X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fchunk.cpp;h=596bcaf08985765f4a0f96aa928c4cef3d040e94;hb=6513b55584093a86ce1e369e054263dd75c295c8;hp=60ece9a83451673a1d928d561795e529b394749b;hpb=da21395e4900bf283ece7364c67d9bad27dca279;p=blank.git diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index 60ece9a..596bcaf 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -19,6 +19,9 @@ #include #include +#include +#include + namespace blank { @@ -368,7 +371,7 @@ float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Pos 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)); @@ -809,17 +812,22 @@ 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(); + } } } }