Reputation:
First off, my code is in no way optimized. I'm also using old glTranslatf() and all that because I don't know the new way of doing things. Here's my code:
public class GenChunk {
Chunk c;
VBO vbo = new VBO();
int worldSize = 16;
int var4 = 16; // x
int var5 = 16; // z
int var6 = 16; // y
int xOffSet = 0;
int zOffSet = 0;
public GenChunk() {
gen();
}
public void gen() {
for (int x = xOffSet; x < worldSize; x++) {
for (int z = zOffSet; z < worldSize; z++) {
for (int y = 0; y < worldSize; y++) {
glPushMatrix();
glTranslatef(x, z, y);
newChunk();
glPopMatrix();
xOffSet += 16;
zOffSet += 16;
}
}
}
}
private void newChunk() {
vbo = new VBO();
glBindBuffer(GL_ARRAY_BUFFER, vbo.vboVHandle);
glVertexPointer(3, GL_FLOAT, 0, 0L);
glBindBuffer(GL_ARRAY_BUFFER, vbo.vboCHandle);
glColorPointer(3, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
for (int y = 0; y < var6; y++) {
for (int x = 0; x < var5; x++) {
for (int z = 0; z < var6; z++) {
glPushMatrix();
glTranslatef(x, z, y);
glDrawArrays(GL_QUADS, 0, 24);
glPopMatrix();
}
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
And the VBO class:
public class VBO {
public int vboVHandle;
public int vboCHandle;
public float size = 0.5f;
public float color = 0.5f;
public FloatBuffer vertices;
public FloatBuffer colorData;
public VBO(){
colorData = BufferUtils.createFloatBuffer(3 * 4 * 6);
colorData.put(new float[]{
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
color, color, color,
-color, color, color,
-color, color, color
});
colorData.flip();
vertices = BufferUtils.createFloatBuffer(3 * 4 * 6);
vertices.put(new float[] {
-size, -size, size,
size, -size, size,
size, size, size,
-size, size, size,
-size, -size, -size,
-size, size, -size,
size, size, -size,
size, -size, -size,
-size, size, -size,
-size, size, size,
size, size, size,
size, size, -size,
-size, -size, -size,
size, -size, -size,
size, -size, size,
-size, -size, size,
size, -size, -size,
size, size, -size,
size, size, size,
size, -size, size,
-size, -size, -size,
-size, -size, size,
-size, size, size,
-size, size, -size});
vertices.flip();
vboVHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVHandle);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vboCHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboCHandle);
glBufferData(GL_ARRAY_BUFFER, colorData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
} I render out two chunks, so approximately 8000 cubes. I've heard of people rendering out 10,000 cubes and still maintaining 60 FPS, yet when I render two chunks, I get 1 FPS. My hardware is not the problem, its decent. I know I need to optimize my code like crazy, but I'm worried that even with optimizations, it'll still be slow! Can anyone tell me what I'm doing wrong here?
Upvotes: 4
Views: 835
Reputation: 52084
Using a VBO with a single cube in it and glTranslate()
ing it around will not help your performance at all.
A VBO for a given chunk should contain multiple cubes (at 163, up to 2048 for the worst-case checkerboard volume). You should only issue glTranslate()
s at the chunk level, not per-cube.
EDIT:
You have your volume database, generally stored in a 3D array of some sort. Each element of the array is a class/struct (or even just an int
or char
!) that holds your block type information (grass, dirt, rock, etc.) and other state. You also need a function like bool IsOpaque( const BlockType& block)
that can tell you if the given block is graphically opaque or not.
Iterate over all the blocks in a given chunk. If a block IsOpaque()
check its six neighbors (±X, ±Y, ±Z). If a neighbor !IsOpaque()
generate the vertexes for two triangles (or one quad) for that side of a cube (translated appropriately (not via glTranslatef()
!) depending on the position in the chunk) and append them to a buffer.
When you're done iterating over the chunk upload the buffer of vertexes to a VBO.
Or you can get fancier.
Upvotes: 8