#include <ostream>
#include <queue>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blank {
: types(&types)
, neighbor{0}
, gravity()
-, blocks{}
, light{0}
, generated(false)
, lighted(false)
glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
- glm::vec3 grav;
+ glm::vec3 grav(0.0f);
for (int index : gravity) {
RoughLocation::Fine block_pos(ToPos(index));
ExactLocation block_coords(position, ToCoords(block_pos));
if (!type.collision || !type.shape) {
continue;
}
+ RoughLocation::Fine pos(x, y, z);
+
+ // center of the blok relative to the ray
+ glm::vec3 relative_center(glm::vec3((position - reference) * ExactLocation::Extent() + pos) + 0.5f);
+ if (ray.DistanceSquared(relative_center) > 3.0f) {
+ continue;
+ }
+
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
+ if (type.shape->Intersects(ray, ToTransform(reference, pos, idx), cur_dist, cur_norm)) {
if (cur_dist < coll.depth) {
coll.block = idx;
coll.depth = cur_dist;
chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
+ Frustum frustum(transpose(chunk_prog.GetVP()));
+ AABB box;
+
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
- // TODO: optimize chunk culling, shoudn't be that hard
- glm::mat4 m(index[i]->Transform(index.Base()));
- glm::mat4 mvp(chunk_prog.GetVP() * m);
- if (!CullTest(Chunk::Bounds(), mvp)) {
+ box.min = (index[i]->Position() - index.Base()) * ExactLocation::Extent();
+ box.max = box.min + ExactLocation::FExtent();
+
+ if (!CullTest(box, frustum)) {
if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
- chunk_prog.SetM(m);
- models[i].Draw();
+ if (!models[i].Empty()) {
+ chunk_prog.SetM(index[i]->Transform(index.Base()));
+ models[i].Draw();
+ }
}
}
}