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lightmap: reduce memory allocations
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commit
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@ -1,6 +1,6 @@
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/*
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/*
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* Minosoft
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* Minosoft
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* Copyright (C) 2020-2023 Moritz Zwerger
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* Copyright (C) 2020-2025 Moritz Zwerger
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*
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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*
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@ -16,7 +16,6 @@ package de.bixilon.minosoft.gui.rendering.light.updater
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import de.bixilon.kotlinglm.vec3.Vec3
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import de.bixilon.kotlinglm.vec3.Vec3
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import de.bixilon.minosoft.gui.rendering.light.LightmapBuffer
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import de.bixilon.minosoft.gui.rendering.light.LightmapBuffer
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import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
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import de.bixilon.minosoft.protocol.protocol.ProtocolDefinition
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import java.util.*
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object FullbrightLightUpdater : LightmapUpdater {
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object FullbrightLightUpdater : LightmapUpdater {
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@ -25,7 +24,6 @@ object FullbrightLightUpdater : LightmapUpdater {
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return
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return
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}
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}
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val random = Random(10000L)
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for (sky in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (sky in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (block in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (block in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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buffer[sky, block] = Vec3(1.0f)
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buffer[sky, block] = Vec3(1.0f)
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@ -1,6 +1,6 @@
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/*
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/*
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* Minosoft
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* Minosoft
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* Copyright (C) 2020-2024 Moritz Zwerger
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* Copyright (C) 2020-2025 Moritz Zwerger
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*
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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*
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@ -26,7 +26,7 @@ import de.bixilon.minosoft.data.world.weather.WorldWeather
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import de.bixilon.minosoft.gui.rendering.light.LightmapBuffer
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import de.bixilon.minosoft.gui.rendering.light.LightmapBuffer
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import de.bixilon.minosoft.gui.rendering.light.updater.LightmapUpdater
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import de.bixilon.minosoft.gui.rendering.light.updater.LightmapUpdater
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import de.bixilon.minosoft.gui.rendering.sky.SkyRenderer
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import de.bixilon.minosoft.gui.rendering.sky.SkyRenderer
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import de.bixilon.minosoft.gui.rendering.util.VecUtil.clamp
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import de.bixilon.minosoft.gui.rendering.util.VecUtil.clampAssign
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import de.bixilon.minosoft.gui.rendering.util.VecUtil.modify
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import de.bixilon.minosoft.gui.rendering.util.VecUtil.modify
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import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.interpolateLinear
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import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.interpolateLinear
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import de.bixilon.minosoft.protocol.network.session.play.PlaySession
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import de.bixilon.minosoft.protocol.network.session.play.PlaySession
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@ -91,9 +91,10 @@ class NormalLightmapUpdater(
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val gamma = profile.gamma
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val gamma = profile.gamma
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val nightVision = getNightVisionStrength(millis)
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val nightVision = getNightVisionStrength(millis)
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var color = Vec3()
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for (sky in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (sky in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (block in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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for (block in 0 until ProtocolDefinition.LIGHT_LEVELS) {
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var color = combine(skyColors[sky], blockColors[block])
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combine(skyColors[sky], blockColors[block], color)
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color = tweak(color, gamma, dimension.effects.brighten, nightVision)
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color = tweak(color, gamma, dimension.effects.brighten, nightVision)
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buffer[sky, block] = color
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buffer[sky, block] = color
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}
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}
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@ -165,10 +166,10 @@ class NormalLightmapUpdater(
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}
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}
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private fun combine(sky: Vec3, block: Vec3): Vec3 {
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private fun combine(sky: Vec3, block: Vec3, output: Vec3) {
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val color = sky + block
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Vec3.plus(output, sky, block.x, block.y, block.z)
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return color.clamp()
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output.clampAssign()
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}
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}
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private fun tweak(
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private fun tweak(
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@ -200,7 +201,7 @@ class NormalLightmapUpdater(
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}
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}
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private fun applyBrighten(color: Vec3, brighten: Vec3): Vec3 {
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private fun applyBrighten(color: Vec3, brighten: Vec3): Vec3 {
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return interpolateLinear(0.25f, color, brighten).clamp()
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return interpolateLinear(0.25f, color, brighten).apply { clampAssign() }
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}
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}
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private fun applyGamma(color: Vec3, gamma: Float): Vec3 {
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private fun applyGamma(color: Vec3, gamma: Float): Vec3 {
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@ -225,8 +226,8 @@ class NormalLightmapUpdater(
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return this * (1.0f - value) + value
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return this * (1.0f - value) + value
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}
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}
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private fun Vec3.clamp(): Vec3 {
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private fun Vec3.clampAssign() {
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return clamp(0.0f, 1.0f)
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this.clampAssign(0.0f, 1.0f)
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}
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}
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private companion object {
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private companion object {
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@ -101,6 +101,8 @@ class ParticleRenderer(
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profile::maxAmount.observe(this, true) { maxAmount = minOf(it, MAXIMUM_AMOUNT) }
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profile::maxAmount.observe(this, true) { maxAmount = minOf(it, MAXIMUM_AMOUNT) }
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profile::enabled.observe(this, true) { enabled = it }
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profile::enabled.observe(this, true) { enabled = it }
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// TODO: unload particles when renderer is paused
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session.events.listen<CameraMatrixChangeEvent> { matrixUpdate = true }
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session.events.listen<CameraMatrixChangeEvent> { matrixUpdate = true }
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mesh.load()
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mesh.load()
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@ -13,7 +13,6 @@
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package de.bixilon.minosoft.gui.rendering.particle
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package de.bixilon.minosoft.gui.rendering.particle
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import de.bixilon.kutil.concurrent.schedule.RepeatedTask
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import de.bixilon.kutil.exception.ExceptionUtil.ignoreAll
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import de.bixilon.kutil.exception.ExceptionUtil.ignoreAll
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import de.bixilon.kutil.time.TimeUtil.millis
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import de.bixilon.kutil.time.TimeUtil.millis
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import de.bixilon.minosoft.data.world.chunk.ChunkUtil.isInViewDistance
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import de.bixilon.minosoft.data.world.chunk.ChunkUtil.isInViewDistance
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@ -24,7 +23,6 @@ import de.bixilon.minosoft.protocol.network.session.play.PlaySessionStates
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class ParticleTicker(val renderer: ParticleRenderer) {
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class ParticleTicker(val renderer: ParticleRenderer) {
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private val particles = renderer.particles
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private val particles = renderer.particles
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private val context = renderer.context
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private val context = renderer.context
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private var task: RepeatedTask? = null
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private fun canTick(): Boolean {
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private fun canTick(): Boolean {
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@ -69,8 +67,7 @@ class ParticleTicker(val renderer: ParticleRenderer) {
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if (collect) {
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if (collect) {
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particle.addVertex(renderer.mesh, renderer.translucentMesh, time)
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particle.addVertex(renderer.mesh, renderer.translucentMesh, time)
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}
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}
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if (index % 1000 == 0) {
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if (index % 1000 == 0) { // don't spam the os with time calls
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// check periodically if time is exceeded
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time = millis()
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time = millis()
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if (time - start > MAX_TICK_TIME) {
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if (time - start > MAX_TICK_TIME) {
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break
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break
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@ -169,6 +169,11 @@ object VecUtil {
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z = horizontal(positionHash shr 8)).clamp(-maxModelOffset, maxModelOffset)
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z = horizontal(positionHash shr 8)).clamp(-maxModelOffset, maxModelOffset)
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}
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}
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fun Vec3.clampAssign(min: Float, max: Float) {
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this.x = x.clamp(min, max)
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this.y = y.clamp(min, max)
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this.z = z.clamp(min, max)
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}
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fun Vec3.clamp(min: Float, max: Float): Vec3 {
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fun Vec3.clamp(min: Float, max: Float): Vec3 {
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return Vec3(
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return Vec3(
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x = x.clamp(min, max),
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x = x.clamp(min, max),
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