mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added basic culling of underground terrain and sprites
This commit is contained in:
parent
589fddab4e
commit
661b587c9f
@ -868,7 +868,7 @@ pub fn create_quad<O: Vertex, M>(
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draw_dim: Vec2<Vec3<f32>>,
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norm: Vec3<f32>,
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meta: &M,
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create_vertex: impl Fn(Vec2<u16>, Vec3<f32>, Vec3<f32>, &M) -> O,
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mut create_vertex: impl FnMut(Vec2<u16>, Vec3<f32>, Vec3<f32>, &M) -> O,
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) -> Quad<O> {
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Quad::new(
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create_vertex(atlas_pos, origin, norm, meta),
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@ -5,8 +5,8 @@ use crate::{
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greedy::{self, GreedyConfig, GreedyMesh},
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MeshGen,
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},
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render::{ColLightInfo, FluidVertex, Mesh, TerrainVertex},
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scene::terrain::BlocksOfInterest,
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render::{ColLightInfo, FluidVertex, Mesh, TerrainVertex, Vertex},
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scene::terrain::{AltIndices, BlocksOfInterest, DEEP_ALT, SHALLOW_ALT},
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};
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use common::{
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terrain::{Block, TerrainChunk},
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@ -238,6 +238,7 @@ pub fn generate_mesh<'a>(
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ColLightInfo,
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Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
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Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
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AltIndices,
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),
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> {
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span!(
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@ -275,6 +276,12 @@ pub fn generate_mesh<'a>(
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let light = calc_light(true, SUNLIGHT, range, vol, core::iter::empty());
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let glow = calc_light(false, 0, range, vol, glow_blocks.into_iter());
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let (underground_alt, deep_alt) = vol
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.get_key(vol.pos_key((range.min + range.max) / 2))
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.map_or((0.0, 0.0), |c| {
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(c.meta().alt() - SHALLOW_ALT, c.meta().alt() - DEEP_ALT)
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});
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let mut opaque_limits = None::<Limits>;
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let mut fluid_limits = None::<Limits>;
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let mut air_limits = None::<Limits>;
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@ -424,7 +431,9 @@ pub fn generate_mesh<'a>(
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let mut greedy =
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GreedyMesh::<guillotiere::SimpleAtlasAllocator>::new(max_size, greedy::general_config());
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let mut opaque_mesh = Mesh::new();
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let mut opaque_deep = Vec::new();
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let mut opaque_shallow = Vec::new();
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let mut opaque_surface = Vec::new();
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let mut fluid_mesh = Mesh::new();
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greedy.push(GreedyConfig {
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data: (),
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@ -438,15 +447,31 @@ pub fn generate_mesh<'a>(
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should_draw,
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push_quad: |atlas_origin, dim, origin, draw_dim, norm, meta: &FaceKind| match meta {
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FaceKind::Opaque(meta) => {
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opaque_mesh.push_quad(greedy::create_quad(
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let mut max_z = None;
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let mut min_z = None;
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let quad = greedy::create_quad(
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atlas_origin,
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dim,
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origin,
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draw_dim,
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norm,
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meta,
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|atlas_pos, pos, norm, &meta| create_opaque(atlas_pos, pos, norm, meta),
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));
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|atlas_pos, pos, norm, &meta| {
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max_z = Some(max_z.map_or(pos.z, |z: f32| z.max(pos.z)));
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min_z = Some(min_z.map_or(pos.z, |z: f32| z.min(pos.z)));
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create_opaque(atlas_pos, pos, norm, meta)
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},
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);
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let max_alt = mesh_delta.z as f32 + max_z.unwrap_or(0.0);
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let min_alt = mesh_delta.z as f32 + min_z.unwrap_or(0.0);
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if max_alt < deep_alt {
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opaque_deep.push(quad);
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} else if min_alt > underground_alt {
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opaque_surface.push(quad);
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} else {
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opaque_shallow.push(quad);
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}
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},
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FaceKind::Fluid => {
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fluid_mesh.push_quad(greedy::create_quad(
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@ -472,8 +497,29 @@ pub fn generate_mesh<'a>(
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};
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let (col_lights, col_lights_size) = greedy.finalize();
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let deep_end = opaque_deep.len()
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* if TerrainVertex::QUADS_INDEX.is_some() {
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4
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} else {
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6
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};
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let alt_indices = AltIndices {
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deep_end,
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underground_end: deep_end
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+ opaque_shallow.len()
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* if TerrainVertex::QUADS_INDEX.is_some() {
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4
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} else {
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6
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},
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};
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(
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opaque_mesh,
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opaque_deep
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.into_iter()
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.chain(opaque_shallow.into_iter())
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.chain(opaque_surface.into_iter())
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.collect(),
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fluid_mesh,
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Mesh::new(),
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(
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@ -481,6 +527,7 @@ pub fn generate_mesh<'a>(
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(col_lights, col_lights_size),
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Arc::new(light),
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Arc::new(glow),
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alt_indices,
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),
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)
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}
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@ -1,5 +1,26 @@
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use super::buffer::DynamicBuffer;
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use bytemuck::Pod;
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use std::ops::Range;
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/// Represents a set of instances that has been sent to the GPU.
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pub struct SubInstances<'a, T: Copy + Pod> {
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pub inst_range: Range<u32>,
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buf: &'a wgpu::Buffer,
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phantom_data: std::marker::PhantomData<T>,
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}
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impl<'a, T: Copy + Pod> SubInstances<'a, T> {
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pub(super) fn buf(&self) -> wgpu::BufferSlice<'a> {
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let start = self.inst_range.start as wgpu::BufferAddress
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* std::mem::size_of::<T>() as wgpu::BufferAddress;
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let end = self.inst_range.end as wgpu::BufferAddress
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* std::mem::size_of::<T>() as wgpu::BufferAddress;
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self.buf.slice(start..end)
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}
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#[allow(clippy::len_without_is_empty)]
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pub fn count(&self) -> u32 { self.inst_range.end - self.inst_range.start }
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}
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/// Represents a mesh that has been sent to the GPU.
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pub struct Instances<T: Copy + Pod> {
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@ -15,6 +36,16 @@ impl<T: Copy + Pod> Instances<T> {
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}
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}
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/// Create a set of instances with a slice of a portion of these instances
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/// to send to the renderer.
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pub fn subinstances(&self, inst_range: Range<u32>) -> SubInstances<T> {
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SubInstances {
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inst_range,
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buf: self.buf(),
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phantom_data: std::marker::PhantomData,
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}
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}
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// TODO: count vs len naming scheme??
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pub fn count(&self) -> usize { self.buf.len() }
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@ -124,7 +124,11 @@ impl<V: Vertex> IntoIterator for Mesh<V> {
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impl<V: Vertex> FromIterator<Tri<V>> for Mesh<V> {
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fn from_iter<I: IntoIterator<Item = Tri<V>>>(tris: I) -> Self {
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tris.into_iter().fold(Self::new(), |mut this, tri| {
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let mut this = Self::new();
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let tris = tris.into_iter();
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let (lower, upper) = tris.size_hint();
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this.verts.reserve(3 * upper.unwrap_or(lower));
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tris.fold(this, |mut this, tri| {
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this.push_tri(tri);
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this
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})
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@ -133,7 +137,12 @@ impl<V: Vertex> FromIterator<Tri<V>> for Mesh<V> {
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impl<V: Vertex> FromIterator<Quad<V>> for Mesh<V> {
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fn from_iter<I: IntoIterator<Item = Quad<V>>>(quads: I) -> Self {
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quads.into_iter().fold(Self::new(), |mut this, quad| {
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let mut this = Self::new();
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let quads = quads.into_iter();
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let (lower, upper) = quads.size_hint();
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this.verts
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.reserve(if V::QUADS_INDEX.is_some() { 4 } else { 6 } * upper.unwrap_or(lower));
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quads.fold(this, |mut this, quad| {
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this.push_quad(quad);
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this
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})
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@ -975,7 +975,16 @@ impl<'pass_ref, 'pass: 'pass_ref> TerrainDrawer<'pass_ref, 'pass> {
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model: &'data Model<terrain::Vertex>,
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col_lights: &'data Arc<ColLights<terrain::Locals>>,
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locals: &'data terrain::BoundLocals,
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alt_indices: &'data crate::scene::terrain::AltIndices,
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is_underground: bool,
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) {
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// Don't render anything if there's nothing to render!
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if (alt_indices.underground_end == 0 && is_underground)
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|| (alt_indices.deep_end == model.len() && !is_underground)
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{
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return;
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}
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if self.col_lights
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// Check if we are still using the same atlas texture as the previous drawn
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// chunk
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@ -988,9 +997,16 @@ impl<'pass_ref, 'pass: 'pass_ref> TerrainDrawer<'pass_ref, 'pass> {
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};
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self.render_pass.set_bind_group(3, &locals.bind_group, &[]);
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self.render_pass.set_vertex_buffer(0, model.buf().slice(..));
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let submodel = if is_underground {
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model.submodel(0..alt_indices.underground_end as u32)
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} else {
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model.submodel(alt_indices.deep_end as u32..model.len() as u32)
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};
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self.render_pass.set_vertex_buffer(0, submodel.buf());
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self.render_pass
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.draw_indexed(0..model.len() as u32 / 4 * 6, 0, 0..1);
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.draw_indexed(0..submodel.len() as u32 / 4 * 6, 0, 0..1);
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}
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}
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@ -1027,16 +1043,30 @@ impl<'pass_ref, 'pass: 'pass_ref> SpriteDrawer<'pass_ref, 'pass> {
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&mut self,
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terrain_locals: &'data terrain::BoundLocals,
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instances: &'data Instances<sprite::Instance>,
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alt_indices: &'data crate::scene::terrain::AltIndices,
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is_underground: bool,
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) {
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// Don't render anything if there's nothing to render!
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if (alt_indices.underground_end == 0 && is_underground)
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|| (alt_indices.deep_end == instances.count() && !is_underground)
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{
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return;
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}
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self.render_pass
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.set_bind_group(3, &terrain_locals.bind_group, &[]);
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self.render_pass
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.set_vertex_buffer(0, instances.buf().slice(..));
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let subinstances = if is_underground {
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instances.subinstances(0..alt_indices.underground_end as u32)
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} else {
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instances.subinstances(alt_indices.deep_end as u32..instances.count() as u32)
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};
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self.render_pass.set_vertex_buffer(0, subinstances.buf());
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self.render_pass.draw_indexed(
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0..sprite::VERT_PAGE_SIZE / 4 * 6,
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0,
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0..instances.count() as u32,
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0..subinstances.count() as u32,
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);
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}
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}
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@ -1246,6 +1246,13 @@ impl Scene {
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let focus_pos = self.camera.get_focus_pos();
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let cam_pos = self.camera.dependents().cam_pos + focus_pos.map(|e| e.trunc());
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let is_rain = state.max_weather_near(cam_pos.xy()).rain > RAIN_THRESHOLD;
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let is_underground = scene_data
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.state
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.terrain()
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.get_key(scene_data.state.terrain().pos_key(focus_pos.as_()))
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.map_or(false, |c| {
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focus_pos.z < c.meta().alt() - (terrain::SHALLOW_ALT + terrain::DEEP_ALT) / 2.0
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});
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let camera_data = (&self.camera, scene_data.figure_lod_render_distance);
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@ -1305,7 +1312,8 @@ impl Scene {
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camera_data,
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);
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self.terrain.render(&mut first_pass, focus_pos);
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self.terrain
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.render(&mut first_pass, focus_pos, is_underground);
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self.figure_mgr.render(
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&mut first_pass.draw_figures(),
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@ -1326,6 +1334,7 @@ impl Scene {
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focus_pos,
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cam_pos,
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scene_data.sprite_render_distance,
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is_underground,
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);
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// Render particle effects.
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@ -89,7 +89,7 @@ pub struct TerrainChunkData {
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col_lights: Arc<ColLights<pipelines::terrain::Locals>>,
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light_map: LightMapFn,
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glow_map: LightMapFn,
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sprite_instances: [Instances<SpriteInstance>; SPRITE_LOD_LEVELS],
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sprite_instances: [(Instances<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
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locals: pipelines::terrain::BoundLocals,
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pub blocks_of_interest: BlocksOfInterest,
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@ -98,6 +98,16 @@ pub struct TerrainChunkData {
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can_shadow_sun: bool,
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z_bounds: (f32, f32),
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frustum_last_plane_index: u8,
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alt_indices: AltIndices,
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}
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pub const SHALLOW_ALT: f32 = 24.0;
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pub const DEEP_ALT: f32 = 96.0;
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pub struct AltIndices {
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pub deep_end: usize,
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pub underground_end: usize,
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}
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#[derive(Copy, Clone)]
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@ -117,13 +127,14 @@ pub struct MeshWorkerResponseMesh {
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col_lights_info: ColLightInfo,
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light_map: LightMapFn,
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glow_map: LightMapFn,
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alt_indices: AltIndices,
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}
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/// A type produced by mesh worker threads corresponding to the position and
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/// mesh of a chunk.
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struct MeshWorkerResponse {
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pos: Vec2<i32>,
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sprite_instances: [Vec<SpriteInstance>; SPRITE_LOD_LEVELS],
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sprite_instances: [(Vec<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
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/// If None, this update was requested without meshing.
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mesh: Option<MeshWorkerResponseMesh>,
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started_tick: u64,
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@ -244,15 +255,19 @@ fn mesh_worker(
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mesh = None;
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(&**light_map, &**glow_map)
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} else {
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let (opaque_mesh, fluid_mesh, _shadow_mesh, (bounds, col_lights_info, light_map, glow_map)) =
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generate_mesh(
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&volume,
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(
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range,
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Vec2::new(max_texture_size, max_texture_size),
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&blocks_of_interest,
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),
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);
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let (
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opaque_mesh,
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fluid_mesh,
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_shadow_mesh,
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(bounds, col_lights_info, light_map, glow_map, alt_indices),
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) = generate_mesh(
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&volume,
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(
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range,
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Vec2::new(max_texture_size, max_texture_size),
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&blocks_of_interest,
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),
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);
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mesh = Some(MeshWorkerResponseMesh {
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// TODO: Take sprite bounds into account somehow?
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z_bounds: (bounds.min.z, bounds.max.z),
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@ -261,6 +276,7 @@ fn mesh_worker(
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col_lights_info,
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light_map,
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glow_map,
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alt_indices,
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});
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// Pointer juggling so borrows work out.
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let mesh = mesh.as_ref().unwrap();
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@ -272,7 +288,19 @@ fn mesh_worker(
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// Extract sprite locations from volume
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sprite_instances: {
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prof_span!("extract sprite_instances");
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let mut instances = [(); SPRITE_LOD_LEVELS].map(|()| Vec::new());
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let mut instances = [(); SPRITE_LOD_LEVELS].map(|()| {
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(
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Vec::new(), // Deep
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Vec::new(), // Shallow
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Vec::new(), // Surface
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)
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});
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let (underground_alt, deep_alt) = volume
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.get_key(volume.pos_key((range.min + range.max) / 2))
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.map_or((0.0, 0.0), |c| {
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(c.meta().alt() - SHALLOW_ALT, c.meta().alt() - DEEP_ALT)
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});
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for x in 0..TerrainChunk::RECT_SIZE.x as i32 {
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for y in 0..TerrainChunk::RECT_SIZE.y as i32 {
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@ -304,7 +332,7 @@ fn mesh_worker(
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let light = light_map(wpos);
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let glow = glow_map(wpos);
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|
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for (lod_level, sprite_data) in
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for ((deep_level, shallow_level, surface_level), sprite_data) in
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instances.iter_mut().zip(&sprite_data[&key])
|
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{
|
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let mat = Mat4::identity()
|
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@ -332,7 +360,13 @@ fn mesh_worker(
|
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page,
|
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matches!(sprite, SpriteKind::Door),
|
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);
|
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lod_level.push(instance);
|
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if (wpos.z as f32) < deep_alt {
|
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deep_level.push(instance);
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} else if wpos.z as f32 > underground_alt {
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surface_level.push(instance);
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} else {
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shallow_level.push(instance);
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}
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}
|
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}
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}
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@ -340,7 +374,21 @@ fn mesh_worker(
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}
|
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}
|
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|
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instances
|
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instances.map(|(deep_level, shallow_level, surface_level)| {
|
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let deep_end = deep_level.len();
|
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let alt_indices = AltIndices {
|
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deep_end,
|
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underground_end: deep_end + shallow_level.len(),
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};
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(
|
||||
deep_level
|
||||
.into_iter()
|
||||
.chain(shallow_level.into_iter())
|
||||
.chain(surface_level.into_iter())
|
||||
.collect(),
|
||||
alt_indices,
|
||||
)
|
||||
})
|
||||
},
|
||||
mesh,
|
||||
blocks_of_interest,
|
||||
@ -1141,11 +1189,15 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
Some(todo) if response.started_tick <= todo.started_tick => {
|
||||
let started_tick = todo.started_tick;
|
||||
|
||||
let sprite_instances = response.sprite_instances.map(|instances| {
|
||||
renderer
|
||||
.create_instances(&instances)
|
||||
.expect("Failed to upload chunk sprite instances to the GPU!")
|
||||
});
|
||||
let sprite_instances =
|
||||
response.sprite_instances.map(|(instances, alt_indices)| {
|
||||
(
|
||||
renderer
|
||||
.create_instances(&instances)
|
||||
.expect("Failed to upload chunk sprite instances to the GPU!"),
|
||||
alt_indices,
|
||||
)
|
||||
});
|
||||
|
||||
if let Some(mesh) = response.mesh {
|
||||
// Full update, insert the whole chunk.
|
||||
@ -1226,6 +1278,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
blocks_of_interest: response.blocks_of_interest,
|
||||
z_bounds: mesh.z_bounds,
|
||||
frustum_last_plane_index: 0,
|
||||
alt_indices: mesh.alt_indices,
|
||||
});
|
||||
} else if let Some(chunk) = self.chunks.get_mut(&response.pos) {
|
||||
// There was an update that didn't require a remesh (probably related to
|
||||
@ -1576,7 +1629,12 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
})
|
||||
}
|
||||
|
||||
pub fn render<'a>(&'a self, drawer: &mut FirstPassDrawer<'a>, focus_pos: Vec3<f32>) {
|
||||
pub fn render<'a>(
|
||||
&'a self,
|
||||
drawer: &mut FirstPassDrawer<'a>,
|
||||
focus_pos: Vec3<f32>,
|
||||
is_underground: bool,
|
||||
) {
|
||||
span!(_guard, "render", "Terrain::render");
|
||||
let mut drawer = drawer.draw_terrain();
|
||||
|
||||
@ -1595,9 +1653,11 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
chunk
|
||||
.opaque_model
|
||||
.as_ref()
|
||||
.map(|model| (model, &chunk.col_lights, &chunk.locals))
|
||||
.map(|model| (model, &chunk.col_lights, &chunk.locals, &chunk.alt_indices))
|
||||
})
|
||||
.for_each(|(model, col_lights, locals)| drawer.draw(model, col_lights, locals));
|
||||
.for_each(|(model, col_lights, locals, alt_indices)| {
|
||||
drawer.draw(model, col_lights, locals, alt_indices, is_underground)
|
||||
});
|
||||
}
|
||||
|
||||
pub fn render_translucent<'a>(
|
||||
@ -1606,6 +1666,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
focus_pos: Vec3<f32>,
|
||||
cam_pos: Vec3<f32>,
|
||||
sprite_render_distance: f32,
|
||||
is_underground: bool,
|
||||
) {
|
||||
span!(_guard, "render_translucent", "Terrain::render_translucent");
|
||||
let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
|
||||
@ -1636,7 +1697,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
.filter(|(_, c)| c.visible.is_visible())
|
||||
.for_each(|(pos, chunk)| {
|
||||
// Skip chunk if it has no sprites
|
||||
if chunk.sprite_instances[0].count() == 0 {
|
||||
if chunk.sprite_instances[0].0.count() == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1662,7 +1723,12 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
4
|
||||
};
|
||||
|
||||
sprite_drawer.draw(&chunk.locals, &chunk.sprite_instances[lod_level]);
|
||||
sprite_drawer.draw(
|
||||
&chunk.locals,
|
||||
&chunk.sprite_instances[lod_level].0,
|
||||
&chunk.sprite_instances[lod_level].1,
|
||||
is_underground,
|
||||
);
|
||||
}
|
||||
});
|
||||
drop(sprite_drawer);
|
||||
|
Loading…
Reference in New Issue
Block a user