optimize demo3d bsp render by sorting faces based on material

This commit is contained in:
asrael 2026-04-15 01:43:54 -05:00
parent cf43538518
commit 728b393a8e
3 changed files with 109 additions and 78 deletions

View file

@ -104,10 +104,18 @@ demo3d_bsp_render_state* demo3d_bsp_render_state_create(u32 num_faces) {
pxl8_free(state);
return NULL;
}
state->visible_faces = pxl8_malloc(num_faces * sizeof(u32));
if (!state->visible_faces) {
pxl8_free(state->render_face_flags);
pxl8_free(state);
return NULL;
}
}
state->mesh = pxl8_mesh_create(8192, 16384);
if (!state->mesh) {
pxl8_free(state->visible_faces);
pxl8_free(state->render_face_flags);
pxl8_free(state);
return NULL;
@ -120,6 +128,9 @@ void demo3d_bsp_render_state_destroy(demo3d_bsp_render_state* state) {
if (!state) return;
pxl8_free(state->materials);
pxl8_mesh_destroy(state->mesh);
pxl8_free(state->mat_write_pos);
pxl8_free(state->mat_offsets);
pxl8_free(state->visible_faces);
pxl8_free(state->render_face_flags);
pxl8_free(state);
}
@ -140,18 +151,38 @@ void demo3d_bsp_render(pxl8_gfx* gfx, const demo3d_bsp* bsp,
u8 ambient = pxl8_gfx_get_ambient(gfx);
pxl8_mat4 identity = pxl8_mat4_identity();
u8 mat_has_faces[256] = {0};
for (u32 face_id = 0; face_id < bsp->num_faces; face_id++) {
u32 mat_count = state->num_materials;
if (!state->mat_offsets || !state->mat_write_pos) return;
memset(state->mat_offsets, 0, (mat_count + 1) * sizeof(u32));
for (u32 face_id = 0; face_id < bsp->num_faces && face_id < state->num_faces; face_id++) {
if (!state->render_face_flags[face_id]) continue;
u16 mid = bsp->faces[face_id].material_id;
if (mid < state->num_materials) mat_has_faces[mid] = 1;
if (mid < mat_count) state->mat_offsets[mid]++;
}
for (u32 mat = 0; mat < state->num_materials; mat++) {
if (!mat_has_faces[mat]) continue;
for (u32 face_id = 0; face_id < bsp->num_faces; face_id++) {
u32 running = 0;
for (u32 i = 0; i < mat_count; i++) {
u32 c = state->mat_offsets[i];
state->mat_offsets[i] = running;
running += c;
}
state->mat_offsets[mat_count] = running;
memcpy(state->mat_write_pos, state->mat_offsets, mat_count * sizeof(u32));
for (u32 face_id = 0; face_id < bsp->num_faces && face_id < state->num_faces; face_id++) {
if (!state->render_face_flags[face_id]) continue;
if (bsp->faces[face_id].material_id != mat) continue;
u16 mid = bsp->faces[face_id].material_id;
if (mid < mat_count) {
state->visible_faces[state->mat_write_pos[mid]++] = face_id;
}
}
for (u32 mat = 0; mat < mat_count; mat++) {
for (u32 i = state->mat_offsets[mat]; i < state->mat_offsets[mat + 1]; i++) {
u32 face_id = state->visible_faces[i];
if (!face_in_frustum(bsp, face_id, frustum)) continue;
collect_face_to_mesh(bsp, state, face_id, mesh, ambient);
}
@ -184,6 +215,9 @@ void demo3d_bsp_set_material(demo3d_bsp_render_state* state, u16 material_id, co
state->materials = new_materials;
state->num_materials = new_count;
state->mat_offsets = pxl8_realloc(state->mat_offsets, (new_count + 1) * sizeof(u32));
state->mat_write_pos = pxl8_realloc(state->mat_write_pos, new_count * sizeof(u32));
}
pxl8_vec3 u_axis = state->materials[material_id].u_axis;

View file

@ -12,6 +12,9 @@ typedef struct demo3d_bsp_render_state {
pxl8_gfx_material* materials;
pxl8_mesh* mesh;
u8* render_face_flags;
u32* visible_faces;
u32* mat_offsets;
u32* mat_write_pos;
u32 num_materials;
u32 num_faces;
bool exterior;

View file

@ -64,12 +64,7 @@ void pxl8_particles_destroy(pxl8_particles* ps) {
}
void pxl8_particles_clear(pxl8_particles* ps) {
if (!ps || !ps->particles) return;
for (u32 i = 0; i < ps->max_count; i++) {
ps->particles[i].life = 0;
ps->particles[i].flags = 0;
}
if (!ps) return;
ps->alive_count = 0;
ps->spawn_timer = 0;
}
@ -78,9 +73,7 @@ void pxl8_particles_emit(pxl8_particles* ps, u32 count) {
if (!ps || !ps->particles) return;
for (u32 i = 0; i < count && ps->alive_count < ps->max_count; i++) {
for (u32 j = 0; j < ps->max_count; j++) {
if (ps->particles[j].life <= 0) {
pxl8_particle* p = &ps->particles[j];
pxl8_particle* p = &ps->particles[ps->alive_count];
f32 life = ps->life_min + pxl8_rng_f32(ps->rng) * (ps->life_max - ps->life_min);
p->life = life;
@ -115,18 +108,14 @@ void pxl8_particles_emit(pxl8_particles* ps, u32 count) {
}
ps->alive_count++;
break;
}
}
}
}
void pxl8_particles_render(pxl8_particles* ps, pxl8_gfx* gfx) {
if (!ps || !ps->particles || !gfx) return;
for (u32 i = 0; i < ps->max_count; i++) {
for (u32 i = 0; i < ps->alive_count; i++) {
pxl8_particle* p = &ps->particles[i];
if (p->life > 0 && p->flags) {
if (ps->render_fn) {
ps->render_fn(gfx, p, ps->userdata);
} else {
@ -138,7 +127,6 @@ void pxl8_particles_render(pxl8_particles* ps, pxl8_gfx* gfx) {
}
}
}
}
void pxl8_particles_update(pxl8_particles* ps, f32 dt) {
if (!ps || !ps->particles) return;
@ -150,15 +138,18 @@ void pxl8_particles_update(pxl8_particles* ps, f32 dt) {
if (max_spawns_per_frame < 1) max_spawns_per_frame = 1;
u32 spawn_count = 0;
while (ps->spawn_timer >= spawn_interval && spawn_count < max_spawns_per_frame) {
pxl8_particles_emit(ps, 1);
ps->spawn_timer -= spawn_interval;
spawn_count++;
}
if (spawn_count > 0) {
pxl8_particles_emit(ps, spawn_count);
}
}
for (u32 i = 0; i < ps->max_count; i++) {
u32 i = 0;
while (i < ps->alive_count) {
pxl8_particle* p = &ps->particles[i];
if (p->life > 0) {
if (ps->update_fn) {
ps->update_fn(p, dt, ps->userdata);
} else {
@ -179,9 +170,12 @@ void pxl8_particles_update(pxl8_particles* ps, f32 dt) {
p->life -= dt / p->max_life;
if (p->life <= 0) {
p->flags = 0;
ps->alive_count--;
if (i < ps->alive_count) {
ps->particles[i] = ps->particles[ps->alive_count];
}
} else {
i++;
}
}
}