WiP: chunk overdraw fix

This commit is contained in:
2025-04-18 01:11:10 +02:00
parent 882a12862e
commit 7f31c8c3d5
7 changed files with 103 additions and 48 deletions

View File

@@ -1,6 +1,6 @@
<Project Sdk="Godot.NET.Sdk/4.3.0">
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<ItemGroup>

View File

@@ -9,6 +9,7 @@
script = ExtResource("1_k1i8e")
DebugVisualization = true
BrushSize = 2
RainAmount = 1.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]

View File

@@ -67,29 +67,23 @@ public class Chunk {
else RemoveFromChunk(e);
}
public void WritePixel<T>(int x, int y, int size) {
int halfsize = size/2;
public void WritePixel<T>(int x, int y) {
if (x < 0 || x >= sizeX || y < 0 || y >= sizeY) {
GD.PrintErr($"Out of bounds for chunk: {x}:{y}");
return;
}
Type type = typeof(T);
object o = Activator.CreateInstance(type, x, y, this);
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = -halfsize; j <= halfsize; j++) {
int X = Mathf.Clamp(x + i, 0, sizeX-1);
int Y = Mathf.Clamp(y + j, 0, sizeY-1);
object o = Activator.CreateInstance(type, X, Y, this);
// check if not empty:
if (Elements[X,Y].GetType() != typeof(Element)) {
return;
}
// if (Elements[X,Y].GetType() != type) {
Elements[X, Y].Chunk.RemoveFromChunk(Elements[X, Y]);
Elements[X, Y] = o as Element;
Elements[X, Y].Active = true;
// }
}
// check if not empty:
if (Elements[x,y].GetType() != typeof(Element)) {
return;
}
Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
Elements[x, y] = o as Element;
Elements[x, y].Active = true;
}
public int ActiveElementsCount() {

View File

@@ -11,8 +11,8 @@ public class Level {
private Chunk[,] chunks;
private Image image;
private int chunksX;
private int chunksY;
private int chunksPerX;
private int chunksPerY;
// per chunk:
private int chunkResX;
@@ -22,34 +22,34 @@ public class Level {
public Level(Main main, int sizeX, int sizeY) {
Resolution = new Vector2I(sizeX, sizeY);
chunksX = main.ChunksPerAxis;
chunksY = main.ChunksPerAxis;
chunksPerX = main.ChunksPerAxis;
chunksPerY = main.ChunksPerAxis;
chunkResX = sizeX / chunksX;
chunkResY = sizeY / chunksY;
chunkResX = sizeX / chunksPerX;
chunkResY = sizeY / chunksPerY;
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksX*chunksY} chunks ({chunkResX} * {chunkResY})");
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})");
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
chunks = new Chunk[chunksX, chunksY];
chunks = new Chunk[chunksPerX, chunksPerY];
int index = 0;
// create all chunks
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
chunks[x, y] = new Chunk(chunkResX, chunkResY, index++);
}
}
// assign neighbors
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
if (y > 0) chunks[x, y].NeighborN = chunks[x, y-1];
if (y < chunksY-1) chunks[x, y].NeighborS = chunks[x, y+1];
if (y < chunksPerY-1) chunks[x, y].NeighborS = chunks[x, y+1];
if (x > 0) chunks[x, y].NeighborE = chunks[x-1, y];
if (x < chunksX-1) chunks[x, y].NeighborW = chunks[x+1, y];
if (x < chunksPerX-1) chunks[x, y].NeighborW = chunks[x+1, y];
}
}
}
@@ -67,9 +67,9 @@ public class Level {
public void StartBenchmark() {
GD.Print("benchmark");
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
chunks[x, y].WritePixel<Dirt>(chunkResX/2, chunkResY/2, 100);
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
WritePixel<Dirt>(x * chunkResX/2, y * chunkResY/2, 100);
}
}
}
@@ -85,17 +85,66 @@ public class Level {
for (int i = 0; i <= rainDrops; i++) {
if (GD.Randf() < rainAmount)
WritePixel<Water>((int)(GD.Randi() % (chunkResX * chunksX)), 0, 1);
WritePixel<Water>((int)(GD.Randi() % (chunkResX * chunksPerX)), 0, 1);
}
}
public void WritePixel<T>(int x, int y, int size) {
chunks[x/chunkResX, y/chunkResY].WritePixel<T>(x % chunkResX, y % chunkResY, size);
int halfsize = size/2;
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = 0; j < 1; j++) {
// for (int j = -halfsize; j <= halfsize; j++) {
// calculate in-chunk coordinates
int inChunkX = x % chunkResX;
int inChunkY = y % chunkResY;
int brushX = i;
int brushY = j;
// calculate chunk to write to
int chunkX = x/chunkResX;
if (inChunkX + i < 0) {
chunkX--;
// 320 -22
brushX = chunkResX + inChunkX + i;
inChunkX = chunkResX - inChunkX;
} else if (inChunkX + i >= chunkResX) {
chunkX++;
inChunkX = 0;
brushX = i % chunkResX;
}
inChunkX += brushX;
if (chunkX < 0 || chunkX >= chunksPerX) {
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
return;
}
int chunkY = y/chunkResY;
if (inChunkY + j < 0) {
chunkY--;
brushY = chunkResY - (inChunkY + j);
inChunkY = chunkResY - inChunkY;
} else if (inChunkY + j >= chunkResY) {
chunkY++;
inChunkY = 0;
brushY = j % chunkResY;
}
inChunkY += brushY;
if (chunkY < 0 || chunkY >= chunksPerY) {
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
return;
}
chunks[chunkX, chunkY].WritePixel<T>(inChunkX, inChunkY);
}
}
}
public Image DrawLevel() {
for (int cx = 0; cx < chunksX; cx++) {
for (int cy = 0; cy < chunksY; cy++) {
for (int cx = 0; cx < chunksPerX; cx++) {
for (int cy = 0; cy < chunksPerY; cy++) {
for (int x = 0; x < chunkResX; x++) {
for (int y = 0; y < chunkResY; y++) {

View File

@@ -26,8 +26,12 @@ public partial class Main : Node2D {
Instance = this;
}
public override void _Process(double delta) {
public override void _PhysicsProcess(double delta) {
base._PhysicsProcess(delta);
Level.Update();
}
public override void _Process(double delta) {
mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
}

View File

@@ -1,15 +1,22 @@
# Benchmark
# Benchmark
Start from editor not rider!
## Settings
- Texture Resolution: 0.5
- CHunks per Axis: 2
- Rain Amount: 0
## Measurements:
### original (no optimization):
- idle: 42 - 44 fps
- benchmark: 24 fps minimum
### only active:
- idle: 100 fps
- benchmark: 36 fps minimum
### performance-improvements (71db6513f22094e7dd67bd32c7ab86b326f9ad9e)
- idle before: 89
- benchmark: 33
- idle after: 75

View File

@@ -12,7 +12,7 @@ config_version=5
config/name="FOU"
run/main_scene="res://Scenes/main.tscn"
config/features=PackedStringArray("4.3", "C#", "Forward Plus")
config/features=PackedStringArray("4.4", "C#", "Forward Plus")
config/icon="res://icon.svg"
[dotnet]