Optimization de performance du renderer!

This commit is contained in:
MarcEricMartel 2021-12-04 09:55:43 -05:00
parent a75b1c97cb
commit a3c0dee1f2
10 changed files with 23 additions and 23 deletions

View File

@ -35,7 +35,7 @@ void Engine::Init() {
m_skybox.Init(0.00013f);
// Objet de musique!
m_audio.ToggleMusicState();
//m_audio.ToggleMusicState();
// Init Chunks
m_world.GetChunks().Reset(nullptr);
@ -52,9 +52,9 @@ void Engine::LoadResource() {
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal1.png");
if (!m_textureAtlas.Generate(512, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;

View File

@ -47,7 +47,7 @@ private:
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World();
Perlin m_perlin = Perlin(4,32.f,7.f,12345);
Perlin m_perlin = Perlin(8,45.f,7.f,12345);
Texture m_textureSkybox;
Texture m_textureFont;

File diff suppressed because one or more lines are too long

View File

@ -148,8 +148,8 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
float xnoiz, ynoiz;
xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
float height = (perlin.Get(xnoiz, ynoiz)) * 10.f;
for (int y = 0; y <= (int)height; ++y)
float height = (perlin.Get(xnoiz, ynoiz)) * 20.f + 5.f;
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y)
chunk->SetBlock(x, y, z, BTYPE_METAL, this);
}
@ -158,7 +158,7 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
float xnoiz, ynoiz;
xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
float height = (perlin.Get(xnoiz, ynoiz) + 16.f);
float height = perlin.Get(xnoiz, ynoiz) * 5.f + 16.f;
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
chunk->SetBlock(x, y, z, BTYPE_GRASS, this);
@ -272,14 +272,14 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
direct.Normalize();
pos.y = 1;
static Vector3i renderManifest[VIEW_DISTANCE * 4];
static Vector3f renderManifest[VIEW_DISTANCE * 4];
for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
// Configuration du radar.
float sinus, cosinus;
int echantillons;
if (dist > VIEW_DISTANCE * .375f) {
if (dist > VIEW_DISTANCE * .625f) {
sinus = .01745240643; // sin(1 degré)
cosinus = .99984769515; // cos(1 degré)
echantillons = 90;
@ -289,7 +289,7 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
cosinus = .99965732497;
echantillons = 60;
}
else if (dist > VIEW_DISTANCE * .625f) {
else if (dist > VIEW_DISTANCE * .375f) {
sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
@ -313,7 +313,7 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = 1;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 2.f;
bool valide = true;
@ -321,23 +321,24 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
int chx, chy;
ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de vérifier seulement contre celles ajoutées dans la frame, et ne pas avoir à refaire l'array à chaque frame.
if (renderManifest[index] == Vector3i(chx, 0, chy)) {
if (renderManifest[index].x == chx && renderManifest[index].z == chy) {
valide = false;
++badhitcount;
}
if (valide) {
world.ApplyTranslation((chx - m_center[0]) * CHUNK_SIZE_X, 0, (chy - m_center[1]) * CHUNK_SIZE_Z);
float ray = (pos - cursor).Length();
if (valide) renderManifest[rendercount++] = Vector3f(chx, (VIEW_DISTANCE - ray * 2 + 128) / (float)VIEW_DISTANCE, chy);
}
}
}
for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
world.Use();
float dist = (pos - cursor).Length();
float blend = ((float)VIEW_DISTANCE - dist * 2.f + 128.f) / (float)VIEW_DISTANCE;
glBlendColor(0.f, 0.f, 0.f, blend);
ChunkAt(cursor)->Render();
world.ApplyTranslation(-(chx - m_center[0]) * CHUNK_SIZE_X, 0, -(chy - m_center[1]) * CHUNK_SIZE_Z);
renderManifest[++rendercount] = Vector3i(chx, 0, chy);
}
}
}
glBlendColor(0.f, 0.f, 0.f, renderManifest[index].y);
ChunkAt(chx, 1, chy)->Render();
world.ApplyTranslation(-chx, 0, -chy);
}
shader.Disable();
};