Merge pull request #39 from eliasstepanik/codex/optimieren-der-speichernutzung

Optimize memory usage when processing dirty chunks
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Elias Stepanik 2025-06-17 21:23:29 +02:00 committed by GitHub
commit 7cf0b0ca57
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@ -40,48 +40,39 @@ pub fn rebuild_dirty_chunks(
if tree.dirty_chunks.is_empty() {
continue;
}
let dirty_keys: Vec<_> = tree.dirty_chunks.iter().copied().collect();
//------------------------------------------------ collect voxel data
let tree_ref = &*tree;
let bufs: Vec<_> = tree
.dirty_chunks
.par_iter()
.copied()
.map(|key| {
let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
let mut buf =
[[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
for key in dirty_keys {
let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
let mut buf = [[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
let half = tree_ref.size * 0.5;
let step = tree_ref.get_spacing_at_depth(tree_ref.max_depth);
let origin = Vec3::new(
tree_ref.center.x - half + key.0 as f32 * CHUNK_SIZE as f32 * step,
tree_ref.center.y - half + key.1 as f32 * CHUNK_SIZE as f32 * step,
tree_ref.center.z - half + key.2 as f32 * CHUNK_SIZE as f32 * step,
);
let half = tree.size * 0.5;
let step = tree.get_spacing_at_depth(tree.max_depth);
let origin = Vec3::new(
tree.center.x - half + key.0 as f32 * CHUNK_SIZE as f32 * step,
tree.center.y - half + key.1 as f32 * CHUNK_SIZE as f32 * step,
tree.center.z - half + key.2 as f32 * CHUNK_SIZE as f32 * step,
);
let mult = 1 << lod;
for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
let center = origin
+ Vec3::new(
(gx + mult / 2) as f32 * step,
(gy + mult / 2) as f32 * step,
(gz + mult / 2) as f32 * step,
);
if let Some(v) = tree_ref.get_voxel_at_world_coords(center) {
for lx in 0..mult {
for ly in 0..mult {
for lz in 0..mult {
let ix = gx + lx;
let iy = gy + ly;
let iz = gz + lz;
if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE
{
buf[ix as usize][iy as usize][iz as usize] =
Some(*v);
}
let mult = 1 << lod;
for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
let center = origin
+ Vec3::new(
(gx + mult / 2) as f32 * step,
(gy + mult / 2) as f32 * step,
(gz + mult / 2) as f32 * step,
);
if let Some(v) = tree.get_voxel_at_world_coords(center) {
for lx in 0..mult {
for ly in 0..mult {
for lz in 0..mult {
let ix = gx + lx;
let iy = gy + ly;
let iz = gz + lz;
if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE {
buf[ix as usize][iy as usize][iz as usize] = Some(*v);
}
}
}
@ -89,15 +80,9 @@ pub fn rebuild_dirty_chunks(
}
}
}
}
(key, buf, origin, step, lod)
})
.collect();
//------------------------------------------------ create / update
for (key, buf, origin, step, lod) in bufs {
if let Some((ent, mesh_h, _mat_h, _)) = existing.get(&key).cloned() {
// update mesh in-place; keeps old asset id
match mesh_chunk(&buf, origin, step, &tree, &mut pool, &atlas) {
Some(new_mesh) => {
if let Some(mesh) = meshes.get_mut(&mesh_h) {
@ -112,7 +97,6 @@ pub fn rebuild_dirty_chunks(
}
}
} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree, &mut pool, &atlas) {
// spawn brand-new chunk only if mesh has faces
let mesh_h = meshes.add(mesh);
let mat_h = materials.add(StandardMaterial {
base_color_texture: Some(atlas.handle.clone()),