Jarvis, Optimise my shit
This commit is contained in:
parent
d1abde919d
commit
9424b29d0a
50 changed files with 1469 additions and 1232 deletions
|
|
@ -2,7 +2,9 @@
|
|||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
|
||||
const int CHUNK_SIZE = 16;
|
||||
const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
|
||||
const int SCRATCH_SIZE = CHUNK_SIZE + 2;
|
||||
const int SCRATCH_AREA = SCRATCH_SIZE * SCRATCH_SIZE;
|
||||
const int SCRATCH_VOXEL_COUNT = SCRATCH_SIZE * SCRATCH_SIZE * SCRATCH_SIZE;
|
||||
const int STRUCTURE_CELL_SIZE = 16;
|
||||
const int REPLACE_AIR_ONLY = 1;
|
||||
const int REPLACE_FOLIAGE = 2;
|
||||
|
|
@ -14,7 +16,6 @@ layout(push_constant) uniform ChunkInfo {
|
|||
int slot;
|
||||
uint faceOffset;
|
||||
uint voxelTypeCount;
|
||||
uint indirectCommandIndex;
|
||||
uint biomeCount;
|
||||
uint structureCount;
|
||||
uint worldSeed;
|
||||
|
|
@ -453,35 +454,44 @@ StructureVoxelResult getStructureVoxelAt(ivec3 worldPos, uint biome) {
|
|||
ivec3 baseCell = getStructureCell3D(worldPos, spacing);
|
||||
|
||||
for (int ox = -1; ox <= 1; ox++) {
|
||||
for (int oz = -1; oz <= 1; oz++) {
|
||||
ivec3 cell = baseCell + ivec3(ox, 0, oz);
|
||||
for (int oy = -1; oy <= 1; oy++) {
|
||||
for (int oz = -1; oz <= 1; oz++) {
|
||||
ivec3 cell = baseCell + ivec3(ox, oy, oz);
|
||||
|
||||
uint seed = hash31(cell + ivec3(0, int(structureId) * 97, 0)) ^ worldSeed;
|
||||
uint seed = hash31(cell + ivec3(0, int(structureId) * 97, 0)) ^ worldSeed;
|
||||
|
||||
if (!cellSpawnsStructure(seed, s)) {
|
||||
continue;
|
||||
}
|
||||
if (!cellSpawnsStructure(seed, s)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
ivec2 anchorXZ = getStructureAnchorXZ(cell.xz, seed, s.spawnSpacing);
|
||||
ivec2 anchorXZ = getStructureAnchorXZ(cell.xz, seed, s.spawnSpacing);
|
||||
|
||||
int referenceY = cell.y * 75;
|
||||
float anchorHeight = getSurfaceHeight(anchorXZ.x, anchorXZ.y, referenceY);
|
||||
int anchorY = int(floor(anchorHeight)) + 1;
|
||||
// Match getStructureBlock's uncentered footprint before sampling terrain.
|
||||
ivec2 localXZ = worldPos.xz - anchorXZ;
|
||||
if (localXZ.x < 0 || localXZ.x >= int(s.sizeX) ||
|
||||
localXZ.y < 0 || localXZ.y >= int(s.sizeZ)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
ivec3 origin = ivec3(anchorXZ.x, anchorY, anchorXZ.y);
|
||||
int referenceY = cell.y * 75;
|
||||
float anchorHeight = getSurfaceHeight(int(anchorXZ.x - s.sizeX/2), int(anchorXZ.y - s.sizeZ/2), referenceY);
|
||||
int anchorY = int(floor(anchorHeight)) + 1;
|
||||
|
||||
if (!isValidStructureAnchor(origin, structureId, biome)) {
|
||||
continue;
|
||||
}
|
||||
ivec3 origin = ivec3(anchorXZ.x, anchorY, anchorXZ.y);
|
||||
|
||||
ivec3 local = worldPos - origin;
|
||||
if (!isValidStructureAnchor(origin, structureId, biome)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
uint block = getStructureBlock(structureId, local);
|
||||
ivec3 local = worldPos - origin;
|
||||
|
||||
if (block != 0u) {
|
||||
result.block = block;
|
||||
result.flags = s.flags;
|
||||
return result;
|
||||
uint block = getStructureBlock(structureId, local);
|
||||
|
||||
if (block != 0u) {
|
||||
result.block = block;
|
||||
result.flags = s.flags;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -491,10 +501,13 @@ StructureVoxelResult getStructureVoxelAt(ivec3 worldPos, uint biome) {
|
|||
}
|
||||
|
||||
void main() {
|
||||
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
|
||||
if (any(greaterThanEqual(gl_GlobalInvocationID.xyz, uvec3(SCRATCH_SIZE)))) {
|
||||
return;
|
||||
}
|
||||
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz) - ivec3(1);
|
||||
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
|
||||
|
||||
uint biome = GetBiome(vec3(worldPos.z, worldPos.y, worldPos.x) * 0.05, biomeCount);
|
||||
uint biome = GetBiome(vec3(worldPos.z, worldPos.y, worldPos.x) * 0.005, biomeCount);
|
||||
Biome currentBiome = BiomeReg.biomes[biome];
|
||||
|
||||
float YZone = floor(worldPos.y/150.0)*150.0;
|
||||
|
|
@ -577,6 +590,7 @@ void main() {
|
|||
}
|
||||
}
|
||||
|
||||
uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z);
|
||||
uint index = uint(slot * SCRATCH_VOXEL_COUNT + (localPos.x + 1) * SCRATCH_AREA +
|
||||
(localPos.y + 1) * SCRATCH_SIZE + localPos.z + 1);
|
||||
voxels[index] = voxelType;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue