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https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 02:51:49 +00:00
fix cross-chunk culling for extended blocks with precise mesh AABBs
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parent
27ce16db27
commit
4dc1fdbe05
4 changed files with 105 additions and 29 deletions
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@ -74,6 +74,15 @@ void BlocksRenderer::index(uint32_t a, uint32_t b, uint32_t c, uint32_t d, uint3
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vertexOffset += 4;
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}
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static inline void expand_aabb(AABB& aabb, bool& init, const glm::vec3& p) {
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if (!init) {
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aabb.a = aabb.b = p;
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init = true;
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} else {
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aabb.addPoint(p);
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}
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}
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/// @brief Add face with precalculated lights
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void BlocksRenderer::face(
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const glm::vec3& coord,
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@ -98,6 +107,14 @@ void BlocksRenderer::face(
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint, axisZ, 0);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint, axisZ, 0);
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index(0, 1, 3, 1, 2, 3);
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// Expand local opaque AABB while vertices are still in chunk-local space
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if (!densePass) {
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expand_aabb(localAabb, localAabbInit, coord + (-X - Y + Z) * s);
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expand_aabb(localAabb, localAabbInit, coord + ( X - Y + Z) * s);
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expand_aabb(localAabb, localAabbInit, coord + ( X + Y + Z) * s);
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expand_aabb(localAabb, localAabbInit, coord + (-X + Y + Z) * s);
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}
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}
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void BlocksRenderer::vertexAO(
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@ -144,17 +161,37 @@ void BlocksRenderer::faceAO(
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glm::vec4 tint(d);
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const float nh = 0.75f; // push AO sample a bit farther along normal
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, nh, axisX, axisY, axisZ);
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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, nh, axisX, axisY, axisZ);
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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auto p3 = coord + (-X + Y + Z) * s;
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vertexAO(p0, region.u1, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(p1, region.u2, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(p2, region.u2, region.v2, tint, nh, axisX, axisY, axisZ);
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vertexAO(p3, region.u1, region.v2, tint, nh, axisX, axisY, axisZ);
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if (!densePass) {
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expand_aabb(localAabb, localAabbInit, p0);
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expand_aabb(localAabb, localAabbInit, p1);
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expand_aabb(localAabb, localAabbInit, p2);
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expand_aabb(localAabb, localAabbInit, p3);
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}
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} else {
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisZ, 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisZ, 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisZ, 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisZ, 1);
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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auto p3 = coord + (-X + Y + Z) * s;
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vertex(p0, region.u1, region.v1, tint, axisZ, 1);
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vertex(p1, region.u2, region.v1, tint, axisZ, 1);
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vertex(p2, region.u2, region.v2, tint, axisZ, 1);
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vertex(p3, region.u1, region.v2, tint, axisZ, 1);
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if (!densePass) {
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expand_aabb(localAabb, localAabbInit, p0);
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expand_aabb(localAabb, localAabbInit, p1);
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expand_aabb(localAabb, localAabbInit, p2);
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expand_aabb(localAabb, localAabbInit, p3);
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}
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}
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index(0, 1, 2, 0, 2, 3);
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}
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@ -646,6 +683,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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aabb.addPoint(vertex.position);
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}
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// also widen overall local AABB for translucent geometry
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expand_aabb(localAabb, localAabbInit, vertex.position);
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vertex.position.x += chunk->x * CHUNK_W + 0.5f;
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vertex.position.y += 0.5f;
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vertex.position.z += chunk->z * CHUNK_D + 0.5f;
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@ -681,6 +721,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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this->chunk = chunk;
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// reset local AABB accumulation
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localAabbInit = false;
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localAabb = AABB{glm::vec3(0.0f), glm::vec3(0.0f)};
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voxelsBuffer->setPosition(
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chunk->x * CHUNK_W - voxelBufferPadding, 0,
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chunk->z * CHUNK_D - voxelBufferPadding);
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@ -758,7 +801,8 @@ ChunkMeshData BlocksRenderer::createMesh() {
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ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
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)
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),
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std::move(sortingMesh)
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std::move(sortingMesh),
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localAabbInit ? localAabb : AABB{glm::vec3(0.0f), glm::vec3(0.0f)}
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};
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}
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@ -11,6 +11,7 @@
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#include "maths/util.hpp"
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#include "commons.hpp"
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#include "settings.hpp"
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#include "maths/aabb.hpp"
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template<typename VertexStructure> class Mesh;
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class Content;
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@ -48,6 +49,9 @@ class BlocksRenderer {
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util::PseudoRandom randomizer;
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SortingMeshData sortingMesh;
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// Accumulated local-space AABB over opaque build pass
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AABB localAabb {glm::vec3(0.0f), glm::vec3(0.0f)};
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bool localAabbInit = false;
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void vertex(
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const glm::vec3& coord,
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@ -172,6 +176,7 @@ public:
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ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
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ChunkMeshData createMesh();
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VoxelsVolume* getVoxelsBuffer() const;
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inline const AABB& getLocalAabb() const { return localAabb; }
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size_t getMemoryConsumption() const;
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@ -13,6 +13,7 @@
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#include "maths/FrustumCulling.hpp"
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#include "util/listutil.hpp"
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#include "settings.hpp"
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#include <algorithm>
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static debug::Logger logger("chunks-render");
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@ -76,6 +77,7 @@ ChunksRenderer::ChunksRenderer(
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meshes[result.key] = ChunkMesh {
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std::make_unique<Mesh<ChunkVertex>>(meshData.mesh),
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std::move(meshData.sortingMesh)};
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meshes[result.key].localAabb = meshData.localAabb;
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}
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inwork.erase(result.key);
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},
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@ -103,6 +105,8 @@ const Mesh<ChunkVertex>* ChunksRenderer::render(
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meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
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std::move(mesh.mesh), std::move(mesh.sortingMeshData)
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};
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// propagate local aabb from immediate path too
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meshes[glm::ivec2(chunk->x, chunk->z)].localAabb = renderer->getLocalAabb();
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return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
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}
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glm::ivec2 key(chunk->x, chunk->z);
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@ -175,17 +179,21 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
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chunk->updateHeights();
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}
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if (culling) {
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// Prefer precise per-mesh local AABB if present
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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// Expand bounds to include possible overhang from extended blocks rendered by this chunk
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const float overhang = 4.0f; // blocks
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min.x -= overhang; min.z -= overhang;
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max.x += overhang; max.z += overhang;
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glm::vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()) {
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const auto& aabb = found->second.localAabb;
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if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
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min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
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(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
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chunk->z * CHUNK_D + aabb.min().z + 0.5f);
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max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
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(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
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chunk->z * CHUNK_D + aabb.max().z + 0.5f);
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}
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}
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if (!frustum.isBoxVisible(min, max)) return nullptr;
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}
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return mesh;
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@ -224,7 +232,19 @@ void ChunksRenderer::drawShadowsPass(
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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// Prefer precise per-mesh bounds if available
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const auto& found2 = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found2 != meshes.end()) {
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const auto& aabb = found2->second.localAabb;
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if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
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min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
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(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
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chunk->z * CHUNK_D + aabb.min().z + 0.5f);
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max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
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(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
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chunk->z * CHUNK_D + aabb.max().z + 0.5f);
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}
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}
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if (!frustum.isBoxVisible(min, max)) {
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continue;
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}
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@ -331,15 +351,19 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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const float overhang = 4.0f;
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min.x -= overhang; min.z -= overhang;
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max.x += overhang; max.z += overhang;
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glm::vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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const auto& found2 = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found2 != meshes.end()) {
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const auto& aabb = found2->second.localAabb;
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if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
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min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
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(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
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chunk->z * CHUNK_D + aabb.min().z + 0.5f);
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max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
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(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
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chunk->z * CHUNK_D + aabb.max().z + 0.5f);
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}
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}
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if (!frustum.isBoxVisible(min, max)) continue;
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}
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@ -8,6 +8,7 @@
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#include "graphics/core/MeshData.hpp"
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#include "util/Buffer.hpp"
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#include "maths/aabb.hpp"
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/// @brief Chunk mesh vertex format
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struct ChunkVertex {
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@ -44,10 +45,12 @@ struct SortingMeshData {
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struct ChunkMeshData {
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MeshData<ChunkVertex> mesh;
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SortingMeshData sortingMesh;
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AABB localAabb; // mesh-space (chunk-local) bounds for precise culling
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};
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struct ChunkMesh {
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std::unique_ptr<Mesh<ChunkVertex>> mesh;
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SortingMeshData sortingMeshData;
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std::unique_ptr<Mesh<ChunkVertex> > sortedMesh = nullptr;
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AABB localAabb; // mesh-space (chunk-local) bounds for precise culling
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};
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