renderer: perform frustum culling only if chunk has vertices
parent
880c634be0
commit
353ef37186
|
@ -149,37 +149,36 @@ namespace renderer{
|
||||||
if(dist <= static_cast<float>(RENDER_DISTANCE)){
|
if(dist <= static_cast<float>(RENDER_DISTANCE)){
|
||||||
if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
|
if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
|
||||||
|
|
||||||
// Increase total vertex count
|
if(c->numVertices > 0){
|
||||||
vertices += c->numVertices;
|
// Increase total vertex count
|
||||||
|
vertices += c->numVertices;
|
||||||
|
|
||||||
// reset out-of-vision and unload flags
|
// reset out-of-vision and unload flags
|
||||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||||
|
|
||||||
// Perform frustum culling and eventually render
|
// Perform frustum culling and eventually render
|
||||||
glm::vec3 chunk = c->getPosition();
|
glm::vec3 chunk = c->getPosition();
|
||||||
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);
|
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);
|
||||||
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
|
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
|
||||||
|
|
||||||
// Check if all the corners of the chunk are outside any of the planes
|
// Check if all the corners of the chunk are outside any of the planes
|
||||||
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
|
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
|
||||||
// plane against each corner of the chunk
|
// plane against each corner of the chunk
|
||||||
bool out=false;
|
bool out=false;
|
||||||
int a{0};
|
int a{0};
|
||||||
for(int p = 0; p < 6; p++){
|
for(int p = 0; p < 6; p++){
|
||||||
a = 0;
|
a = 0;
|
||||||
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
|
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
|
||||||
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
|
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
|
||||||
|
|
||||||
if(a==8){
|
if(a==8){
|
||||||
out=true;
|
out=true;
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (!out)
|
if (!out)
|
||||||
{
|
|
||||||
if(c->numVertices > 0)
|
|
||||||
{
|
{
|
||||||
theShader->setMat4("model", model);
|
theShader->setMat4("model", model);
|
||||||
theShader->setMat4("view", theCamera.getView());
|
theShader->setMat4("view", theCamera.getView());
|
||||||
|
|
Loading…
Reference in New Issue