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-rw-r--r--src/Render.cpp7
-rw-r--r--src/RendererWorld.cpp129
-rw-r--r--src/RendererWorld.hpp5
3 files changed, 126 insertions, 15 deletions
diff --git a/src/Render.cpp b/src/Render.cpp
index c607a2d..0011e1c 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -302,6 +302,7 @@ void Render::RenderGui() {
ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime);
ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections);
ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer);
+ ImGui::Text("Culled sections: %d", (int)DebugInfo::renderSections - world->culledSections);
ImGui::Text("Player pos: %.1f %.1f %.1f OnGround=%d", world->GameStatePtr()->player->pos.x, world->GameStatePtr()->player->pos.y, world->GameStatePtr()->player->pos.z,world->GameStatePtr()->player->onGround);
ImGui::Text("Player vel: %.1f %.1f %.1f", world->GameStatePtr()->player->vel.x, world->GameStatePtr()->player->vel.y, world->GameStatePtr()->player->vel.z);
ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f);
@@ -432,8 +433,8 @@ void Render::RenderGui() {
static float sense = sensetivity;
ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
- static float frameTime = 16.0f;
- ImGui::SliderFloat("Frame time", &frameTime, 0.0f, 32.0f);
+ static float targetFps = 60.0f;
+ ImGui::SliderFloat("Target FPS", &targetFps, 1.0f, 300.0f);
static bool wireframe = isWireframe;
@@ -449,7 +450,7 @@ void Render::RenderGui() {
sensetivity = sense;
isWireframe = wireframe;
- timer.SetDelayLength(std::chrono::duration<double,std::milli>(frameTime));
+ timer.SetDelayLength(std::chrono::duration<double,std::milli>(1.0/targetFps * 1000.0));
}
ImGui::Separator();
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 0661b9a..c50ff44 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -1,6 +1,107 @@
#include "RendererWorld.hpp"
#include "DebugInfo.hpp"
+class Frustum {
+ enum FrustumSide
+ {
+ RIGHT = 0,
+ LEFT,
+ BOTTOM,
+ TOP,
+ BACK,
+ FRONT,
+ };
+
+ enum PlaneData
+ {
+ A = 0,
+ B,
+ C,
+ D,
+ };
+
+ glm::mat4 vp;
+
+ float frustum[6][4];
+
+ void NormalizePlane(FrustumSide side)
+ {
+ float magnitude = (float)sqrt(frustum[side][A] * frustum[side][A] +
+ frustum[side][B] * frustum[side][B] +
+ frustum[side][C] * frustum[side][C]);
+
+ frustum[side][A] /= magnitude;
+ frustum[side][B] /= magnitude;
+ frustum[side][C] /= magnitude;
+ frustum[side][D] /= magnitude;
+ }
+
+public:
+ Frustum() {}
+
+ ~Frustum() {}
+
+ void UpdateFrustum(const glm::mat4& vpmat) {
+ vp = vpmat;
+ return;
+
+ float *clip = glm::value_ptr(vp);
+
+
+ frustum[RIGHT][A] = clip[3] - clip[0];
+ frustum[RIGHT][B] = clip[7] - clip[4];
+ frustum[RIGHT][C] = clip[11] - clip[8];
+ frustum[RIGHT][D] = clip[15] - clip[12];
+ NormalizePlane(RIGHT);
+
+
+ frustum[LEFT][A] = clip[3] + clip[0];
+ frustum[LEFT][B] = clip[7] + clip[4];
+ frustum[LEFT][C] = clip[11] + clip[8];
+ frustum[LEFT][D] = clip[15] + clip[12];
+ NormalizePlane(LEFT);
+
+ frustum[BOTTOM][A] = clip[3] + clip[1];
+ frustum[BOTTOM][B] = clip[7] + clip[5];
+ frustum[BOTTOM][C] = clip[11] + clip[9];
+ frustum[BOTTOM][D] = clip[15] + clip[13];
+ NormalizePlane(BOTTOM);
+
+ frustum[TOP][A] = clip[3] - clip[1];
+ frustum[TOP][B] = clip[7] - clip[5];
+ frustum[TOP][C] = clip[11] - clip[9];
+ frustum[TOP][D] = clip[15] - clip[13];
+ NormalizePlane(TOP);
+
+ frustum[BACK][A] = clip[3] - clip[2];
+ frustum[BACK][B] = clip[7] - clip[6];
+ frustum[BACK][C] = clip[11] - clip[10];
+ frustum[BACK][D] = clip[15] - clip[14];
+ NormalizePlane(BACK);
+
+ frustum[FRONT][A] = clip[3] + clip[2];
+ frustum[FRONT][B] = clip[7] + clip[6];
+ frustum[FRONT][C] = clip[11] + clip[10];
+ frustum[FRONT][D] = clip[15] + clip[14];
+ NormalizePlane(FRONT);
+ }
+
+ //Return true, if tested point is visible
+ bool TestPoint(VectorF point) {
+ glm::vec4 p = vp * glm::vec4(point.glm(), 1);
+ glm::vec3 res = glm::vec3(p) / p.w;
+ return (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0);
+ for (int i = 0; i < 6; i++)
+ {
+ if (frustum[i][A] * point.x + frustum[i][B] * point.y + frustum[i][C] * point.z + frustum[i][D] <= 0)
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+};
+
void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
@@ -87,6 +188,7 @@ void RendererWorld::UpdateAllSections(VectorF playerPos)
}
RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
+ frustum = std::make_unique<Frustum>();
MaxRenderingDistance = 2;
numOfWorkers = 2;
@@ -297,9 +399,12 @@ void RendererWorld::Render(RenderState & renderState) {
glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
glCheckError();
+ frustum->UpdateFrustum(projView);
+
sectionsMutex.lock();
+ size_t culledSections = sections.size();
for (auto& section : sections) {
- sectionsMutex.unlock();
+ sectionsMutex.unlock();
std::vector<Vector> sectionCorners = {
Vector(0, 0, 0),
Vector(0, 0, 16),
@@ -310,28 +415,28 @@ void RendererWorld::Render(RenderState & renderState) {
Vector(16, 16, 0),
Vector(16, 16, 16),
};
- bool isBreak = true;
- glm::mat4 vp = projection * view;
- for (auto &it : sectionCorners) {
- glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
- section.second.GetPosition().y * 16 + it.y,
- section.second.GetPosition().z * 16 + it.z);
- glm::vec4 p = vp * glm::vec4(point, 1);
- glm::vec3 res = glm::vec3(p) / p.w;
- if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
- isBreak = false;
+ bool isVisible = false;
+ for (const auto &it : sectionCorners) {
+ VectorF point(section.second.GetPosition().x * 16 + it.x,
+ section.second.GetPosition().y * 16 + it.y,
+ section.second.GetPosition().z * 16 + it.z);
+ if (frustum->TestPoint(point)) {
+ isVisible = true;
break;
}
}
+
double lengthToSection = (gs->player->pos - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
- if (isBreak && lengthToSection > 30.0f) {
+ if (!isVisible && lengthToSection > 30.0f) {
sectionsMutex.lock();
+ culledSections--;
continue;
}
section.second.Render(renderState);
sectionsMutex.lock();
}
+ this->culledSections = culledSections;
sectionsMutex.unlock();
glCheckError();
}
diff --git a/src/RendererWorld.hpp b/src/RendererWorld.hpp
index 751f1a7..b020006 100644
--- a/src/RendererWorld.hpp
+++ b/src/RendererWorld.hpp
@@ -8,6 +8,8 @@
#include <glm/gtc/type_ptr.hpp>
+class Frustum;
+
class RendererWorld {
//General
std::shared_ptr<GameState> gs;
@@ -27,6 +29,7 @@ class RendererWorld {
std::map<Vector, RendererSection> sections;
Shader *blockShader;
void UpdateAllSections(VectorF playerPos);
+ std::unique_ptr<Frustum> frustum;
//Entities
Shader *entityShader;
std::vector<RendererEntity> entities;
@@ -46,4 +49,6 @@ public:
void Update(double timeToUpdate);
GameState *GameStatePtr();
+
+ int culledSections = 0;
}; \ No newline at end of file