enable frustum culling!

This commit is contained in:
griffi-gh 2023-01-27 22:22:49 +01:00
parent fe5bafdd35
commit 4c2a29e0a3
2 changed files with 12 additions and 7 deletions

View file

@ -5,7 +5,6 @@ in vec2 v_uv;
flat in uint v_tex_index;
out vec4 color;
uniform sampler2DArray tex;
uniform bool debug;
void main() {
// base color from texture
@ -13,8 +12,4 @@ void main() {
//basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.);
//highlight
if (debug) {
color *= vec4(1., 0., 0., 1.);
}
}

View file

@ -74,11 +74,22 @@ pub fn draw_world(
if let Some(key) = chunk.mesh_index {
let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
//Skip mesh if its empty
if mesh.index_buffer.len() == 0 {
continue
}
let debug = !camera.frustum.is_box_visible(world_position, world_position + Vec3::splat(CHUNK_SIZE as f32));
//Frustum culling
{
let minp = world_position;
let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
if !camera.frustum.is_box_visible(minp, maxp) {
continue
}
}
//Draw chunk mesh
target.0.draw(
&mesh.vertex_buffer,
&mesh.index_buffer,
@ -88,7 +99,6 @@ pub fn draw_world(
view: view,
perspective: perspective,
tex: texture_sampler,
debug: debug
},
&draw_parameters
).unwrap();