fix hungergames circle bug, and improve performance of isLeafOrLOD logic

This commit is contained in:
ZappoMan 2013-07-11 15:48:17 -07:00
parent c3242598f5
commit 8774cb7ca0

View file

@ -1346,33 +1346,16 @@ int VoxelTree::encodeTreeBitstreamRecursion(VoxelNode* node, unsigned char* outp
// There are two types of nodes for which we want to send colors:
// 1) Leaves - obviously
// 2) Non-leaves who's children would be visible and beyond our LOD.
// NOTE: This code works, but it's pretty expensive, because we're calculating distances for all the grand
// children, which we'll end up doing again later in the next level of recursion. We need to optimize this
// in the future.
// 2) Non-leaves who's children would be visible but are beyond our LOD.
bool isLeafOrLOD = childNode->isLeaf();
if (params.viewFrustum && childNode->isColored() && !childNode->isLeaf()) {
int grandChildrenInView = 0;
int grandChildrenInLOD = 0;
float grandChildBoundaryDistance = boundaryDistanceForRenderLevel(childNode->getLevel() +
1 + params.boundaryLevelAdjust);
for (int grandChildIndex = 0; grandChildIndex < NUMBER_OF_CHILDREN; grandChildIndex++) {
VoxelNode* grandChild = childNode->getChildAtIndex(grandChildIndex);
if (grandChild && grandChild->isColored() && grandChild->isInView(*params.viewFrustum)) {
grandChildrenInView++;
float grandChildDistance = grandChild->distanceToCamera(*params.viewFrustum);
if (grandChildDistance < grandChildBoundaryDistance) {
grandChildrenInLOD++;
}
}
}
// if any of our grandchildren ARE in view, then we don't want to include our color. If none are, then
// we do want to include our color
if (grandChildrenInView > 0 && grandChildrenInLOD == 0) {
isLeafOrLOD = true;
}
float distanceToNode = distance;
int childLevel = childNode->getLevel();
float childBoundary = boundaryDistanceForRenderLevel(childLevel + params.boundaryLevelAdjust);
float grandChildBoundary = boundaryDistanceForRenderLevel(childLevel + 1 + params.boundaryLevelAdjust);
bool inChildBoundary = (distanceToNode <= childBoundary);
bool inGrandChildBoundary = (distanceToNode <= grandChildBoundary);
isLeafOrLOD = (inChildBoundary && !inGrandChildBoundary);
}
// track children with actual color, only if the child wasn't previously in view!