chunkmesher: seamless chunkborders by checking neighbouring chunks

pull/4/head
EmaMaker 2023-06-01 21:23:57 +02:00
parent f798575cac
commit 393e5ca9b2
1 changed files with 33 additions and 18 deletions

View File

@ -1,9 +1,11 @@
#include "chunkmesher.hpp"
#include <array> #include <array>
#include <memory> #include <memory>
#include "block.hpp" #include "block.hpp"
#include "chunk.hpp" #include "chunk.hpp"
#include "chunkmesher.hpp" #include "chunkmanager.hpp"
#include "globals.hpp" #include "globals.hpp"
#include "renderer.hpp" #include "renderer.hpp"
#include "spacefilling.hpp" #include "spacefilling.hpp"
@ -93,25 +95,38 @@ void mesh(Chunk::Chunk* chunk)
{ {
for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++) for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
{ {
Block b1 = (x[dim] >= 0) ? blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]] : Block::NULLBLK; Block b1, b2;
Block b2 = (x[dim] < CHUNK_SIZE - 1) if(x[dim] >= 0) b1 = blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]];
? blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]] else{
: Block::NULLBLK; int cx = chunk->getPosition().x*CHUNK_SIZE;
int cy = chunk->getPosition().y*CHUNK_SIZE;
int cz = chunk->getPosition().z*CHUNK_SIZE;
// This is the original line taken from rob's code, readapted (replace voxelFace int bx = cx+x[0];
// with b1 and b2). int by = cy+x[1];
// mask[n++] = ((voxelFace != Block::NULLBLK && voxelFace1 != Block::NULLBLK && int bz = cz+x[2];
// voxelFace.equals(voxelFace1))) ? Block::NULLBLK : backFace ? voxelFace1 : voxelFace;
// Additionally checking whether b1 and b2 are AIR or Block::NULLBLK allows face culling, b1 = chunkmanager::getBlockAtPos(bx, by, bz);
// thus not rendering faces that cannot be seen }
// Removing the control for Block::NULLBLK disables chunk borders, which is
// not always wanted and needs further checking if(x[dim] < CHUNK_SIZE - 1) b2 = blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1]
// This can be surely refactored in something that isn't such a big one-liner + q[1]][x[2] + q[2]]];
else{
int cx = chunk->getPosition().x*CHUNK_SIZE;
int cy = chunk->getPosition().y*CHUNK_SIZE;
int cz = chunk->getPosition().z*CHUNK_SIZE;
int bx = cx+x[0] + q[0];
int by = cy+x[1] + q[1];
int bz = cz+x[2] + q[2];
b2 = chunkmanager::getBlockAtPos(bx, by, bz);
}
// Compute the mask
mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK
: backFace ? b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK : backFace ? b1 == Block::AIR ? b2 : Block::NULLBLK
: b2 == Block::AIR || b2 == Block::NULLBLK ? b1 : b2 == Block::AIR ? b1 : Block::NULLBLK;
: Block::NULLBLK;
} }
} }