Optimization de performance du renderer!
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@ -35,7 +35,7 @@ void Engine::Init() {
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m_skybox.Init(0.00013f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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//m_audio.ToggleMusicState();
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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@ -52,9 +52,9 @@ void Engine::LoadResource() {
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal1.png");
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if (!m_textureAtlas.Generate(512, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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@ -47,7 +47,7 @@ private:
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TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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World m_world = World();
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Perlin m_perlin = Perlin(4,32.f,7.f,12345);
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Perlin m_perlin = Perlin(8,45.f,7.f,12345);
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Texture m_textureSkybox;
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Texture m_textureFont;
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@ -148,8 +148,8 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
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float xnoiz, ynoiz;
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xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
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ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
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float height = (perlin.Get(xnoiz, ynoiz)) * 10.f;
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for (int y = 0; y <= (int)height; ++y)
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float height = (perlin.Get(xnoiz, ynoiz)) * 20.f + 5.f;
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for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y)
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chunk->SetBlock(x, y, z, BTYPE_METAL, this);
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}
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@ -158,7 +158,7 @@ bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
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float xnoiz, ynoiz;
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xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
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ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
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float height = (perlin.Get(xnoiz, ynoiz) + 16.f);
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float height = perlin.Get(xnoiz, ynoiz) * 5.f + 16.f;
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for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
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if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
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chunk->SetBlock(x, y, z, BTYPE_GRASS, this);
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@ -272,14 +272,14 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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direct.Normalize();
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pos.y = 1;
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static Vector3i renderManifest[VIEW_DISTANCE * 4];
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static Vector3f renderManifest[VIEW_DISTANCE * 4];
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for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
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// Configuration du radar.
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float sinus, cosinus;
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int echantillons;
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if (dist > VIEW_DISTANCE * .375f) {
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if (dist > VIEW_DISTANCE * .625f) {
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sinus = .01745240643; // sin(1 degré)
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cosinus = .99984769515; // cos(1 degré)
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echantillons = 90;
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@ -289,7 +289,7 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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cosinus = .99965732497;
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echantillons = 60;
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}
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else if (dist > VIEW_DISTANCE * .625f) {
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else if (dist > VIEW_DISTANCE * .375f) {
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sinus = .0348994967;
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cosinus = .99939082701;
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echantillons = 45;
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@ -313,7 +313,7 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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angle.Normalize();
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cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
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if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = 1;
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if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 2.f;
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bool valide = true;
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@ -321,24 +321,25 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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int chx, chy;
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ChunkAt(cursor)->GetPosition(chx, chy);
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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.
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if (renderManifest[index] == Vector3i(chx, 0, chy)) {
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if (renderManifest[index].x == chx && renderManifest[index].z == chy) {
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valide = false;
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++badhitcount;
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}
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if (valide) {
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world.ApplyTranslation((chx - m_center[0]) * CHUNK_SIZE_X, 0, (chy - m_center[1]) * CHUNK_SIZE_Z);
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world.Use();
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float dist = (pos - cursor).Length();
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float blend = ((float)VIEW_DISTANCE - dist * 2.f + 128.f) / (float)VIEW_DISTANCE;
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glBlendColor(0.f, 0.f, 0.f, blend);
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ChunkAt(cursor)->Render();
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world.ApplyTranslation(-(chx - m_center[0]) * CHUNK_SIZE_X, 0, -(chy - m_center[1]) * CHUNK_SIZE_Z);
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renderManifest[++rendercount] = Vector3i(chx, 0, chy);
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}
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float ray = (pos - cursor).Length();
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if (valide) renderManifest[rendercount++] = Vector3f(chx, (VIEW_DISTANCE - ray * 2 + 128) / (float)VIEW_DISTANCE, chy);
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}
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}
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}
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for (int index = 0; index < rendercount; ++index) {
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int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z;
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world.ApplyTranslation(chx, 0, chy);
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world.Use();
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glBlendColor(0.f, 0.f, 0.f, renderManifest[index].y);
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ChunkAt(chx, 1, chy)->Render();
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world.ApplyTranslation(-chx, 0, -chy);
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}
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shader.Disable();
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};
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