From 12d7acf095f885a97166ca16c6d274817ab342f7 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 8 Mar 2025 00:59:23 +0000 Subject: Current tile in frustum as we loop Chunk by surface only, render if visible in frustum --- game/terrain.cpp | 14 +++++--------- game/terrain.h | 1 - 2 files changed, 5 insertions(+), 10 deletions(-) (limited to 'game') diff --git a/game/terrain.cpp b/game/terrain.cpp index dae295a..530b373 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -111,21 +111,17 @@ Terrain::render(const SceneShader & shader, const Frustum & frustum) const { grass->bind(); - std::ranges::for_each(meshes, [ext = getExtents(), &frustum](const auto & surfaceDef) { - surfaceDef.second.visible = frustum.contains(surfaceDef.second.aabb); - }); - const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) { return itr1.first.surface == itr2.first.surface; }); - for (const auto & surfaceRange : meshes | std::views::filter([](const auto & itr) { - return itr.second.visible; - }) | chunkBySurface) { + for (const auto & surfaceRange : meshes | chunkBySurface) { const auto surface = surfaceRange.front().first.surface; shader.landmass.use(surface ? surface->colorBias : OPEN_SURFACE); for (const auto & sab : surfaceRange) { - glBindVertexArray(sab.second.vertexArray); - glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr); + if (frustum.contains(sab.second.aabb)) { + glBindVertexArray(sab.second.vertexArray); + glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr); + } } } glBindVertexArray(0); diff --git a/game/terrain.h b/game/terrain.h index 1d00f97..f38fe84 100644 --- a/game/terrain.h +++ b/game/terrain.h @@ -36,7 +36,6 @@ private: glBuffer indicesBuffer; GLsizei count; AxisAlignedBoundingBox aabb; - mutable bool visible; }; struct SurfaceKey { -- cgit v1.2.3