]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
cleanup
[blank.git] / src / world / chunk.cpp
index d124eb7373c8b4d34ab65406f4db4bb0cf350ffe..7f7b185dc91eaff3d9c71c0126ddcd414b3d02d2 100644 (file)
@@ -19,6 +19,9 @@
 #include <ostream>
 #include <queue>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blank {
 
@@ -30,7 +33,6 @@ Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
 , neighbor{0}
 , gravity()
-, blocks{}
 , light{0}
 , generated(false)
 , lighted(false)
@@ -412,9 +414,17 @@ bool Chunk::Intersection(
                                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;
@@ -809,17 +819,22 @@ void ChunkRenderer::Render(Viewport &viewport) {
        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();
+                       }
                }
        }
 }