renderer: try frustum culling only if chunk has vertices
parent
a65fc44069
commit
00cdd22e10
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@ -158,37 +158,38 @@ namespace renderer{
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distz >= -RENDER_DISTANCE && distz < RENDER_DISTANCE){
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if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
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// Increase total vertex count
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vertices += c->numVertices;
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// reset out-of-vision and unload flags
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c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
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// Perform frustum culling and eventually render
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glm::vec3 chunk = c->getPosition();
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glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
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glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
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// Check if all the corners of the chunk are outside any of the planes
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// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
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// plane against each corner of the chunk
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bool out=false;
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int a{0};
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for(int p = 0; p < 6; p++){
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a = 0;
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for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
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+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
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if(a==8){
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out=true;
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break;
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}
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}
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if (!out)
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if(c->numVertices > 0)
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{
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if(c->numVertices > 0)
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// Increase total vertex count
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vertices += c->numVertices;
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// Perform frustum culling and eventually render
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glm::vec3 chunk = c->getPosition();
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glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
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glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
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// Check if all the corners of the chunk are outside any of the planes
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// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
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// plane against each corner of the chunk
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bool out=false;
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int a{0};
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for(int p = 0; p < 6; p++){
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a = 0;
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for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
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+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
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if(a==8){
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out=true;
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break;
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}
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}
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if (!out)
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{
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theShader->setMat4("model", model);
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theShader->setMat4("view", theCamera.getView());
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@ -204,7 +205,7 @@ namespace renderer{
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}else{
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// When the chunk is outside render distance
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if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
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/*if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
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oof++;
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if(glfwGetTime() - c->unload_timer > UNLOAD_TIMEOUT){
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// If chunk was already out and enough time has passed
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@ -217,8 +218,11 @@ namespace renderer{
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c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
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c->unload_timer = glfwGetTime();
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}
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}*/
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c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, true);
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//render_todelete.push_back(c);
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oof++;
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}
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}
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@ -230,14 +234,14 @@ namespace renderer{
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debug::window::set_parameter("render_chunks_deleted", (int) (render_todelete.size()));
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debug::window::set_parameter("render_chunks_vertices", vertices);
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for(auto& c : render_todelete){
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c->deleteBuffers();
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/*for(auto& c : render_todelete){
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// we can get away with unsafe erase as access to the container is only done by this
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// thread
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chunks_torender.unsafe_erase(c);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, true);
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//c->deleteBuffers();
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}
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render_todelete.clear();
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render_todelete.clear();*/
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/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
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// Now to render the quad, with the texture on top
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