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@@ -47,7 +47,7 @@ public class RenderService<T extends AbstractSectionRenderer<J, ?>, J extends Vi
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//Max sections: ~500k
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//Max sections: ~500k
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//Max geometry: 1 gb
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//Max geometry: 1 gb
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this.sectionRenderer = (T) createSectionRenderer(this.modelService.getStore(),1<<19, (1L<<30)-1024);
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this.sectionRenderer = (T) createSectionRenderer(this.modelService.getStore(),1<<19, (1L<<31)-1024);
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//Do something incredibly hacky, we dont need to keep the reference to this around, so just connect and discard
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//Do something incredibly hacky, we dont need to keep the reference to this around, so just connect and discard
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var router = new SectionUpdateRouter();
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var router = new SectionUpdateRouter();
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@@ -79,9 +79,9 @@ public class RenderService<T extends AbstractSectionRenderer<J, ?>, J extends Vi
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(0, 0,0,0));
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(0, 0,0,0));
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, 0,0,0));
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, 0,0,0));
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final int H_WIDTH = 1;
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final int H_WIDTH = 10;
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for (int x = -H_WIDTH; x <= H_WIDTH; x++) {
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for (int x = -H_WIDTH; x <= H_WIDTH; x++) {
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for (int y = -1; y <= 0; y++) {
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for (int y = 0; y <= 0; y++) {
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for (int z = -H_WIDTH; z <= H_WIDTH; z++) {
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for (int z = -H_WIDTH; z <= H_WIDTH; z++) {
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this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, x, y, z));
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this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, x, y, z));
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}
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}
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@@ -104,7 +104,7 @@ public class RenderService<T extends AbstractSectionRenderer<J, ?>, J extends Vi
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// the section renderer is as it might have different backends, but they all accept a buffer containing the section list
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// the section renderer is as it might have different backends, but they all accept a buffer containing the section list
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//this.sectionRenderer.renderOpaque(viewport);
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this.sectionRenderer.renderOpaque(viewport);
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//NOTE: need to do the upload and download tick here, after the section renderer renders the world, to ensure "stable"
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//NOTE: need to do the upload and download tick here, after the section renderer renders the world, to ensure "stable"
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@@ -38,8 +38,8 @@ public class HierarchicalOcclusionTraverser {
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private final GlBuffer renderList = new GlBuffer(100_000 * 4 + 4).zero();//100k sections max to render, TODO: Maybe move to render service or somewhere else
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private final GlBuffer renderList = new GlBuffer(100_000 * 4 + 4).zero();//100k sections max to render, TODO: Maybe move to render service or somewhere else
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private final GlBuffer queueMetaBuffer = new GlBuffer(4*4*5).zero();
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private final GlBuffer queueMetaBuffer = new GlBuffer(4*4*5).zero();
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private final GlBuffer scratchQueueA = new GlBuffer(10_000*4).zero();
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private final GlBuffer scratchQueueA = new GlBuffer(20_000*4).zero();
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private final GlBuffer scratchQueueB = new GlBuffer(10_000*4).zero();
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private final GlBuffer scratchQueueB = new GlBuffer(20_000*4).zero();
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private static final int LOCAL_WORK_SIZE_BITS = 5;
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private static final int LOCAL_WORK_SIZE_BITS = 5;
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private static final int MAX_ITERATIONS = 5;
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private static final int MAX_ITERATIONS = 5;
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@@ -116,7 +116,7 @@ public class HierarchicalOcclusionTraverser {
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MemoryUtil.memPutInt(ptr, (int) (this.renderList.size()/4-1)); ptr += 4;
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MemoryUtil.memPutInt(ptr, (int) (this.renderList.size()/4-1)); ptr += 4;
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//Screen space size for descending
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//Screen space size for descending
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MemoryUtil.memPutFloat(ptr, 64*64); ptr += 4;
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MemoryUtil.memPutFloat(ptr, 128*128); ptr += 4;
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}
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}
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private void bindings() {
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private void bindings() {
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