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This seems to save at least 30 seconds (out of 90 to 120 secs) when tweaking TILE_SIZE in voxygen/src/mesh/greedy.rs (NOTE: I did some more timing, see associated MR description)
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@ -1,5 +1,7 @@
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#![enable(unwrap_newtypes)]
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(
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{
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// Represents the lack of a sprite.
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Empty: None,
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// Windows
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Window1: Some((
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variations: [
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@ -1348,7 +1350,7 @@ Ember: Some((
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wind_sway: 0.0,
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)),
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// Smoke dummy
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Smoke: Some((
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SmokeDummy: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.ember.dummy",
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@ -2902,7 +2904,11 @@ GiantKelp: Some((
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],
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wind_sway: 0.2,
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)),
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//Seagrass
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// Red Algae
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RedAlgae: None,
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// Underwater Vent
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UnderwaterVent: None,
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// Seagrass
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Seagrass: Some((
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variations: [
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(
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@ -3945,4 +3951,4 @@ Eldwood: Some((
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],
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wind_sway: 0.0,
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)),
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)
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}
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@ -24,7 +24,7 @@ use common::{
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assets::{self, AssetExt, DotVoxAsset},
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figure::Segment,
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spiral::Spiral2d,
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terrain::{sprite, Block, SpriteKind, TerrainChunk},
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terrain::{Block, SpriteKind, TerrainChunk},
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vol::{BaseVol, ReadVol, RectRasterableVol, SampleVol},
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volumes::vol_grid_2d::{VolGrid2d, VolGrid2dError},
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};
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@ -157,7 +157,7 @@ struct SpriteConfig<Model> {
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/// NOTE: Model is an asset path to the appropriate sprite .vox model.
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#[derive(Deserialize)]
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#[serde(transparent)]
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struct SpriteSpec(sprite::sprite_kind::PureCases<Option<SpriteConfig<String>>>);
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struct SpriteSpec(HashMap<SpriteKind, Option<SpriteConfig<String>>>);
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impl assets::Asset for SpriteSpec {
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type Loader = assets::RonLoader;
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@ -236,7 +236,7 @@ fn mesh_worker<V: BaseVol<Vox = Block> + RectRasterableVol + ReadVol + Debug + '
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continue;
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};
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if let Some(cfg) = sprite.elim_case_pure(&sprite_config.0) {
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if let Some(cfg) = sprite_config.0.get(&sprite).and_then(Option::as_ref) {
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let seed = wpos.x as u64 * 3
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+ wpos.y as u64 * 7
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+ wpos.x as u64 * wpos.y as u64; // Awful PRNG
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@ -394,10 +394,16 @@ impl SpriteRenderContext {
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let max_size = guillotiere::Size::new(max_texture_size as i32, max_texture_size as i32);
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let mut greedy = GreedyMesh::new(max_size);
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let mut sprite_mesh = Mesh::new();
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let sprite_config_ = &sprite_config;
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// NOTE: Tracks the start vertex of the next model to be meshed.
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let sprite_data: HashMap<(SpriteKind, usize), _> = SpriteKind::into_enum_iter()
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.filter_map(|kind| Some((kind, kind.elim_case_pure(&sprite_config_.0).as_ref()?)))
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.filter_map(|kind| {
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let config = sprite_config
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.0
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.get(&kind)
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.unwrap_or_else(|| panic!("{kind:?}"))
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.as_ref()?;
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Some((kind, config))
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})
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.flat_map(|(kind, sprite_config)| {
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sprite_config.variations.iter().enumerate().map(
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move |(
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