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author | LaG1924 <lag1924@gmail.com> | 2021-12-11 20:48:35 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2021-12-11 20:48:35 +0100 |
commit | 3bee20454e982423c098ffa17ab705ca56bda92b (patch) | |
tree | 26408be38390ac0dfd433a34ca78d7a7acc78d92 | |
parent | Even more optimization to GBuffer size (diff) | |
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-rw-r--r-- | src/RendererWorld.cpp | 69 |
1 files changed, 38 insertions, 31 deletions
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp index b6e504d..7cbd45e 100644 --- a/src/RendererWorld.cpp +++ b/src/RendererWorld.cpp @@ -2,6 +2,7 @@ #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> +#include <glm/gtx/norm.hpp> #include <optick.h> #include "DebugInfo.hpp" @@ -336,7 +337,43 @@ void RendererWorld::Render(float screenRatio) { } } - //Render sky + //Render sections + auto rawGlobalTime = (std::chrono::high_resolution_clock::now() - globalTimeStart); + float globalTime = rawGlobalTime.count() / 1000000000.0f; + globalSpb->Get<GlobalShaderParameters>()->globalTime = globalTime; + sectionsPipeline->Activate(); + + Frustum frustum(projView); + renderList.clear(); + size_t culledSections = sections.size(); + unsigned int renderedFaces = 0; + for (auto& section : sections) { + glm::vec3 point{ + section.second.GetPosition().x * 16 + 8, + section.second.GetPosition().y * 16 + 8, + section.second.GetPosition().z * 16 + 8 + }; + + bool isVisible = frustum.TestSphere(point, 16.0f); + + if (!isVisible) { + culledSections--; + continue; + } + renderList.push_back(section.first); + renderedFaces += section.second.numOfFaces; + } + glm::vec3 playerChunk(GetGameState()->GetPlayer()->pos / 16); + std::sort(renderList.begin(), renderList.end(), [playerChunk](const Vector& lhs, const Vector& rhs) { + return glm::distance2(lhs.glm(), playerChunk) < glm::distance2(rhs.glm(), playerChunk); + }); + for (const auto& renderPos : renderList) { + sections.at(renderPos).Render(); + } + DebugInfo::culledSections = culledSections; + DebugInfo::renderFaces = renderedFaces; + + //Render sky glm::mat4 model = glm::mat4(1.0); model = glm::translate(model, GetGameState()->GetPlayer()->pos.glm()); const float scale = 1000000.0f; @@ -377,36 +414,6 @@ void RendererWorld::Render(float screenRatio) { skyPipeline->SetShaderParameter("model", model); skyPipelineInstance->Activate(); skyPipelineInstance->Render(0, 36); - - - //Render sections - auto rawGlobalTime = (std::chrono::high_resolution_clock::now() - globalTimeStart); - float globalTime = rawGlobalTime.count() / 1000000000.0f; - globalSpb->Get<GlobalShaderParameters>()->globalTime = globalTime; - sectionsPipeline->Activate(); - - Frustum frustum(projView); - - size_t culledSections = sections.size(); - unsigned int renderedFaces = 0; - for (auto& section : sections) { - glm::vec3 point{ - section.second.GetPosition().x * 16 + 8, - section.second.GetPosition().y * 16 + 8, - section.second.GetPosition().z * 16 + 8 - }; - - bool isVisible = frustum.TestSphere(point, 16.0f); - - if (!isVisible) { - culledSections--; - continue; - } - section.second.Render(); - renderedFaces += section.second.numOfFaces; - } - DebugInfo::culledSections = culledSections; - DebugInfo::renderFaces = renderedFaces; } void RendererWorld::PrepareRender(std::shared_ptr<Gal::Framebuffer> target, bool defferedShading) { |