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authormakamys <makamys@outlook.com>2022-06-23 09:16:11 +0200
committermakamys <makamys@outlook.com>2022-06-23 10:02:16 +0200
commit466e033c5c2941f8ef71a36cd86ae8d3a77a1d00 (patch)
tree38b87261bcb56b549db1e0ee4d6c577eec38ea55 /src/main
parentde1886f77b8eba34a3f3c00cf42169ab468030e9 (diff)
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Don't store megaquad info if chunk simplification is disabled
Reduces memory usage by a bit. Doesn't seem to affect FPS.
Diffstat (limited to 'src/main')
-rw-r--r--src/main/java/makamys/neodymium/renderer/MeshQuad.java27
-rw-r--r--src/main/java/makamys/neodymium/renderer/NeoRenderer.java9
-rw-r--r--src/main/resources/shaders/chunk.vert7
3 files changed, 28 insertions, 15 deletions
diff --git a/src/main/java/makamys/neodymium/renderer/MeshQuad.java b/src/main/java/makamys/neodymium/renderer/MeshQuad.java
index 1244d5d..e8a761c 100644
--- a/src/main/java/makamys/neodymium/renderer/MeshQuad.java
+++ b/src/main/java/makamys/neodymium/renderer/MeshQuad.java
@@ -7,6 +7,7 @@ import java.util.Locale;
import org.lwjgl.util.vector.Vector3f;
+import makamys.neodymium.Config;
import makamys.neodymium.util.BufferWriter;
/*
@@ -176,17 +177,19 @@ public class MeshQuad {
out.writeInt(c);
- if((quadCountByUVDirection(false) == 1 && quadCountByUVDirection(true) == 1)) {
- // let the fragment shader know this is not a megaquad
- out.writeByte((byte)255);
- out.writeByte((byte)255);
- out.writeByte((byte)255);
- out.writeByte((byte)255);
- } else {
- out.writeByte(us[vi] == us[provokingI] ? 0 : (byte)quadCountByUVDirection(false));
- out.writeByte(vs[vi] == vs[provokingI] ? 0 : (byte)quadCountByUVDirection(true));
- out.writeByte(us[vi] == us[provokingI] ? (byte)0 : 1);
- out.writeByte(vs[vi] == vs[provokingI] ? (byte)0 : 1);
+ if(Config.simplifyChunkMeshes) {
+ if((quadCountByUVDirection(false) == 1 && quadCountByUVDirection(true) == 1)) {
+ // let the fragment shader know this is not a megaquad
+ out.writeByte((byte)255);
+ out.writeByte((byte)255);
+ out.writeByte((byte)255);
+ out.writeByte((byte)255);
+ } else {
+ out.writeByte(us[vi] == us[provokingI] ? 0 : (byte)quadCountByUVDirection(false));
+ out.writeByte(vs[vi] == vs[provokingI] ? 0 : (byte)quadCountByUVDirection(true));
+ out.writeByte(us[vi] == us[provokingI] ? (byte)0 : 1);
+ out.writeByte(vs[vi] == vs[provokingI] ? (byte)0 : 1);
+ }
}
assert out.position() % getStride() == 0;
@@ -209,7 +212,7 @@ public class MeshQuad {
+ 2 * 4 // UV (float)
+ 4 // B (int)
+ 4 // C (int)
- + 4 // megaquad XY (byte)
+ + (Config.simplifyChunkMeshes ? 4 : 0) // megaquad XY (byte)
;
}
diff --git a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
index 5c4f191..ce8172d 100644
--- a/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
+++ b/src/main/java/makamys/neodymium/renderer/NeoRenderer.java
@@ -446,14 +446,17 @@ public class NeoRenderer {
glVertexAttribPointer(1, 2, GL_FLOAT, false, stride, 3 * 4);
glVertexAttribPointer(2, 2, GL_SHORT, false, stride, 5 * 4);
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, false, stride, 6 * 4);
- glVertexAttribPointer(4, 4, GL_UNSIGNED_BYTE, false, stride, 7 * 4);
- // we only need 2 bytes for attribute 4, but GL freaks out if the stride isn't a multiple of 4, so we have 2 unused bytes
+ if(Config.simplifyChunkMeshes) {
+ glVertexAttribPointer(4, 4, GL_UNSIGNED_BYTE, false, stride, 7 * 4);
+ }
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
- glEnableVertexAttribArray(4);
+ if(Config.simplifyChunkMeshes) {
+ glEnableVertexAttribArray(4);
+ }
for(int i = 0; i < 2; i++) {
piFirst[i] = BufferUtils.createIntBuffer(MAX_MESHES);
diff --git a/src/main/resources/shaders/chunk.vert b/src/main/resources/shaders/chunk.vert
index eb43942..b0d9177 100644
--- a/src/main/resources/shaders/chunk.vert
+++ b/src/main/resources/shaders/chunk.vert
@@ -3,7 +3,10 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 aBTexCoord;
layout (location = 3) in vec4 aColor;
+
+#ifdef SIMPLIFY_MESHES
layout (location = 4) in vec4 aMQPos; // if the first coordinate is 255, it means: disable megaquad processing for this quad
+#endif
uniform mat4 modelView;
uniform mat4 proj;
@@ -31,7 +34,11 @@ void main()
TexCoord = aTexCoord;
BTexCoord = aBTexCoord;
Color = aColor;
+
+#ifdef SIMPLIFY_MESHES
MQPos = aMQPos;
+#endif
+
Viewport = viewport;
ProjInv = projInv;
FogColor = fogColor;