voxel-engine/include/chunk.hpp

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#ifndef CHUNK_H
#define CHUNK_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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#include <atomic>
#include <array>
#include <bitset>
#include <mutex>
#include <vector>
#include "block.hpp"
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#include "spacefilling.hpp"
#include "intervalmap.hpp"
#include "shader.hpp"
#define CHUNK_SIZE 32
#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
// int32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits
typedef int32_t chunk_index_t;
typedef int16_t chunk_intcoord_t;
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typedef uint16_t chunk_state_t;
namespace Chunk
{
chunk_index_t calculateIndex(chunk_intcoord_t i, chunk_intcoord_t j, chunk_intcoord_t k);
chunk_index_t calculateIndex(glm::vec3 pos);
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constexpr chunk_state_t CHUNK_STATE_GENERATED = 1;
constexpr chunk_state_t CHUNK_STATE_MESHED = 2;
constexpr chunk_state_t CHUNK_STATE_MESH_LOADED = 4;
constexpr chunk_state_t CHUNK_STATE_LOADED = 8;
constexpr chunk_state_t CHUNK_STATE_OUTOFVISION = 16;
constexpr chunk_state_t CHUNK_STATE_UNLOADED = 32;
constexpr chunk_state_t CHUNK_STATE_EMPTY = 64;
constexpr chunk_state_t CHUNK_STATE_IN_GENERATION_QUEUE = 128;
constexpr chunk_state_t CHUNK_STATE_IN_MESHING_QUEUE = 256;
constexpr chunk_state_t CHUNK_STATE_IN_DELETING_QUEUE = 512;
int coord3DTo1D(int x, int y, int z);
class Chunk
{
public:
Chunk(glm::vec3 pos = glm::vec3(0.0f)); // a default value for the argument satisfies the need for a default constructor when using the type in an unordered_map (i.e. in chunkmanager)
~Chunk();
public:
void createBuffers();
void deleteBuffers();
glm::vec3 getPosition() { return this->position; }
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void setState(chunk_state_t nstate, bool value);
bool getState(chunk_state_t n) { return (this->state & n) == n; }
bool isFree(){ return !(
this->getState(CHUNK_STATE_IN_GENERATION_QUEUE) ||
this->getState(CHUNK_STATE_IN_MESHING_QUEUE) ||
this->getState(CHUNK_STATE_IN_DELETING_QUEUE)
); }
chunk_state_t getTotalState() { return this->state; }
void setBlock(Block b, int x, int y, int z);
void setBlocks(int start, int end, Block b);
Block getBlock(int x, int y, int z);
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IntervalMap<Block>& getBlocks() { return (this->blocks); }
std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
public:
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GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0};
std::atomic<float> unload_timer{0};
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chunk_index_t getIndex(){ return this->index; }
private:
glm::vec3 position{};
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IntervalMap<Block> blocks{};
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std::atomic<chunk_state_t> state{0};
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chunk_index_t index;
};
};
#endif