renderer: perform frustum culling only if chunk has vertices
parent
880c634be0
commit
353ef37186
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@ -149,37 +149,36 @@ namespace renderer{
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if(dist <= static_cast<float>(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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if(c->numVertices > 0){
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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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// 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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// 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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// 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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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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}
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if (!out)
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{
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if(c->numVertices > 0)
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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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