fixed FPS issues (turns out you shouldn't look at 32768 * 16 voxels every frame

This commit is contained in:
0x01FE 2025-11-19 22:04:05 -06:00
parent 55d01e86c1
commit 57d749f09b
2 changed files with 13 additions and 5 deletions

View File

@ -59,25 +59,33 @@ class Chunk {
// Mutators
inline void set(int x, int y, int z, VoxelKind v) {
data[index(x, y, z)] = v;
empty_checked = false; // Invalidate cache
}
inline void set(glm::ivec3 pos, VoxelKind v) {
// std::cout << "Setting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
data[index(pos.x, pos.y, pos.z)] = v;
empty_checked = false; // Invalidate cache
}
// Other
inline bool isEmpty() const {
return std::all_of(data.begin(), data.end(), [](VoxelKind k){
return k == VoxelKind::Air;
});
if (!empty_checked) {
is_empty = std::all_of(data.begin(), data.end(), [](VoxelKind k){
return k == VoxelKind::Air;
});
empty_checked = true;
}
return is_empty;
}
private:
static constexpr int SIZE = CHUNK_SIZE;
static constexpr int TOTAL = SIZE * SIZE * SIZE;
std::array<VoxelKind, TOTAL + 1> data;
std::array<VoxelKind, TOTAL> data;
std::unique_ptr<Mesh> mesh; // Nullable mesh
mutable bool is_empty = true; // Cache empty state
mutable bool empty_checked = false; // Track if we've checked
static inline constexpr int index(int x, int y, int z) noexcept {
return x + (y * SIZE) + (z * SIZE * SIZE);

View File

@ -43,7 +43,7 @@ void Mesh::init() {
void Mesh::uploadData(const std::vector<float> &vboData, const std::vector<unsigned int> &eboData) {
m_indexCount = eboData.size();
// std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl;
std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl;
// Bind VAO first, then upload buffer data
glBindVertexArray(m_VAO);