chunkmgr: do not update same chunk multiple times
Iterating on radius from 0 up to RENDER_DISTANCE made the algorithm check the same "sphere" multiple timesintervalmaps-array-y
parent
1ccbf8b157
commit
773b7999d4
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@ -21,6 +21,7 @@ namespace chunkmanager
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}
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int total{0}, toGpu{0};
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int rr{RENDER_DISTANCE * RENDER_DISTANCE};
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void update(float deltaTime)
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{
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// Iterate over all chunks, in concentric spheres starting fron the player and going outwards
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@ -28,55 +29,52 @@ namespace chunkmanager
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glm::vec3 cameraPos = theCamera.getPos();
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int chunkX{(static_cast<int>(cameraPos.x)) / CHUNK_SIZE}, chunkY{(static_cast<int>(cameraPos.y)) / CHUNK_SIZE}, chunkZ{(static_cast<int>(cameraPos.z)) / CHUNK_SIZE};
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// std::cout << "Player at: " << chunkX << ", " << chunkY << ", " << chunkZ << "\n";
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for (int r = 0; r <= RENDER_DISTANCE; r++)
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// Possible change: coordinates everything at the origin, then translate later?
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// Step 1. Eq. of a circle. Fix the x coordinate, get the 2 possible y's
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for (int x = chunkX - RENDER_DISTANCE; x <= chunkX + RENDER_DISTANCE; x++)
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{
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// Step 1. Eq. of a circle. Fix the x coordinate, get the 2 possible y's
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for (int x = chunkX - r; x <= chunkX + r; x++)
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// Possible optimization: use sqrt lookup
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int y1 = sqrt((rr) - (x - chunkX) * (x - chunkX)) + chunkY;
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int y2 = -sqrt((rr) - (x - chunkX) * (x - chunkX)) + chunkY;
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for (int y = y2 + 1; y <= y1; y++)
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{
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// Step 2. At both y's, get the corresponding z values
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int z1 = sqrt((rr) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
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int z2 = -sqrt((rr) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
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// Possible optimization: use sqrt lookup
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int y1 = sqrt((r * r) - (x - chunkX) * (x - chunkX)) + chunkY;
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int y2 = -sqrt((r * r) - (x - chunkX) * (x - chunkX)) + chunkY;
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// std::cout << "RENDER DISTANCE " << RENDER_DISTANCE << " Current radius: " << r << " X: " << x << " Y Limits: " << y1 << " - " << y2 << "(" << y << ") Z Limits: " << z1 << " - " << z2 << std::endl;
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for (int y = y2 + 1; y <= y1; y++)
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for (int z = z2; z <= z1; z++)
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{
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// Step 2. At both y's, get the corresponding z values
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int z1 = sqrt((r * r) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
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int z2 = -sqrt((r * r) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
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// std::cout << "RENDER DISTANCE " << RENDER_DISTANCE << " Current radius: " << r << " X: " << x << " Y Limits: " << y1 << " - " << y2 << "(" << y << ") Z Limits: " << z1 << " - " << z2 << std::endl;
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uint16_t i{}, j{}, k{};
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for (int z = z2; z <= z1; z++)
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{
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if (x < 0)
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i = 0;
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else if (x >= 1024)
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i = 1023;
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else
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i = x;
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uint16_t i{}, j{}, k{};
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if (y < 0)
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j = 0;
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else if (y >= 1024)
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j = 1023;
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else
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j = y;
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if (x < 0)
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i = 0;
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else if (x >= 1024)
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i = 1023;
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else
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i = x;
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if (z < 0)
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k = 0;
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else if (z >= 1024)
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k = 1023;
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else
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k = z;
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if (y < 0)
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j = 0;
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else if (y >= 1024)
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j = 1023;
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else
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j = y;
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if (z < 0)
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k = 0;
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else if (z >= 1024)
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k = 1023;
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else
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k = z;
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uint32_t in = i | (j << 10) | (k << 20); // uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1024). There's actually two spare bits
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chunkmanager::updateChunk(in, i, j, k);
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}
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uint32_t in = i | (j << 10) | (k << 20); // uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1024). There's actually two spare bits
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chunkmanager::updateChunk(in, i, j, k);
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}
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}
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}
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@ -98,7 +96,7 @@ namespace chunkmanager
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else
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{
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glm::vec3 chunk = chunks.at(index)->chunk->getPosition() /*+ glm::vec3(static_cast<float>(CHUNK_SIZE))*/;
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total++;
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int a{0};
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@ -106,7 +104,7 @@ namespace chunkmanager
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{
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glm::vec4 vertex = glm::vec4(chunk.x + (float)(i & 1), chunk.y + (float)((i & 2) >> 1), chunk.z + (float)((i & 4) >> 2), 500.0f) * (theCamera.getProjection() * theCamera.getView() * chunks.at(index)->model);
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vertex = glm::normalize(vertex);
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a += (-vertex.w <= vertex.x && vertex.x <= vertex.w && -vertex.w <= vertex.y && vertex.y <= vertex.w /*&& -vertex.w < vertex.z && vertex.z < vertex.w*/);
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}
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if (a)
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