Remains of the dead in one mesh: drawing stays fast with hundreds of them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-08 01:20:35 +01:00
1 parent 6886b2e1a4
commit a8284ca85c
1 file changed
+42 -18
+42 -18
View File
@@ -1767,44 +1767,68 @@ impl R3d {
// a broken blade; machines, stone and clockwork: splinters and rubble instead of blood);
// dust puffs where a body hits the ground
fn draw_remains(&self, g: &Game) {
// all remains in one mesh (hundreds of them would cost hundreds of draw calls):
// boxes on the floor with the colour of their stuff, seen from above and the sides
// (several meshes: one holds at most 65536 corners)
let mut meshes: Vec<MB> = vec![MB::new()];
let mut put = |lo: Vec3, hi: Vec3, c: [u8; 4]| {
if meshes.last().map_or(0, |m| m.v.len()) > 60000 {
meshes.push(MB::new());
}
let mb = meshes.last_mut().unwrap();
let (x0, y0, z0, x1, y1, z1) = (lo.x, lo.y, lo.z, hi.x, hi.y, hi.z);
let dark = [(c[0] as f32 * 0.7) as u8, (c[1] as f32 * 0.7) as u8, (c[2] as f32 * 0.7) as u8, 255];
let uv = [Vec2::ZERO; 4];
mb.quad([vec3(x0, y1, z0), vec3(x1, y1, z0), vec3(x1, y1, z1), vec3(x0, y1, z1)], uv, [c; 4], [Vec3::Y; 4]);
mb.quad([vec3(x0, y0, z1), vec3(x1, y0, z1), vec3(x1, y1, z1), vec3(x0, y1, z1)], uv, [dark; 4], [Vec3::Z; 4]);
mb.quad([vec3(x1, y0, z0), vec3(x1, y0, z1), vec3(x1, y1, z1), vec3(x1, y1, z0)], uv, [dark; 4], [Vec3::X; 4]);
mb.quad([vec3(x0, y0, z0), vec3(x1, y0, z0), vec3(x1, y1, z0), vec3(x0, y1, z0)], uv, [dark; 4], [-Vec3::Z; 4]);
mb.quad([vec3(x0, y0, z0), vec3(x0, y0, z1), vec3(x0, y1, z1), vec3(x0, y1, z0)], uv, [dark; 4], [-Vec3::X; 4]);
};
let at = |p: Vec3, s: Vec3| (p - s * 0.5, p + s * 0.5);
for &(x, z, since, kind, seed) in &self.remains {
let age = g.time - since;
if age < 0.0 || !g.map.shown(idx(x as i32, z as i32)) {
continue;
}
let hero = crate::gfx::is_hero_kind(kind);
let sink = 0.0;
let lifeless = matches!(kind, EK::Ram | EK::Catapult | EK::Gargoyle | EK::Cogling);
let off0 = |k: u32| ((((seed.wrapping_mul(2654435761) ^ k.wrapping_mul(40503)) >> 7) % 1000) as f32 / 1000.0 - 0.5) * 0.4;
let off = |k: u32| ((((seed.wrapping_mul(2654435761) ^ k.wrapping_mul(40503)) >> 7) % 1000) as f32 / 1000.0 - 0.5) * 0.4;
if lifeless {
let wood = if matches!(kind, EK::Ram | EK::Catapult) { Color::from_rgba(110, 76, 44, 255) } else { Color::from_rgba(96, 94, 100, 255) };
let c = if matches!(kind, EK::Ram | EK::Catapult) { [110, 76, 44, 255] } else { [96, 94, 100, 255] };
for k in 0..5u32 {
crate::props::auto_cube(vec3(x + off0(k + 20) * 1.2, 0.02, z + off0(k + 30) * 1.2), vec3(0.09, 0.04, 0.05 + (k % 2) as f32 * 0.08), wood);
let (lo, hi) = at(vec3(x + off(k + 20) * 1.2, 0.02, z + off(k + 30) * 1.2), vec3(0.09, 0.04, 0.05 + (k % 2) as f32 * 0.08));
put(lo, hi, c);
}
continue;
}
// the pool of blood, spread a little in the first seconds
let spread = (age / 2.0).min(1.0);
for k in 0..4u32 {
let r = (0.12 + off0(k + 40).abs() * 0.4) * (0.5 + 0.5 * spread);
draw_cube(vec3(x + off0(k + 50) * 0.6, 0.006 + k as f32 * 0.001, z + off0(k + 60) * 0.6), vec3(r, 0.004, r * 0.8), None, Color::from_rgba(92, 10, 14, 255));
let r = (0.12 + off(k + 40).abs() * 0.4) * (0.5 + 0.5 * spread);
let (lo, hi) = at(vec3(x + off(k + 50) * 0.6, 0.006 + k as f32 * 0.001, z + off(k + 60) * 0.6), vec3(r, 0.004, r * 0.8));
put(lo, hi, [92, 10, 14, 255]);
}
let off = off0;
let bone = Color::from_rgba(214, 204, 182, 255);
let iron = Color::from_rgba(120, 122, 132, 255);
let bone = [214, 204, 182, 255];
let iron = [120, 122, 132, 255];
for k in 0..3u32 {
let p = vec3(x + off(k * 2), 0.02 - sink, z + off(k * 2 + 1));
if k % 2 == 0 {
crate::props::auto_cube(p, vec3(0.16, 0.03, 0.03), bone);
} else {
crate::props::auto_cube(p, vec3(0.03, 0.03, 0.14), bone);
}
let p = vec3(x + off(k * 2), 0.02, z + off(k * 2 + 1));
let (lo, hi) = at(p, if k % 2 == 0 { vec3(0.16, 0.03, 0.03) } else { vec3(0.03, 0.03, 0.14) });
put(lo, hi, bone);
}
if hero {
crate::props::auto_cube(vec3(x + off(7), 0.04 - sink, z + off(8)), vec3(0.1, 0.07, 0.1), iron);
crate::props::auto_cube(vec3(x + off(9), 0.015 - sink, z + off(10)), vec3(0.2, 0.02, 0.03), iron);
let (lo, hi) = at(vec3(x + off(7), 0.04, z + off(8)), vec3(0.1, 0.07, 0.1));
put(lo, hi, iron);
let (lo, hi) = at(vec3(x + off(9), 0.015, z + off(10)), vec3(0.2, 0.02, 0.03));
put(lo, hi, iron);
} else {
crate::props::auto_cube(vec3(x + off(7), 0.04 - sink, z + off(8)), vec3(0.08, 0.07, 0.08), bone);
let (lo, hi) = at(vec3(x + off(7), 0.04, z + off(8)), vec3(0.08, 0.07, 0.08));
put(lo, hi, bone);
}
}
for mb in meshes {
if let Some(m) = mb.into_plain_mesh() {
draw_mesh(&m);
}
}
// dust where the dying hit the ground