feat(rendering): frustum-cull chunk draws and log render counts

This commit is contained in:
MDietermann
2026-06-01 20:14:03 +02:00
parent 43527e617b
commit 94930faccb
3 changed files with 61 additions and 8 deletions

View File

@@ -29,6 +29,7 @@ public sealed class Game : GameWindow
private WorldGenerator _generator = null!; private WorldGenerator _generator = null!;
private ChunkStreamer _streamer = null!; private ChunkStreamer _streamer = null!;
private Player _player = null!; private Player _player = null!;
private double _logAccumSeconds;
public Game(Configuration cfg, GameWindowSettings gameSettings, NativeWindowSettings nativeSettings) public Game(Configuration cfg, GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
: base(gameSettings, nativeSettings) : base(gameSettings, nativeSettings)
@@ -127,12 +128,30 @@ public sealed class Game : GameWindow
this._shader.SetVector3("u_skyColor", this._cfg.SkyColor); this._shader.SetVector3("u_skyColor", this._cfg.SkyColor);
this._texture.Use(TextureUnit.Texture0); this._texture.Use(TextureUnit.Texture0);
this._streamer.DrawAll((pos, renderer) => Matrix4 viewProj = this._player.Camera.GetViewMatrix() * this._player.Camera.GetProjectionMatrix();
Frustum frustum = Frustum.FromViewProjection(viewProj);
int drawn = this._streamer.DrawVisible(
pos =>
{
Vector3 min = new(pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size);
Vector3 max = min + new Vector3(Chunk.Size);
return frustum.Intersects(min, max);
},
(pos, renderer) =>
{
this._shader.SetMatrix4("model", Matrix4.CreateTranslation(
pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size));
renderer.Draw();
});
this._logAccumSeconds += args.Time;
if (this._logAccumSeconds >= 1.0)
{ {
this._shader.SetMatrix4("model", Matrix4.CreateTranslation( this._logAccumSeconds = 0;
pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size)); Log.Information("Rendered {Drawn} / {Renderers} chunks ({Tracked} loaded)",
renderer.Draw(); drawn, this._streamer.RendererCount, this._streamer.TrackedCount);
}); }
this.SwapBuffers(); this.SwapBuffers();
} }

View File

@@ -1,3 +1,4 @@
using System.Linq;
using OpenTK.Mathematics; using OpenTK.Mathematics;
using VoxelEngine.Core; using VoxelEngine.Core;
using VoxelEngine.World; using VoxelEngine.World;
@@ -445,4 +446,25 @@ public class ChunkStreamerTests
Assert.Null(world.GetChunk(new Vector3i(0, 3, 0))); // air above surface — not loaded Assert.Null(world.GetChunk(new Vector3i(0, 3, 0))); // air above surface — not loaded
Assert.Null(world.GetChunk(new Vector3i(0, 5, 0))); // air above surface — not loaded Assert.Null(world.GetChunk(new Vector3i(0, 5, 0))); // air above surface — not loaded
} }
[Fact]
public void DrawVisible_DrawsOnlyChunksPassingPredicate_AndReturnsCount()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 0,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 100,
};
var (streamer, _, created) = CreateStreamer(cfg);
streamer.Tick(new Vector3i(0, 0, 0)); // 9 columns, all chunk Y 0, non-empty meshes
int drawn = streamer.DrawVisible(
pos => pos == new Vector3i(0, 0, 0), // only the centre chunk "visible"
(_, r) => r.Draw());
Assert.Equal(1, drawn);
Assert.Equal(1, created.Sum(r => r.DrawCount));
}
} }

View File

@@ -39,6 +39,7 @@ public sealed class ChunkStreamer : IDisposable
private Vector3i _spawnAnchor; private Vector3i _spawnAnchor;
public int RendererCount => this._renderers.Count; public int RendererCount => this._renderers.Count;
public int TrackedCount => this._tracked.Count;
public bool IsReady(Vector3i pos) => this._ready.Contains(pos); public bool IsReady(Vector3i pos) => this._ready.Contains(pos);
public bool SpawnReady => this._spawnReady; public bool SpawnReady => this._spawnReady;
@@ -88,9 +89,20 @@ public sealed class ChunkStreamer : IDisposable
this.UpdateSpawnReady(); this.UpdateSpawnReady();
} }
public void DrawAll(Action<Vector3i, IChunkRenderer> drawCallback) // Draws every loaded chunk for which `isChunkVisible` returns true. Returns
// the number of chunks actually drawn (passed the visibility test). The
// visibility predicate lives with the caller so the streamer stays free of
// any rendering/Frustum dependency.
public int DrawVisible(Func<Vector3i, bool> isChunkVisible, Action<Vector3i, IChunkRenderer> draw)
{ {
foreach (var kvp in this._renderers) drawCallback(kvp.Key, kvp.Value); int drawn = 0;
foreach (var kvp in this._renderers)
{
if (!isChunkVisible(kvp.Key)) continue;
draw(kvp.Key, kvp.Value);
drawn++;
}
return drawn;
} }
public void Dispose() public void Dispose()
@@ -258,7 +270,7 @@ public sealed class ChunkStreamer : IDisposable
} }
// Skip renderer allocation for empty meshes (pure-air chunks above // Skip renderer allocation for empty meshes (pure-air chunks above
// terrain, or chunks whose every face culls). The chunk still counts // terrain, or chunks whose every face culls). The chunk still counts
// as ready — DrawAll's iteration over _renderers naturally no-ops. // as ready — DrawVisible's iteration over _renderers naturally no-ops.
if (result.Mesh.Length > 0) if (result.Mesh.Length > 0)
{ {
this._renderers[result.Pos] = this._rendererFactory(result.Mesh); this._renderers[result.Pos] = this._rendererFactory(result.Mesh);