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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int total{0}, toGpu{0};
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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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void update(float deltaTime)
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{
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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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// Iterate over all chunks, in concentric spheres starting fron the player and going outwards
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@ -28,23 +29,21 @@ namespace chunkmanager
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glm::vec3 cameraPos = theCamera.getPos();
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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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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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{
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// Step 1. Eq. of a circle. Fix the x coordinate, get the 2 possible y's
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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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for (int x = chunkX - RENDER_DISTANCE; x <= chunkX + RENDER_DISTANCE; x++)
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{
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{
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// Possible optimization: use sqrt lookup
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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 y1 = sqrt((rr) - (x - chunkX) * (x - chunkX)) + chunkY;
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int y2 = -sqrt((r * r) - (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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for (int y = y2 + 1; y <= y1; y++)
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{
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{
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// Step 2. At both y's, get the corresponding z values
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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 z1 = sqrt((rr) - (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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int z2 = -sqrt((rr) - (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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// 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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@ -79,7 +78,6 @@ namespace chunkmanager
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}
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}
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}
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}
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}
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}
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}
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std::cout << "Total chunks to draw: " << total << ". Sent to GPU: " << toGpu << "\n";
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std::cout << "Total chunks to draw: " << total << ". Sent to GPU: " << toGpu << "\n";
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total = 0;
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total = 0;
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toGpu = 0;
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toGpu = 0;
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