在体素引擎中创建块网格很慢



我正在C++开发体素引擎,在实现块后,我意识到它们的生成成本非常高。我的意思不是用块填充它们,我的意思是生成一个块网格。

生成块后,游戏运行流畅,除了放置和删除体素。每当一个块发生变化时,它的网格就会被重建。这是一个昂贵的过程。一个区块大约需要 0.36 秒,这会导致编辑区块时冻结约 0.36 秒。此外,由于单个区块的峰值为 0.36 秒,加载超过一个区块半径或 3 或 4 个的世界需要几分钟。使用 4 个区块,需要 189 秒,(4*2)^3*0.36(每个区块 512 个区块,0.36 秒)

这是我的网格生成代码。它遍历块中的每个块,如果它不是空气,它会为其添加立方体顶点,否则,忽略它。这以后会变成一个更复杂的方法,有一些我计划的东西,如果方法已经很慢,那就不好了。

void WorldRenderer::constructChunkMesh(Chunk* chunk)
{
    if (!chunk->isInitialized() || chunk->getNumBlocks() <= 0)
        return; //If the chunk isn't initialized, or is empty, don't construct anything for it.
    ChunkMesh mesh;
    //iterate over every block within the chunk.
    //CHUNK_SIZE has a value of 16. Each chunk is 16x16x16 blocks.
    for (int x = 0; x < CHUNK_SIZE; x++)
    {
        for (int y = 0; y < CHUNK_SIZE; y++)
        {
            for (int z = 0; z < CHUNK_SIZE; z++)
            {
                if (chunk->getBlock(x, y, z) != Blocks::BLOCK_TYPE_AIR) //if the block is solid, add vertices, otherwise, don't render it.
                {
                    //the 8 vertices for a cube. mesh.addVertex(...) returns the index.
                    int i0 = mesh.addVertex(Vertex(glm::vec3(0.0F, 0.0F, 1.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i1 = mesh.addVertex(Vertex(glm::vec3(1.0F, 0.0F, 1.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i2 = mesh.addVertex(Vertex(glm::vec3(0.0F, 1.0F, 1.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i3 = mesh.addVertex(Vertex(glm::vec3(1.0F, 1.0F, 1.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i4 = mesh.addVertex(Vertex(glm::vec3(0.0F, 0.0F, 0.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i5 = mesh.addVertex(Vertex(glm::vec3(1.0F, 0.0F, 0.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i6 = mesh.addVertex(Vertex(glm::vec3(0.0F, 1.0F, 0.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    int i7 = mesh.addVertex(Vertex(glm::vec3(1.0F, 1.0F, 0.0F) + glm::vec3(x, y, z), glm::vec3(0.0F, 1.0F, 0.0F), glm::vec4(1.0F, 1.0F, 1.0F, 1.0F), glm::vec2(0.0F, 0.0F)));
                    //The xyz coord in the iteration in world-relative coordinates, instead of chunk-relative
                    int wx = (chunk->getPos().x * CHUNK_SIZE) + x;
                    int wy = (chunk->getPos().y * CHUNK_SIZE) + y;
                    int wz = (chunk->getPos().z * CHUNK_SIZE) + z;
                    //top       y+
                    if (World::getBlock(wx, wy + 1, wz) <= 0)
                    {
                        //if a block does not exist in the y+ direction to this one, add the top face.
                        mesh.addFace(i2, i3, i7);
                        mesh.addFace(i2, i7, i6);
                    }
                    //bottom    y-
                    if (World::getBlock(wx, wy - 1, wz) <= 0)
                    {
                        //if a block does not exist in the y- direction to this one, add the top face.
                        mesh.addFace(i0, i4, i1);
                        mesh.addFace(i1, i4, i5);
                    }
                    //front     z-
                    if (World::getBlock(wx, wy, wz - 1) <= 0)
                    {
                        //if a block does not exist in the z- direction to this one, add the top face.
                        mesh.addFace(i6, i7, i4);
                        mesh.addFace(i7, i5, i4);
                    }
                    //back      z+
                    if (World::getBlock(wx, wy, wz + 1) <= 0)
                    {
                        //if a block does not exist in the z+ direction to this one, add the top face.
                        mesh.addFace(i0, i1, i2);
                        mesh.addFace(i1, i3, i2);
                    }
                    //right     x+
                    if (World::getBlock(wx + 1, wy, wz) <= 0)
                    {
                        //if a block does not exist in the x+ direction to this one, add the top face.
                        mesh.addFace(i1, i7, i3);
                        mesh.addFace(i1, i5, i7);
                    }
                    //left      x-
                    if (World::getBlock(wx - 1, wy, wz) <= 0)
                    {
                        //if a block does not exist in the x- direction to this one, add the top face.
                        mesh.addFace(i2, i6, i4);
                        mesh.addFace(i0, i2, i4);
                    }
                }
            }
        }
    }

    //The rest of this is OpenGL code, and doesn't add any significant
    //performance drop. I have measured this.
    GeometryData gd = MeshHandler::compileGeometry(mesh.vertices.data(), mesh.indices.data(), mesh.vertices.size(), mesh.indices.size());
    RenderableChunk rc;
    rc.pos = chunk->getPos();
    auto a = std::find(chunks.begin(), chunks.end(), rc);
    int index = a - chunks.begin();
    if (a != chunks.end())
    {
        rc = chunks[index];
    }
    else
    {
        GLuint VAO;
        GLuint* VBOs = new GLuint[2];
        //1527864 bytes maximum per chunk (1.5MB)
        glGenVertexArrays(1, &VAO);
        glBindVertexArray(VAO);
        glGenBuffers(2, VBOs);
        glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 8 * MAX_BLOCKS, nullptr, GL_DYNAMIC_DRAW);
        glVertexAttribPointer(ATTRIB_VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, position)));
        glEnableVertexAttribArray(ATTRIB_VERTEX_ARRAY);
        glVertexAttribPointer(ATTRIB_NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, normal)));
        glEnableVertexAttribArray(ATTRIB_NORMAL_ARRAY);
        glVertexAttribPointer(ATTRIB_COLOUR_ARRAY, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, colour)));
        glEnableVertexAttribArray(ATTRIB_COLOUR_ARRAY);
        glVertexAttribPointer(ATTRIB_TEXTURE_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, texture)));
        glEnableVertexAttribArray(ATTRIB_TEXTURE_ARRAY);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VBOs[1]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * 36 * MAX_BLOCKS, nullptr, GL_DYNAMIC_DRAW);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
        rc.VAO = VAO;
        rc.VBOs = VBOs;
    }
    rc.numIndices = gd.numIndices;
    glBindVertexArray(rc.VAO);
    glBindBuffer(GL_ARRAY_BUFFER, rc.VBOs[0]);
    glBufferSubData(GL_ARRAY_BUFFER, 0, gd.vboSize(), gd.vertices);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rc.VBOs[1]);
    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, gd.iboSize(), gd.indices);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    if (index >= 0 && index < chunks.size())
    {
        chunks[index] = rc;
    }
    else
    {
        chunks.push_back(rc);
    }
}

并且使用了ChunkMesh结构,我认为问题是:

struct ChunkMesh
{
    std::vector<Vertex> vertices;
    std::vector<GLushort> indices;
    int addVertex(Vertex v)
    {
        //add a vertex to the mesh, and return its index in the list.
        vertices.push_back(v);
        return vertices.size() - 1;
    }
    void addFace(int v0, int v1, int v2)
    {
        //construct a face with 3 vertices.
        indices.push_back(v0);
        indices.push_back(v1);
        indices.push_back(v2);
    }
};

我相信问题出在ChunkMesh结构中,使用了push_backs。数百push_backs std::vector非常慢,但我找不到替代方案。我可以用什么替换载体?

我要渲染完全错误的块吗?如何优化此功能?

任何帮助将不胜感激。

谢谢。

编辑:我尝试保留向量,令我困惑的是,这对性能没有影响。它保持在 0.36 秒。

我在ChunkMesh中添加了一个构造函数来接收块的数量,如下所示:

ChunkMesh(int numBlocks)
{
    vertices.reserve(numBlocks * 8); //8 vertices per cube
    indices.reserve(numBlocks * 36); //36 indices per cube
}

我的建议是评估您是否需要不在块表面的顶点。

如果没有,则无需将它们添加到ChunkMesh中,这会减少顶点的数量,并push_back明显的调用。

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