fix cross-chunk culling for extended blocks with precise mesh AABBs

This commit is contained in:
eliotbyte 2025-10-25 15:03:43 +03:00
parent 27ce16db27
commit 4dc1fdbe05
4 changed files with 105 additions and 29 deletions

View file

@ -13,6 +13,7 @@
#include "maths/FrustumCulling.hpp"
#include "util/listutil.hpp"
#include "settings.hpp"
#include <algorithm>
static debug::Logger logger("chunks-render");
@ -76,6 +77,7 @@ ChunksRenderer::ChunksRenderer(
meshes[result.key] = ChunkMesh {
std::make_unique<Mesh<ChunkVertex>>(meshData.mesh),
std::move(meshData.sortingMesh)};
meshes[result.key].localAabb = meshData.localAabb;
}
inwork.erase(result.key);
},
@ -103,6 +105,8 @@ const Mesh<ChunkVertex>* ChunksRenderer::render(
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
};
// propagate local aabb from immediate path too
meshes[glm::ivec2(chunk->x, chunk->z)].localAabb = renderer->getLocalAabb();
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
}
glm::ivec2 key(chunk->x, chunk->z);
@ -175,17 +179,21 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
chunk->updateHeights();
}
if (culling) {
// Prefer precise per-mesh local AABB if present
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
// Expand bounds to include possible overhang from extended blocks rendered by this chunk
const float overhang = 4.0f; // blocks
min.x -= overhang; min.z -= overhang;
max.x += overhang; max.z += overhang;
glm::vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
const auto& aabb = found->second.localAabb;
if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
chunk->z * CHUNK_D + aabb.min().z + 0.5f);
max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
chunk->z * CHUNK_D + aabb.max().z + 0.5f);
}
}
if (!frustum.isBoxVisible(min, max)) return nullptr;
}
return mesh;
@ -224,7 +232,19 @@ void ChunksRenderer::drawShadowsPass(
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
// Prefer precise per-mesh bounds if available
const auto& found2 = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found2 != meshes.end()) {
const auto& aabb = found2->second.localAabb;
if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
chunk->z * CHUNK_D + aabb.min().z + 0.5f);
max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
chunk->z * CHUNK_D + aabb.max().z + 0.5f);
}
}
if (!frustum.isBoxVisible(min, max)) {
continue;
}
@ -331,15 +351,19 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
const float overhang = 4.0f;
min.x -= overhang; min.z -= overhang;
max.x += overhang; max.z += overhang;
glm::vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
const auto& found2 = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found2 != meshes.end()) {
const auto& aabb = found2->second.localAabb;
if (aabb.size().x > 0.0f || aabb.size().y > 0.0f || aabb.size().z > 0.0f) {
min = glm::vec3(chunk->x * CHUNK_W + aabb.min().x + 0.5f,
(std::max)(static_cast<float>(chunk->bottom), aabb.min().y + 0.5f),
chunk->z * CHUNK_D + aabb.min().z + 0.5f);
max = glm::vec3(chunk->x * CHUNK_W + aabb.max().x + 0.5f,
(std::min)(static_cast<float>(chunk->top), aabb.max().y + 0.5f),
chunk->z * CHUNK_D + aabb.max().z + 0.5f);
}
}
if (!frustum.isBoxVisible(min, max)) continue;
}