Optimize Chunk Storage, made a slight FPS boost
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3f03c09656
commit
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File diff suppressed because one or more lines are too long
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@ -1,5 +1,6 @@
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package net.minecraft.src;
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import java.io.BufferedOutputStream;
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import java.io.ByteArrayInputStream;
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import java.io.ByteArrayOutputStream;
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import java.io.DataInputStream;
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@ -23,14 +24,14 @@ public class ChunkLoader implements IChunkLoader {
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int unsignedX = x + 30233088;
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int unsignedZ = z + 30233088;
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int radix = CHUNK_CHARS.length();
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char[] path = new char[10];
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StringBuilder path = new StringBuilder(10);
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for(int i = 0; i < 5; ++i) {
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path[i * 2] = CHUNK_CHARS.charAt(unsignedX % radix);
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path.append(CHUNK_CHARS.charAt(unsignedX % radix));
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unsignedX /= radix;
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path[i * 2 + 1] = CHUNK_CHARS.charAt(unsignedZ % radix);
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path.append(CHUNK_CHARS.charAt(unsignedZ % radix));
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unsignedZ /= radix;
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}
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return new String(path);
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return path.toString();
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}
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public Chunk loadChunk(World var1, int x, int z) {
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@ -67,14 +68,16 @@ public class ChunkLoader implements IChunkLoader {
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NBTTagCompound toSave = new NBTTagCompound();
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storeChunkInCompound(var2, var1, toSave);
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ByteArrayOutputStream bao = new ByteArrayOutputStream(131072);
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try {
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NBTBase.writeNamedTag(toSave, new DataOutputStream(bao));
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try (DataOutputStream dos = new DataOutputStream(new BufferedOutputStream(bao))) {
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NBTBase.writeNamedTag(toSave, dos);
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dos.flush();
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byte[] data = bao.toByteArray();
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LWJGLMain.writeFile(saveDir + "/" + chunkFileForXZ(var2.xPosition, var2.zPosition), data);
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} catch (IOException e) {
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System.err.println("Failed to serialize chunk at [" + var2.xPosition + ", " + var2.zPosition + "] to byte array");
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e.printStackTrace();
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return;
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}
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LWJGLMain.writeFile(saveDir + "/" + chunkFileForXZ(var2.xPosition, var2.zPosition), bao.toByteArray());
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}
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public void storeChunkInCompound(Chunk var1, World var2, NBTTagCompound var3) {
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@ -1,22 +1,28 @@
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package net.minecraft.src;
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public class Frustrum implements ICamera {
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private ClippingHelper clippingHelper = ClippingHelperImplementation.getInstance();
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private final ClippingHelper clippingHelper = ClippingHelperImplementation.getInstance();
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private double xPosition;
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private double yPosition;
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private double zPosition;
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public void setPosition(double var1, double var3, double var5) {
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this.xPosition = var1;
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this.yPosition = var3;
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this.zPosition = var5;
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public void setPosition(double x, double y, double z) {
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xPosition = x;
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yPosition = y;
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zPosition = z;
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}
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public boolean isBoxInFrustum(double var1, double var3, double var5, double var7, double var9, double var11) {
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return this.clippingHelper.isBoxInFrustum(var1 - this.xPosition, var3 - this.yPosition, var5 - this.zPosition, var7 - this.xPosition, var9 - this.yPosition, var11 - this.zPosition);
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public boolean isBoxInFrustum(double minX, double minY, double minZ, double maxX, double maxY, double maxZ) {
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minX -= xPosition;
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minY -= yPosition;
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minZ -= zPosition;
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maxX -= xPosition;
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maxY -= yPosition;
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maxZ -= zPosition;
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return clippingHelper.isBoxInFrustum(minX, minY, minZ, maxX, maxY, maxZ);
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}
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public boolean isBoundingBoxInFrustum(AxisAlignedBB var1) {
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return this.isBoxInFrustum(var1.minX, var1.minY, var1.minZ, var1.maxX, var1.maxY, var1.maxZ);
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public boolean isBoundingBoxInFrustum(AxisAlignedBB boundingBox) {
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return isBoxInFrustum(boundingBox.minX, boundingBox.minY, boundingBox.minZ, boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ);
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}
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}
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@ -7,88 +7,25 @@ import org.teavm.jso.typedarrays.Int32Array;
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public class Tessellator {
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/** The byte buffer used for GL allocation. */
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private Int32Array intBuffer;
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private Float32Array floatBuffer;
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/**
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* The number of vertices to be drawn in the next draw call. Reset to 0 between
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* draw calls.
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*/
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private int vertexCount = 0;
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/** The first coordinate to be used for the texture. */
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private float textureU;
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/** The second coordinate to be used for the texture. */
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private float textureV;
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/** The color (RGBA) value to be used for the following draw call. */
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private int color;
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/**
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* Whether the current draw object for this tessellator has color values.
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*/
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private boolean hasColor = false;
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/**
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* Whether the current draw object for this tessellator has texture coordinates.
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*/
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private boolean hasTexture = false;
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/**
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* Whether the current draw object for this tessellator has normal values.
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*/
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private boolean hasNormals = false;
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/** The index into the raw buffer to be used for the next data. */
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private int rawBufferIndex = 0;
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/**
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* The number of vertices manually added to the given draw call. This differs
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* from vertexCount because it adds extra vertices when converting quads to
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* triangles.
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*/
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private int addedVertices = 0;
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/** Disables all color information for the following draw call. */
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private boolean isColorDisabled = false;
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/** The draw mode currently being used by the tessellator. */
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private int drawMode;
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/**
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* An offset to be applied along the x-axis for all vertices in this draw call.
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*/
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private double xOffset;
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/**
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* An offset to be applied along the y-axis for all vertices in this draw call.
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*/
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private double yOffset;
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/**
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* An offset to be applied along the z-axis for all vertices in this draw call.
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*/
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private double zOffset;
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/** The normal to be applied to the face being drawn. */
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private int normal;
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/** The static instance of the Tessellator. */
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public static final Tessellator instance = new Tessellator(525000);
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/** Whether this tessellator is currently in draw mode. */
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public static final Tessellator instance = new Tessellator(524288);
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private boolean isDrawing = false;
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/** Whether we are currently using VBO or not. */
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private boolean useVBO = false;
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/** The size of the buffers used (in integers). */
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private int bufferSize;
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private Tessellator(int par1) {
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this.bufferSize = par1;
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ArrayBuffer a = ArrayBuffer.create(par1 * 4);
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this.intBuffer = Int32Array.create(a);
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this.floatBuffer = Float32Array.create(a);
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GL11.glEnableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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if (this.hasNormals) {
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GL11.glEnableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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GL11.glDrawArrays(this.drawMode, 0, this.vertexCount, Int32Array.create(intBuffer.getBuffer(), 0, this.vertexCount * 7));
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if (this.hasTexture) {
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if (this.hasColor) {
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GL11.glDisableVertexAttrib(GL11.GL_COLOR_ARRAY);
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}
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if (this.hasNormals) {
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GL11.glDisableVertexAttrib(GL11.GL_NORMAL_ARRAY);
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}
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}
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int var1 = this.rawBufferIndex * 4;
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@ -167,7 +96,6 @@ public class Tessellator {
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this.isDrawing = true;
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this.reset();
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this.drawMode = par1;
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this.hasNormals = false;
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this.hasColor = false;
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this.hasTexture = false;
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this.isColorDisabled = false;
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intBuffer0.set(bufferIndex + 5, this.color);
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}
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if (this.hasNormals) {
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intBuffer0.set(bufferIndex + 6, this.normal);
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}
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this.rawBufferIndex += 7;
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}
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