forked from StrafesNET/strafe-client
complete graphics refactor
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eee3272293
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64baa64dd3
@ -204,9 +204,8 @@ impl GraphicsState{
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//the models received here are supposed to be tightly packed,i.e. no code needs to check if two models are using the same groups.
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let indexed_models_len=map.models.len();
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//models split into graphics_group.RenderConfigId
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let mut map_map:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
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let mut map_unique_textures=HashMap::new();
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let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
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let mut owned_mesh_id_from_mesh_id_render_config_id:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
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let mut unique_render_config_models=Vec::with_capacity(indexed_models_len);
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for model in &map.models{
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//wow
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let instance=GraphicsModelOwned{
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@ -214,24 +213,32 @@ impl GraphicsState{
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normal_transform:Into::<glam::Mat3>::into(model.transform.matrix3).inverse().transpose(),
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color:GraphicsModelColor4::new(model.color),
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};
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//get or create owned mesh map
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let mut owned_mesh_map=if let Some(map)=owned_mesh_id_from_mesh_id_render_config_id.get_mut(&model.mesh){
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map
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}else{
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let map=HashMap::new();
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owned_mesh_id_from_mesh_id_render_config_id.insert(model.mesh,map);
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owned_mesh_id_from_mesh_id_render_config_id.get_mut(&model.mesh).unwrap()
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};
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//convert Model into GraphicsModelOwned
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//check each group, if it's using a new texture then make a new clone of the model
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let id=unique_texture_models.len();
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let mut unique_textures=Vec::new();
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//check each group, if it's using a new render config then make a new clone of the model
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if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
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for graphics_group in mesh.graphics_groups.iter(){
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let render_config=map.render_configs[graphics_group.render.get() as usize];
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if model.color.w==0.0&&render_config.texture.is_none(){
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continue;
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}
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//ignore zero copy optimization for now
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==render_config.texture){
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texture_index
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//get or create owned mesh
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let mut owned_mesh=unique_render_config_models.get_mut(
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if let Some(&owned_mesh_id)=owned_mesh_map.get(&graphics_group.render){
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owned_mesh_id
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}else{
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//create new texture_index
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let texture_index=unique_textures.len();
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unique_textures.push(render_config.texture);
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unique_texture_models.push(IndexedGraphicsMeshOwnedRenderConfig{
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//create
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let owned_mesh_id=IndexedGraphicsMeshOwnedRenderConfigId::new(unique_render_config_models.len() as u32);
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owned_mesh_map.insert(graphics_group.render,owned_mesh_id);
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//push
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unique_render_config_models.push(IndexedGraphicsMeshOwnedRenderConfig{
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unique_pos:mesh.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
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unique_normal:mesh.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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@ -248,10 +255,11 @@ impl GraphicsState{
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)),
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instances:Vec::new(),
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});
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texture_index
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};
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owned_mesh_id
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}.get() as usize
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).unwrap();
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//this utm_id is going to take a lot of hashing to generate!
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unique_texture_models[utm_id.get() as usize].instances.push(instance);
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owned_mesh.instances.push(instance);
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}
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}
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}
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@ -266,7 +274,7 @@ impl GraphicsState{
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//for now:just deduplicate single models...
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let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
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let mut unique_texture_color=HashMap::new();//texture->color->vec![(model_id,instance_id)]
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for (model_id,model) in unique_texture_models.iter().enumerate(){
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for (model_id,model) in unique_render_config_models.iter().enumerate(){
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//for now:filter out models with more than one instance
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if 1<model.instances.len(){
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continue;
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@ -319,7 +327,7 @@ impl GraphicsState{
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//populate hashset to prevent these models from being copied
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selected_model_instances.insert(model_id);
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//there is only one instance per model
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let model=&unique_texture_models[model_id];
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let model=&unique_render_config_models[model_id];
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let instance=&model.instances[instance_id];
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//just hash word slices LOL
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let map_pos_id:Vec<PositionId>=model.unique_pos.iter().map(|untransformed_pos|{
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@ -411,7 +419,7 @@ impl GraphicsState{
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}
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}
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//fill untouched models
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for (model_id,model) in unique_texture_models.into_iter().enumerate(){
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for (model_id,model) in unique_render_config_models.into_iter().enumerate(){
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if !selected_model_instances.contains(&model_id){
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deduplicated_models.push(model);
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}
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