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-rw-r--r--src/Frustum.cpp114
-rw-r--r--src/Frustum.hpp33
-rw-r--r--src/RendererWorld.cpp40
-rw-r--r--src/RendererWorld.hpp1
4 files changed, 81 insertions, 107 deletions
diff --git a/src/Frustum.cpp b/src/Frustum.cpp
index e928e6b..ef60eb0 100644
--- a/src/Frustum.cpp
+++ b/src/Frustum.cpp
@@ -1,63 +1,63 @@
#include "Frustum.hpp"
-#include <glm/gtc/type_ptr.hpp>
-
-void Frustum::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;
+Frustum::Frustum(const glm::mat4 &vpMat) {
+ planes[RIGHT] = glm::vec4(
+ vpMat[0][3] - vpMat[0][0],
+ vpMat[1][3] - vpMat[1][0],
+ vpMat[2][3] - vpMat[2][0],
+ vpMat[3][3] - vpMat[3][0]);
+
+ planes[LEFT] = glm::vec4(
+ vpMat[0][3] + vpMat[0][0],
+ vpMat[1][3] + vpMat[1][0],
+ vpMat[2][3] + vpMat[2][0],
+ vpMat[3][3] + vpMat[3][0]);
+
+ planes[BOTTOM] = glm::vec4(
+ vpMat[0][3] + vpMat[0][1],
+ vpMat[1][3] + vpMat[1][1],
+ vpMat[2][3] + vpMat[2][1],
+ vpMat[3][3] + vpMat[3][1]);
+
+ planes[TOP] = glm::vec4(
+ vpMat[0][3] - vpMat[0][1],
+ vpMat[1][3] - vpMat[1][1],
+ vpMat[2][3] - vpMat[2][1],
+ vpMat[3][3] - vpMat[3][1]);
+
+ planes[FAR] = glm::vec4(
+ vpMat[0][3] - vpMat[0][2],
+ vpMat[1][3] - vpMat[1][2],
+ vpMat[2][3] - vpMat[2][2],
+ vpMat[3][3] - vpMat[3][2]);
+
+ planes[NEAR] = glm::vec4(
+ vpMat[0][3] + vpMat[0][2],
+ vpMat[1][3] + vpMat[1][2],
+ vpMat[2][3] + vpMat[2][2],
+ vpMat[3][3] + vpMat[3][2]);
+
+ for (auto &plane : planes) {
+ float magnitude = sqrt(plane.x * plane.x + plane.y * plane.y + plane.z * plane.z);
+ plane.x /= magnitude;
+ plane.y /= magnitude;
+ plane.z /= magnitude;
+ plane.w /= magnitude;
+ }
}
-void Frustum::UpdateFrustum(const glm::mat4& vpmat) {
- vp = vpmat;
- 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);
+bool Frustum::TestPoint(const glm::vec3 &pos) {
+ for (const auto &plane : planes) {
+ if (GetDistanceToPoint(plane, pos) < 0)
+ return false;
+ }
+ return true;
}
-bool Frustum::TestPoint(VectorF point) {
- 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;
-} \ No newline at end of file
+bool Frustum::TestSphere(const glm::vec3 &pos, float radius) {
+ for (const auto &plane : planes) {
+ if (GetDistanceToPoint(plane, pos) < -radius)
+ return false;
+ }
+ return true;
+}
diff --git a/src/Frustum.hpp b/src/Frustum.hpp
index 4817cd4..15ea7e0 100644
--- a/src/Frustum.hpp
+++ b/src/Frustum.hpp
@@ -1,35 +1,30 @@
#pragma once
#include <glm/glm.hpp>
-#include "Vector.hpp"
class Frustum {
enum FrustumSide {
- RIGHT = 0,
+ RIGHT,
LEFT,
BOTTOM,
TOP,
- BACK,
- FRONT,
- };
- enum PlaneData {
- A = 0,
- B,
- C,
- D,
+ FAR,
+ NEAR,
+ SIDE_COUNT,
};
- glm::mat4 vp;
- float frustum[6][4];
- void NormalizePlane(FrustumSide side);
+ glm::vec4 planes[SIDE_COUNT];
+
+public:
+ Frustum(const glm::mat4 &vpMat);
-public:
- Frustum() = default;
+ ~Frustum() = default;
- ~Frustum() = default;
+ inline static float GetDistanceToPoint(const glm::vec4 &plane, const glm::vec3 &pos) {
+ return plane.x * pos.x + plane.y * pos.y + plane.z * pos.z + plane.w;
+ }
- void UpdateFrustum(const glm::mat4& vpmat);
+ bool TestPoint(const glm::vec3 &pos);
- //Return true, if tested point is visible
- bool TestPoint(VectorF point);
+ bool TestSphere(const glm::vec3 &pos, float radius);
}; \ No newline at end of file
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index aa64dc0..5d0d6a8 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -148,7 +148,6 @@ void RendererWorld::UpdateAllSections(VectorF playerPos) {
RendererWorld::RendererWorld(GameState* ptr) {
gs = ptr;
- frustum = std::make_unique<Frustum>();
MaxRenderingDistance = 2;
numOfWorkers = _max(1, (signed int) std::thread::hardware_concurrency() - 2);
@@ -396,38 +395,19 @@ void RendererWorld::Render(RenderState & renderState) {
glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
glCheckError();
- frustum->UpdateFrustum(projView);
+ Frustum frustum(projView);
size_t culledSections = sections.size();
- for (auto& section : sections) {
- const static Vector sectionCorners[] = {
- Vector(0, 0, 0),
- Vector(0, 0, 16),
- Vector(0, 16, 0),
- Vector(0, 16, 16),
- Vector(16, 0, 0),
- Vector(16, 0, 16),
- Vector(16, 16, 0),
- Vector(16, 16, 16),
- };
- 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();
+ for (auto& section : sections) {
+ glm::vec3 point{
+ section.second.GetPosition().x * 16 + 8,
+ section.second.GetPosition().y * 16 + 8,
+ section.second.GetPosition().z * 16 + 8
+ };
+
+ bool isVisible = frustum.TestSphere(point, 16.0f);
- if (!isVisible && lengthToSection > 30.0f) {
+ if (!isVisible) {
culledSections--;
continue;
}
diff --git a/src/RendererWorld.hpp b/src/RendererWorld.hpp
index 77a02fd..2dab4f0 100644
--- a/src/RendererWorld.hpp
+++ b/src/RendererWorld.hpp
@@ -45,7 +45,6 @@ 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;