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 times
intervalmaps-array-y
emamaker 2022-12-01 23:27:22 +01:00
parent 1ccbf8b157
commit 773b7999d4
1 changed files with 39 additions and 41 deletions

View File

@ -21,6 +21,7 @@ namespace chunkmanager
} }
int total{0}, toGpu{0}; int total{0}, toGpu{0};
int rr{RENDER_DISTANCE * RENDER_DISTANCE};
void update(float deltaTime) void update(float deltaTime)
{ {
// Iterate over all chunks, in concentric spheres starting fron the player and going outwards // Iterate over all chunks, in concentric spheres starting fron the player and going outwards
@ -28,55 +29,52 @@ namespace chunkmanager
glm::vec3 cameraPos = theCamera.getPos(); glm::vec3 cameraPos = theCamera.getPos();
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}; 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};
// std::cout << "Player at: " << chunkX << ", " << chunkY << ", " << chunkZ << "\n";
// Possible change: coordinates everything at the origin, then translate later?
for (int r = 0; r <= RENDER_DISTANCE; r++) // Step 1. Eq. of a circle. Fix the x coordinate, get the 2 possible y's
for (int x = chunkX - RENDER_DISTANCE; x <= chunkX + RENDER_DISTANCE; x++)
{ {
// Step 1. Eq. of a circle. Fix the x coordinate, get the 2 possible y's
for (int x = chunkX - r; x <= chunkX + r; x++) // Possible optimization: use sqrt lookup
int y1 = sqrt((rr) - (x - chunkX) * (x - chunkX)) + chunkY;
int y2 = -sqrt((rr) - (x - chunkX) * (x - chunkX)) + chunkY;
for (int y = y2 + 1; y <= y1; y++)
{ {
// Step 2. At both y's, get the corresponding z values
int z1 = sqrt((rr) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
int z2 = -sqrt((rr) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
// Possible optimization: use sqrt lookup // std::cout << "RENDER DISTANCE " << RENDER_DISTANCE << " Current radius: " << r << " X: " << x << " Y Limits: " << y1 << " - " << y2 << "(" << y << ") Z Limits: " << z1 << " - " << z2 << std::endl;
int y1 = sqrt((r * r) - (x - chunkX) * (x - chunkX)) + chunkY;
int y2 = -sqrt((r * r) - (x - chunkX) * (x - chunkX)) + chunkY;
for (int y = y2 + 1; y <= y1; y++) for (int z = z2; z <= z1; z++)
{ {
// Step 2. At both y's, get the corresponding z values
int z1 = sqrt((r * r) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
int z2 = -sqrt((r * r) - (x - chunkX) * (x - chunkX) - (y - chunkY) * (y - chunkY)) + chunkZ;
// std::cout << "RENDER DISTANCE " << RENDER_DISTANCE << " Current radius: " << r << " X: " << x << " Y Limits: " << y1 << " - " << y2 << "(" << y << ") Z Limits: " << z1 << " - " << z2 << std::endl; uint16_t i{}, j{}, k{};
for (int z = z2; z <= z1; z++) if (x < 0)
{ i = 0;
else if (x >= 1024)
i = 1023;
else
i = x;
uint16_t i{}, j{}, k{}; if (y < 0)
j = 0;
else if (y >= 1024)
j = 1023;
else
j = y;
if (x < 0) if (z < 0)
i = 0; k = 0;
else if (x >= 1024) else if (z >= 1024)
i = 1023; k = 1023;
else else
i = x; k = z;
if (y < 0) 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
j = 0; chunkmanager::updateChunk(in, i, j, k);
else if (y >= 1024)
j = 1023;
else
j = y;
if (z < 0)
k = 0;
else if (z >= 1024)
k = 1023;
else
k = z;
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
chunkmanager::updateChunk(in, i, j, k);
}
} }
} }
} }
@ -98,7 +96,7 @@ namespace chunkmanager
else else
{ {
glm::vec3 chunk = chunks.at(index)->chunk->getPosition() /*+ glm::vec3(static_cast<float>(CHUNK_SIZE))*/; glm::vec3 chunk = chunks.at(index)->chunk->getPosition() /*+ glm::vec3(static_cast<float>(CHUNK_SIZE))*/;
total++; total++;
int a{0}; int a{0};
@ -106,7 +104,7 @@ namespace chunkmanager
{ {
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); 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);
vertex = glm::normalize(vertex); vertex = glm::normalize(vertex);
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*/); 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*/);
} }
if (a) if (a)