Finish adding simple frustum culling

This commit is contained in:
James Seibel
2021-08-21 18:54:20 -05:00
parent ca57c15d46
commit 8d5c8bf7b8
3 changed files with 18 additions and 27 deletions
@@ -319,21 +319,18 @@ public class LodRenderer
if (vbos != null)
{
int rendered = 0;
int skipped = 0;
Vector3d cameraDir = mc.cameraEntity.getLookAngle();
Vector3d cameraDir = mc.cameraEntity.getLookAngle().normalize();
// used to determine what type of fog to render
int halfWidth = vbos.length/2;
int quarterWidth = vbos.length/4;
for (int i = 0; i < vbos.length; i++)
for (int i = 0; i < vbos.length; i++)
{
for (int j = 0; j < vbos.length; j++)
{
RegionPos vboPos = new RegionPos(i + lodDim.getCenterX() - lodDim.getWidth()/2, j + lodDim.getCenterZ() - lodDim.getWidth()/2);
if (RenderUtil.isRegionInViewFrustum(player.blockPosition(), cameraDir, vboPos.blockPos()))
if (RenderUtil.isRegionInViewFrustum(mc.cameraEntity.blockPosition(), cameraDir, vboPos.blockPos()))
{
if ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
setupFog(fogSettings.near.distance, fogSettings.near.quality);
@@ -342,16 +339,9 @@ public class LodRenderer
sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
rendered++;
}
else
{
skipped++;
}
}
}
ClientProxy.LOGGER.info(rendered + " - " + skipped);
}
@@ -389,7 +379,6 @@ public class LodRenderer
}
/**
* This is where the actual drawing happens.
*