.minosoft.gui.rendering.particle
import de.bixilon.minosoft.Minosoft
import de.bixilon.minosoft.data.registries.ResourceLocation
import de.bixilon.minosoft.gui.rendering.RenderConstants
import de.bixilon.minosoft.gui.rendering.RenderWindow
import de.bixilon.minosoft.gui.rendering.Renderer
import de.bixilon.minosoft.gui.rendering.RendererBuilder
import de.bixilon.minosoft.gui.rendering.*
import de.bixilon.minosoft.gui.rendering.modding.events.CameraMatrixChangeEvent
import de.bixilon.minosoft.gui.rendering.particle.types.Particle
import de.bixilon.minosoft.gui.rendering.system.base.RenderSystem
@ -55,9 +52,9 @@ class ParticleRenderer(
private var translucentMesh = ParticleMesh(renderWindow, DirectArrayFloatList(RenderConstants.MAXIMUM_PARTICLE_AMOUNT * ParticleMesh.ParticleMeshStruct.FLOATS_PER_VERTEX))
private val particlesLock = ReadWriteLock()
private var particles: MutableSet<Particle> = mutableSetOf()
private var particles: MutableList<Particle> = mutableListOf()
private var particleQueueLock = ReadWriteLock()
private var particleQueue: MutableSet<Particle> = mutableSetOf()
private var particleQueue: MutableList<Particle> = mutableListOf()
private lateinit var particleTask: TimeWorkerTask
@ -107,19 +104,38 @@ class ParticleRenderer(
connection.world.particleRenderer = this
particleTask = TimeWorker.addTask(TimeWorkerTask(ProtocolDefinition.TICK_TIME, maxDelayTime = ProtocolDefinition.TICK_TIME / 2) {
if (renderWindow.renderingState == RenderingStates.PAUSED || renderWindow.renderingState == RenderingStates.STOPPED) {
return@TimeWorkerTask
}
val cameraLength = connection.player.position.length()
val toRemove: MutableSet<Particle> = mutableSetOf()
particlesLock.acquire()
try {
val time = KUtil.time
for (particle in particles) {
if (particle.position.length() - cameraLength >= Minosoft.config.config.game.camera.viewDistance * ProtocolDefinition.SECTION_WIDTH_X) {
particle.dead = true
toRemove += particle
} else if (particle.dead) {
toRemove += particle
}
particle.tryTick(time)
}
} finally {
particlesLock.release()
}
particlesLock.lock()
particles -= toRemove
particleQueueLock.lock()
particles += particleQueue
particleQueue.clear()
particleQueueLock.unlock()
particlesLock.unlock()
})
connection.registerEvent(CallbackEventInvoker.of<PlayConnectionStateChangeEvent> {
@ -131,6 +147,9 @@ class ParticleRenderer(
}
fun add(particle: Particle) {
if (renderWindow.renderingState == RenderingStates.PAUSED || renderWindow.renderingState == RenderingStates.STOPPED) {
return
}
val particleCount = particles.size
if (particleCount >= RenderConstants.MAXIMUM_PARTICLE_AMOUNT) {
Log.log(LogMessageType.RENDERING_GENERAL, LogLevels.WARN) { "Can not add particle: Limit reached (${particleCount} > ${RenderConstants.MAXIMUM_PARTICLE_AMOUNT}" }
@ -154,26 +173,17 @@ class ParticleRenderer(
transparentMesh.unload()
translucentMesh.unload()
val toRemove: MutableSet<Particle> = mutableSetOf()
transparentMesh.data.clear()
translucentMesh.data.clear()
transparentMesh = ParticleMesh(renderWindow, transparentMesh.data)
translucentMesh = ParticleMesh(renderWindow, translucentMesh.data)
particlesLock.lock()
particleQueueLock.acquire()
particles += particleQueue
particleQueueLock.release()
particlesLock.unlock()
particlesLock.acquire()
val time = KUtil.time
for (particle in particles) {
if (particle.dead) {
toRemove += particle
continue
}
particle.addVertex(transparentMesh, translucentMesh, time)
@ -181,12 +191,6 @@ class ParticleRenderer(
particlesLock.release()
if (toRemove.isNotEmpty()) {
particlesLock.lock()
particles -= toRemove
particlesLock.unlock()
}
transparentMesh.load()
translucentMesh.load()
}

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@ -25,11 +25,11 @@ abstract class AdvancedTextureParticle(connection: PlayConnection, position: Vec
var minUV: Vec2 = Vec2(0.0f, 0.0f)
var maxUV: Vec2 = Vec2(1.0f, 1.0f)
override fun addVertex(transparentMesh: ParticleMesh, translucentMesh: ParticleMesh, time:Long) {
override fun addVertex(transparentMesh: ParticleMesh, particleMesh: ParticleMesh, time: Long) {
val texture = texture ?: return
when {
texture.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255 -> translucentMesh
texture.transparency == TextureTransparencies.TRANSLUCENT || color.alpha != 255 -> particleMesh
else -> transparentMesh
}.addVertex(getCameraPosition(time), scale, texture, color, minUV, maxUV)
}.addVertex(getCameraPosition(time), scale, texture, color, minUV.array, maxUV.array)
}
}

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@ -35,7 +35,7 @@ interface AbstractTexture {
val transparency: TextureTransparencies
var properties: ImageProperties
var renderData: TextureRenderData?
var renderData: TextureRenderData
var data: ByteBuffer?

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@ -33,7 +33,7 @@ class MemoryTexture(
) : AbstractTexture {
override lateinit var textureArrayUV: Vec2
override lateinit var singlePixelSize: Vec2
override var renderData: TextureRenderData? = null
override lateinit var renderData: TextureRenderData
override var transparency: TextureTransparencies = TextureTransparencies.OPAQUE
private set
override var data: ByteBuffer? = null

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@ -26,7 +26,7 @@ import java.nio.ByteBuffer
class PNGTexture(override val resourceLocation: ResourceLocation) : AbstractTexture {
override var renderData: TextureRenderData? = null
override lateinit var renderData: TextureRenderData
override lateinit var textureArrayUV: Vec2
override lateinit var singlePixelSize: Vec2

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@ -28,7 +28,7 @@ class SpriteTexture(private val original: AbstractTexture) : AbstractTexture {
override var textureArrayUV: Vec2 by original::textureArrayUV
override var singlePixelSize: Vec2 by original::singlePixelSize
override var properties: ImageProperties by original::properties
override var renderData: TextureRenderData? by original::renderData
override var renderData: TextureRenderData by original::renderData
override val transparency: TextureTransparencies by original::transparency
override var state: TextureStates = TextureStates.DECLARED

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@ -19,5 +19,6 @@ interface TextureRenderData {
val shaderTextureId: Int
val animationData: Int
fun transformUV(end: Vec2): Vec2
fun transformUV(end: Vec2?): Vec2
fun transformUV(end: FloatArray?): FloatArray
}

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@ -22,12 +22,31 @@ class OpenGLTextureData(
val uvEnd: Vec2?,
override val animationData: Int = -1,
) : TextureRenderData {
private val uvEndArray = uvEnd?.array
override val shaderTextureId: Int = (array shl 28) or (index shl 12) or (animationData + 1)
override fun transformUV(end: Vec2): Vec2 {
if (uvEnd == null) {
override fun transformUV(end: Vec2?): Vec2 {
if (end == null) {
return uvEnd ?: VEC2_ONE
}
if (uvEndArray == null) {
return end
}
return end * uvEnd
return Vec2(end.x * uvEndArray[0], end.y * uvEndArray[1])
}
override fun transformUV(end: FloatArray?): FloatArray {
if (end == null) {
return uvEndArray ?: ONE_ARRAY
}
if (uvEndArray == null) {
return end
}
return floatArrayOf(end[0] * uvEndArray[0], end[1] * uvEndArray[1])
}
companion object {
private val VEC2_ONE = Vec2(1.0f, 1.0f)
private val ONE_ARRAY = VEC2_ONE.array
}
}

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@ -22,14 +22,10 @@ import glm_.vec3.Vec3
open class GenericColorMesh(renderWindow: RenderWindow, primitiveType: PrimitiveTypes = renderWindow.renderSystem.preferredPrimitiveType) : Mesh(renderWindow, GenericColorMeshStruct, primitiveType) {
fun addVertex(position: Vec3, color: RGBColor?) {
data.addAll(
floatArrayOf(
position.x,
position.y,
position.z,
Float.fromBits((color ?: ChatColors.WHITE).rgba)
)
)
data.add(position.x)
data.add(position.y)
data.add(position.z)
data.add(Float.fromBits((color ?: ChatColors.WHITE).rgba))
}
data class GenericColorMeshStruct(

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@ -13,6 +13,7 @@
package de.bixilon.minosoft.gui.rendering.util.mesh
import de.bixilon.minosoft.data.direction.Directions
import de.bixilon.minosoft.data.registries.AABB
import de.bixilon.minosoft.data.registries.VoxelShape
import de.bixilon.minosoft.data.text.RGBColor
@ -59,6 +60,15 @@ open class LineMesh(renderWindow: RenderWindow) : GenericColorMesh(renderWindow)
drawAABB(aabb + position, lineWidth, color, margin)
}
fun drawLazyAABB(aabb: AABB, color: RGBColor) {
for (direction in Directions.VALUES) {
val positions = direction.getPositions(Vec3(aabb.min), Vec3(aabb.max))
for ((positionIndex, _) in order) {
addVertex(positions[positionIndex], color)
}
}
}
fun drawAABB(aabb: AABB, lineWidth: Float = RenderConstants.DEFAULT_LINE_WIDTH, color: RGBColor, margin: Float = 0.0f) {
val min = aabb.min - margin
val max = aabb.max + margin

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@ -47,6 +47,7 @@ class DirectArrayFloatList(
}
}
@Synchronized
override fun ensureSize(needed: Int) {
checkFinalized()
if (limit - size >= needed) {

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@ -14,8 +14,7 @@
#version 330
layout (points) in;
layout (triangle_strip) out;
layout (max_vertices = 4) out;
layout (triangle_strip, max_vertices = 4) out;
uniform mat4 uViewProjectionMatrix;
uniform vec3 uCameraRight;