#include <ostream>
#include <queue>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blank {
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));
chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
+ Frustum frustum(transpose(chunk_prog.GetVP()));
+ AABB box;
+
+ //std::cout << "V = " << chunk_prog.View() << std::endl;
+ //std::cout << "P = " << chunk_prog.Projection() << std::endl;
+ //std::cout << "VP = " << chunk_prog.GetVP() << std::endl;
+ //std::cout << "frustum = " << frustum << std::endl;
+
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)) {
+
+ //glm::mat4 m(index[i]->Transform(index.Base()));
+ //if (CullTest(Chunk::Bounds(), chunk_prog.GetVP() * m)) {
+ // std::cout << "M = " << m << std::endl;
+ // std::cout << "box = " << box.min << ", " << box.max << std::endl;
+ // std::cout << "should've been culled" << std::endl;
+ //}
+
if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
- chunk_prog.SetM(m);
+ chunk_prog.SetM(index[i]->Transform(index.Base()));
models[i].Draw();
}
}
+ //std::cout << std::endl;
}