diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-31 03:22:27 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-31 03:22:27 -0600 |
| commit | 7f13b0abaa76a5e90674d5733f8162f02ceab693 (patch) | |
| tree | e280ad2a4a881e79d2519f2558dcab6a36d5b389 /src/block.h | |
| parent | 0c3e1f450f591d871c2779504b4113daf891fd1b (diff) | |
Rework chunk rendering to get a 100x performance boost!
- Switching to semi-chunk mesh rendering just 100x the framerate, it was
running at around 100fps for 3 CHUNK_DISTANCE, and pushing it above
would make it drop to 30. Now it runs at 9000 frames per second with
CHUNK_DISTANCE of 8, probably can push it even more
- What is bizarre is this is just from the reduction in draw calls,
I still need to implement face culling for invisible blocks (simple)
and frustrum culling (using AABB) or maybe octrees
- Block is way way more simplifed, it's just metadata about a coordinate
in the chunk block array
- All rendering and mesh generation code is handled by chunks. There is
a VAO, single VBO and EBO for each chunk. The data buffer is loaded
into the GPU with a chunk_load, and it stays like that until it is
loaded again. chunk_load is called if we move chunks, in
engine_update. Here we unload existing chunks, then load the new ones
Diffstat (limited to 'src/block.h')
| -rw-r--r-- | src/block.h | 37 |
1 files changed, 6 insertions, 31 deletions
diff --git a/src/block.h b/src/block.h index ad81c47..d8e75d7 100644 --- a/src/block.h +++ b/src/block.h @@ -1,38 +1,13 @@ #pragma once -#include "cglm/types.h" -#include "glad/glad.h" -#include "shader.h" -#include "texture.h" +enum BLOCK_ID { + BLOCK_GRASS, +}; struct block { - vec3 coords; - GLuint _vao; - GLuint _vbo; - GLuint _ebo; - GLuint _tbo; - int _vertex_count; - mat4 model; - float angle; + enum BLOCK_ID block_id; }; /** - * Create a "block" object, which is the building blocks of this world. - * Blocks belong in chunks, and chunks belong in worlds. vec3 pos here is the coordinates of the block in WORLD space. - * However, a common method to render these blocks will be that the chunk will set the coordinates in "chunk space", and - * on a chunk_load, we will translate the blocks to wherever the chunk is loaded - * - * - */ -int block_init(vec3 pos, struct block* blk); -int block_draw(struct block* blk, struct shader* shader, struct texture* texture); -void block_debug(struct block* blk); -void block_update(struct block* blk); - -/** - * Remove GPU related data of a block. This is usually called by chunk_unload + * A block struct defines what kind of block we will be rendering. It's the metadata of the block array in a chunk * */ -void block_unload(struct block* blk); -/** - * Load GPU data of a block - */ -void block_load_gpu(struct block* blk); +int block_init(struct block* blk, enum BLOCK_ID block_id); |
