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Optimize Chunkmap Rendering #2785
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new: optimize chunkmap rendering
Drawing a rectangle of NULL_STATUS_COLOR covering the entire map background allows ignoring any null ChunkStatus entries. By iterating in a spiral inwards->outwards (the same order chunks will appear when loading a world) and counting the amount of statuses we can terminate the loop early, saving a lot of expensive ChunkStatus lookups. Additionally, this commit implements a system to combine tiles of the same status to drastically reduce the amount of quads rendered. This does break vanilla parity when mapPadding is non-zero, however vanilla only ever sets it to 0 anyway. It's probably left over code from debugging as it separates tiles visually. We could even use this to implement our own debugging view, showing how tiles are combined, by replacing '+ tileSize' with '+ mapScale' and subtracting 'mapPadding' from x2 and y2 when drawing the inner rectangle. This preserves the same rendering when mapPadding is 0. Also fixed DEFAULT_STATUS_COLOR status being packed as the wrong format, causing the (only visible with mapPadding != 0 and never with this commit) blue square outline to instead be red.
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13 changes: 13 additions & 0 deletions
13
...affeinemc/mods/sodium/mixin/features/gui/screen/StoringChunkProgressListenerAccessor.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,13 @@ | ||
| package net.caffeinemc.mods.sodium.mixin.features.gui.screen; | ||
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| import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap; | ||
| import net.minecraft.server.level.progress.StoringChunkProgressListener; | ||
| import net.minecraft.world.level.chunk.status.ChunkStatus; | ||
| import org.spongepowered.asm.mixin.Mixin; | ||
| import org.spongepowered.asm.mixin.gen.Accessor; | ||
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| @Mixin(StoringChunkProgressListener.class) | ||
| public interface StoringChunkProgressListenerAccessor { | ||
| @Accessor | ||
| Long2ObjectOpenHashMap<ChunkStatus> getStatuses(); | ||
| } |
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