feat: add frustum culling

This commit is contained in:
2026-03-19 10:54:13 +08:00
parent a62feb9d56
commit 4d4bbe82ec
6 changed files with 74 additions and 18 deletions

View File

@@ -3,6 +3,7 @@
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_hash.hpp>
#include <Cubed/tools/math_tools.hpp>
World::World() {
}
@@ -123,26 +124,43 @@ void World::init_world() {
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
}
void World::render() {
void World::render(const glm::mat4& mvp_matrix) {
Math::extract_frustum_planes(mvp_matrix, m_planes);
for (const auto& chunk_map : m_chunks) {
const auto& [pos, chunk] = chunk_map;
glm::vec3 center = glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2));
if (is_aabb_in_frustum(center, glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(CHUCK_SIZE / 2)))) {
glBindBuffer(GL_ARRAY_BUFFER, chunk.get_vbo());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, chunk.get_vbo());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
}
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
for (const auto& plane : m_planes) {
// distance
float d = glm::dot(glm::vec3(plane), center) + plane.w;
float r = half_extents.x * std::abs(plane.x) +
half_extents.y * std::abs(plane.y) +
half_extents.z * std::abs(plane.z);
if (d + r < 0) {
return false;
}
}
return true;
}
bool World::is_block(const glm::ivec3& block_pos) const{
int chunk_x, chunk_z;
int world_x, world_y, world_z;