try to reduce sorting

This commit is contained in:
Glease committed 2022-08-24 19:43:10 +08:00
1 parent 7e7064e006
commit ebf2d6f0e1
1 file changed
+36 -13
@@ -62,6 +62,10 @@ public class ClientProxy extends CommonProxy {
* if true rebuild the allHints list from all hintOwners (and sort it)
*/
private static boolean allHintsDirty = false;
/**
* counter keeping track of how many renderThrough hint particle we have. enable optimization if no renderThrough
*/
private static int renderThrough;
@Override
public void hintParticleTinted(World w, int x, int y, int z, IIcon[] icons, short[] RGBa) {
@@ -141,12 +145,15 @@ public class ClientProxy extends CommonProxy {
return false;
}
hint.setTint(RGBA_RED_TINT);
hint.setRenderThrough(true);
hint.setRenderThrough();
return true;
}
static void removeGroup(HintGroup group) {
for (HintParticleInfo hintParticleInfo : group.getHints()) allHints.remove(hintParticleInfo);
for (HintParticleInfo hintParticleInfo : group.getHints()) {
allHints.remove(hintParticleInfo);
if (hintParticleInfo.renderThrough) renderThrough--;
}
allHintsDirty = true;
}
@@ -247,7 +254,7 @@ public class ClientProxy extends CommonProxy {
this.y = y;
this.z = z;
X = x + 0.25;
Y = y + 0.5;
Y = y + 0.25;
Z = z + 0.25;
this.icons = icons;
this.tint = tint;
@@ -267,8 +274,12 @@ public class ClientProxy extends CommonProxy {
this.tint = tint;
}
public void setRenderThrough(boolean renderThrough) {
this.renderThrough = renderThrough;
public void setRenderThrough() {
if (!this.renderThrough) {
ClientProxy.renderThrough += 1;
allHintsDirty = true;
}
this.renderThrough = true;
}
@Override
@@ -377,7 +388,8 @@ public class ClientProxy extends CommonProxy {
for (HintGroup c : allGroups) allHintsForRender.addAll(c.getHints());
sortRequired = true;
}
if (sortRequired || playerPos.squareDistanceTo(lastPlayerPos) > 1e-4) {
if (renderThrough > 0 && (sortRequired || playerPos.squareDistanceTo(lastPlayerPos) > 1e-4)) {
// only sort if there is anything that need depth test disabled
// only redo sort if player moved some distance
// default is 0.01 block
// if there was a full rebuild, go sort it as well
@@ -395,34 +407,45 @@ public class ClientProxy extends CommonProxy {
allHintsForRender.clear();
allGroups.clear();
lastPlayerPos.yCoord = -1e30;
renderThrough = 0;
}
}
@SubscribeEvent
public void onRenderWorldLast(RenderWorldLastEvent e) {
if (allHintsForRender.isEmpty()) return;
// seriously, I'm not a OpenGL expert, so I'm probably doing a lot of very stupid stuff here.
// Please contribute patches if you find something to optimize.
GL11.glPushMatrix();
GL11.glPushAttrib(GL11.GL_ENABLE_BIT | GL11.GL_COLOR_BUFFER_BIT); // TODO figure out original states
GL11.glDisable(GL11.GL_CULL_FACE); // we need the back facing rendered because the thing is transparent
GL11.glEnable(GL11.GL_BLEND); // enable blend so it is transparent
GL11.glBlendFunc(GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_SRC_ALPHA);
// GL11.glDisable(GL11.GL_DEPTH_TEST); // to draw through these stuff
boolean renderThrough = !GL11.glGetBoolean(GL11.GL_DEPTH_TEST);
// depth test begin as enabled
boolean renderThrough = false;
Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationBlocksTexture);
GL11.glTranslated(-RenderManager.renderPosX, -RenderManager.renderPosY, -RenderManager.renderPosZ);
Tessellator tes = Tessellator.instance;
tes.startDrawingQuads();
tes.setTranslation(-RenderManager.renderPosX, -RenderManager.renderPosY, -RenderManager.renderPosZ);
for (HintParticleInfo hint : allHintsForRender) {
for (int i = 0, allHintsForRenderSize = allHintsForRender.size(); i < allHintsForRenderSize; i++) {
HintParticleInfo hint = allHintsForRender.get(i);
if (renderThrough != hint.renderThrough) {
tes.draw();
if (i > 0) {
tes.draw();
tes.startDrawingQuads();
}
if (hint.renderThrough) GL11.glDisable(GL11.GL_DEPTH_TEST);
else GL11.glEnable(GL11.GL_DEPTH_TEST);
tes.startDrawingQuads();
renderThrough = hint.renderThrough;
}
hint.draw(tes);
}
tes.setTranslation(0, 0, 0);
tes.draw();
GL11.glPopAttrib();
GL11.glPopMatrix();
}
}
}