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authorDan Goodliffe <dan@randomdan.homeip.net>2025-02-25 00:23:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2025-02-25 00:23:11 +0000
commitf9962b0db5072870864a1f758687106139f740dc (patch)
treeae1b05395de5c07164151ef7fc7de202be19b9f0 /game/terrain.h
parentAdd VertexArrayObject::data for an external existing buffer (diff)
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Improve Terrain::generateMeshes performanceHEADmain
Creates mesh per surface based on a single buffer of all vertices and a collection of per surfuce indices. Makes ColourBias a uniform instead of a vertex attribute.
Diffstat (limited to 'game/terrain.h')
-rw-r--r--game/terrain.h16
1 files changed, 10 insertions, 6 deletions
diff --git a/game/terrain.h b/game/terrain.h
index f0f9621..095b4ef 100644
--- a/game/terrain.h
+++ b/game/terrain.h
@@ -1,11 +1,9 @@
#pragma once
#include "chronology.h"
-#include "collection.h"
#include "config/types.h"
#include "game/worldobject.h"
#include "geoData.h"
-#include "gfx/models/mesh.h"
#include "gfx/models/texture.h"
#include "gfx/renderable.h"
@@ -26,14 +24,20 @@ public:
struct Vertex {
GlobalPosition3D pos;
Normal3D normal;
- RGB colourBias;
};
+ void generateMeshes();
+
private:
void afterChange() override;
- void generateMeshes();
- Collection<MeshT<Vertex>, false> meshes;
+ struct SurfaceArrayBuffer {
+ glVertexArray vertexArray;
+ glBuffer indicesBuffer;
+ GLsizei count;
+ };
+
+ glBuffer verticesBuffer;
+ std::multimap<const Surface *, SurfaceArrayBuffer> meshes;
Texture::Ptr grass = std::make_shared<Texture>("grass.png");
- size_t geoGeneration {};
};