Finish adding simple frustum culling
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@@ -319,21 +319,18 @@ public class LodRenderer
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if (vbos != null)
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{
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int rendered = 0;
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int skipped = 0;
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Vector3d cameraDir = mc.cameraEntity.getLookAngle();
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Vector3d cameraDir = mc.cameraEntity.getLookAngle().normalize();
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// used to determine what type of fog to render
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int halfWidth = vbos.length/2;
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int quarterWidth = vbos.length/4;
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for (int i = 0; i < vbos.length; i++)
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for (int i = 0; i < vbos.length; i++)
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{
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for (int j = 0; j < vbos.length; j++)
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{
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RegionPos vboPos = new RegionPos(i + lodDim.getCenterX() - lodDim.getWidth()/2, j + lodDim.getCenterZ() - lodDim.getWidth()/2);
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if (RenderUtil.isRegionInViewFrustum(player.blockPosition(), cameraDir, vboPos.blockPos()))
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if (RenderUtil.isRegionInViewFrustum(mc.cameraEntity.blockPosition(), cameraDir, vboPos.blockPos()))
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{
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if ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
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setupFog(fogSettings.near.distance, fogSettings.near.quality);
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@@ -342,16 +339,9 @@ public class LodRenderer
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sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
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rendered++;
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}
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else
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{
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skipped++;
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}
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}
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}
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ClientProxy.LOGGER.info(rendered + " - " + skipped);
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}
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@@ -389,7 +379,6 @@ public class LodRenderer
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}
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/**
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* This is where the actual drawing happens.
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*
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@@ -110,7 +110,7 @@ public class RenderUtil
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/**
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* Returns true if one of the regions 4 corners is in front
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* Returns true if one of the region's 4 corners is in front
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* of the camera.
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*/
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public static boolean isRegionInViewFrustum(BlockPos playerBlockPos, Vector3d cameraDir, BlockPos vboCenterPos)
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@@ -124,17 +124,17 @@ public class RenderUtil
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int halfRegionWidth = LodUtil.REGION_WIDTH / 2;
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Vector3d vboSeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, 0, vboCenterVec.z + halfRegionWidth).normalize();
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Vector3d vboSwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, 0, vboCenterVec.z + halfRegionWidth).normalize();
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Vector3d vboNwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, 0, vboCenterVec.z - halfRegionWidth).normalize();
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Vector3d vboNeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, 0, vboCenterVec.z - halfRegionWidth).normalize();
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// calculate the 4 corners
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Vector3d vboSeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
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Vector3d vboSwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z + halfRegionWidth);//.normalize();
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Vector3d vboNwVec = new Vector3d(vboCenterVec.x - halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
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Vector3d vboNeVec = new Vector3d(vboCenterVec.x + halfRegionWidth, vboCenterVec.y, vboCenterVec.z - halfRegionWidth);//.normalize();
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// if any corner is visible, this region should be rendered
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return isNormalizedVectorInViewFrustum(vboSeVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboSwVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboNwVec, cameraDir) ||
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isNormalizedVectorInViewFrustum(vboNeVec, cameraDir);
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// return isNormalizedVectorInViewFrustum(vboCenterVec.normalize(), cameraDir);
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}
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/**
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@@ -143,8 +143,9 @@ public class RenderUtil
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*/
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private static boolean isNormalizedVectorInViewFrustum(Vector3d objectVector, Vector3d cameraDir)
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{
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// take the dot product
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double dot = objectVector.dot(cameraDir);
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return dot > 0;
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// the -0.1 is to offer a slight buffer so we are
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// more likely to render LODs and thus, hopefully prevent
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// flickering or odd disappearences
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return objectVector.dot(cameraDir) > -0.1;
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}
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}
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