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-rw-r--r--src/RendererWorld.cpp129
1 files changed, 117 insertions, 12 deletions
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();
}