Add simple partially functioning frustum culling

This commit is contained in:
James Seibel
2021-08-21 13:05:32 -05:00
parent a246dd7561
commit c5b4e20787
2 changed files with 76 additions and 7 deletions
@@ -39,6 +39,7 @@ import com.seibel.lod.handlers.ReflectionHandler;
import com.seibel.lod.objects.LevelPos;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.objects.RegionPos;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.util.LodUtil;
@@ -67,7 +68,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 8-20-2021
* @version 8-21-2021
*/
public class LodRenderer
{
@@ -318,14 +319,39 @@ public class LodRenderer
if (vbos != null)
{
int rendered = 0;
int skipped = 0;
Vector3d cameraDir = mc.cameraEntity.getLookAngle();
// 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 j = 0; j < vbos.length; j++)
{
setupFog(fogSettings.near.distance, fogSettings.near.quality);
sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
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 ((i > halfWidth - quarterWidth && i < halfWidth + quarterWidth) && (j > halfWidth - quarterWidth && j < halfWidth + quarterWidth))
setupFog(fogSettings.near.distance, fogSettings.near.quality);
else
setupFog(fogSettings.far.distance, fogSettings.far.quality);
sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
rendered++;
}
else
{
skipped++;
}
}
}
ClientProxy.LOGGER.info(rendered + " - " + skipped);
}
@@ -361,9 +387,10 @@ public class LodRenderer
// end of internal LOD profiling
profiler.pop();
}
/**
/**
* This is where the actual drawing happens.
*
* @param buffers the buffers sent to the GPU to draw