chunkmesher: keep a table of vertices to avoid duplicates

vertex-deduplication
EmaMaker 2023-04-08 17:17:47 +02:00
parent b4f3bdad06
commit 80d3297213
5 changed files with 124 additions and 83 deletions

View File

@ -1,6 +1,8 @@
#ifndef CHUNK_H
#define CHUNK_H
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
@ -8,6 +10,7 @@
#include <array>
#include <bitset>
#include <mutex>
#include <unordered_map>
#include <vector>
#include "block.hpp"
@ -15,7 +18,7 @@
#include "intervalmap.hpp"
#include "shader.hpp"
#define CHUNK_SIZE 16
#define CHUNK_SIZE 32
#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
@ -50,7 +53,7 @@ namespace Chunk
std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
public:
GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, vIndex{0};
GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, nIndices{0};
std::mutex mutex_state;
@ -58,6 +61,10 @@ namespace Chunk
std::vector<GLfloat> colors;
std::vector<GLuint> indices;
std::unordered_map<glm::vec3, std::tuple<GLuint, glm::vec3, glm::vec3> > vertices_map; // index,
// normal,
std::vector<glm::vec3> index_to_vertex;
private:
glm::vec3 position{};
IntervalMap<Block> blocks{};

View File

@ -4,6 +4,10 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <string>
#include <vector>

View File

@ -29,15 +29,18 @@ namespace Chunk
Chunk ::~Chunk()
{
glDeleteBuffers(1, &(this->colorBuffer));
glDeleteBuffers(1, &(this->VBO));
glDeleteBuffers(1, &(this->EBO));
glDeleteVertexArrays(1, &(this->VAO));
vertices_map.clear();
index_to_vertex.clear();
vertices.clear();
indices.clear();
colors.clear();
glDeleteBuffers(1, &(this->colorBuffer));
glDeleteBuffers(1, &(this->VBO));
glDeleteBuffers(1, &(this->EBO));
glDeleteVertexArrays(1, &(this->VAO));
mutex_state.unlock();
}

View File

@ -23,7 +23,7 @@ void generateNoise3D(Chunk::Chunk *chunk);
void generateChunk(Chunk::Chunk *chunk)
{
generateNoise3D(chunk);
generateNoise(chunk);
}
Block block;

View File

@ -1,6 +1,3 @@
#include <array>
#include <memory>
#include "block.hpp"
#include "chunk.hpp"
#include "chunkmesher.hpp"
@ -8,8 +5,15 @@
#include "spacefilling.hpp"
#include "utils.hpp"
#include <unordered_map>
#include <memory>
#include <tuple>
namespace chunkmesher{
int indexCount{0};
void mesh(Chunk::Chunk* chunk)
{
@ -29,10 +33,13 @@ void mesh(Chunk::Chunk* chunk)
*/
// Cleanup previous data
chunk->vertices_map.clear();
chunk->index_to_vertex.clear();
indexCount = 0;
chunk->vertices.clear();
chunk->indices.clear();
chunk->colors.clear();
chunk->vIndex = 0;
chunk->nIndices = 0;
// Abort if chunk is empty
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) return;
@ -184,8 +191,26 @@ void mesh(Chunk::Chunk* chunk)
void sendtogpu(Chunk::Chunk* chunk)
{
if (chunk->vIndex > 0)
if (chunk->indices.size() > 0)
{
for(int i = 0; i < chunk->index_to_vertex.size(); i++){
glm::vec3 v = chunk->index_to_vertex[i];
auto t = chunk->vertices_map.at(v);;
glm::vec3 n = std::get<1>(t);
glm::vec3 c = std::get<2>(t);
chunk->vertices.push_back(v.x);
chunk->vertices.push_back(v.y);
chunk->vertices.push_back(v.z);
chunk->vertices.push_back(n.x);
chunk->vertices.push_back(n.y);
chunk->vertices.push_back(n.z);
chunk->colors.push_back(c.x);
chunk->colors.push_back(c.y);
chunk->colors.push_back(c.z);
}
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(chunk->VAO);
@ -215,9 +240,11 @@ void sendtogpu(Chunk::Chunk* chunk)
glBindVertexArray(0);
// save the number of indices of the mesh, it is needed later for drawing
chunk->vIndex = (GLuint)(chunk->indices.size());
chunk->nIndices = (GLuint)(chunk->indices.size());
// once data has been sent to the GPU, it can be cleared from system RAM
chunk->vertices_map.clear();
chunk->index_to_vertex.clear();
chunk->vertices.clear();
chunk->indices.clear();
chunk->colors.clear();
@ -230,7 +257,7 @@ void sendtogpu(Chunk::Chunk* chunk)
void draw(Chunk::Chunk* chunk, glm::mat4 model)
{
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
if(chunk->getState(Chunk::CHUNK_STATE_MESH_LOADED))
{
theShader->use();
@ -239,7 +266,7 @@ void draw(Chunk::Chunk* chunk, glm::mat4 model)
theShader->setMat4("projection", theCamera.getProjection());
glBindVertexArray(chunk->VAO);
glDrawElements(GL_TRIANGLES, chunk->vIndex , GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, chunk->nIndices , GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}
@ -248,86 +275,86 @@ void quad(Chunk::Chunk* chunk, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec
glm::vec3 bottomRight, glm::vec3 normal, Block block, bool backFace)
{
chunk->vertices.push_back(bottomLeft.x);
chunk->vertices.push_back(bottomLeft.y);
chunk->vertices.push_back(bottomLeft.z);
chunk->vertices.push_back(normal.x);
chunk->vertices.push_back(normal.y);
chunk->vertices.push_back(normal.z);
chunk->vertices.push_back(bottomRight.x);
chunk->vertices.push_back(bottomRight.y);
chunk->vertices.push_back(bottomRight.z);
chunk->vertices.push_back(normal.x);
chunk->vertices.push_back(normal.y);
chunk->vertices.push_back(normal.z);
chunk->vertices.push_back(topLeft.x);
chunk->vertices.push_back(topLeft.y);
chunk->vertices.push_back(topLeft.z);
chunk->vertices.push_back(normal.x);
chunk->vertices.push_back(normal.y);
chunk->vertices.push_back(normal.z);
chunk->vertices.push_back(topRight.x);
chunk->vertices.push_back(topRight.y);
chunk->vertices.push_back(topRight.z);
chunk->vertices.push_back(normal.x);
chunk->vertices.push_back(normal.y);
chunk->vertices.push_back(normal.z);
if (backFace)
{
chunk->indices.push_back(chunk->vIndex + 2);
chunk->indices.push_back(chunk->vIndex);
chunk->indices.push_back(chunk->vIndex + 1);
chunk->indices.push_back(chunk->vIndex + 1);
chunk->indices.push_back(chunk->vIndex + 3);
chunk->indices.push_back(chunk->vIndex + 2);
}
else
{
chunk->indices.push_back(chunk->vIndex + 2);
chunk->indices.push_back(chunk->vIndex + 3);
chunk->indices.push_back(chunk->vIndex + 1);
chunk->indices.push_back(chunk->vIndex + 1);
chunk->indices.push_back(chunk->vIndex);
chunk->indices.push_back(chunk->vIndex + 2);
}
chunk->vIndex += 4;
// ugly switch case for colors
GLfloat r, g, b;
glm::vec3 color = glm::vec3(0.0f);
switch (block)
{
case Block::STONE:
r = 0.588f;
g = 0.588f;
b = 0.588f;
color = glm::vec3(0.588f);
break;
case Block::GRASS:
r = 0.05f;
g = 0.725f;
b = 0.0f;
color = glm::vec3(0.05f, 0.725f, 0.0f);
break;
case Block::DIRT:
r = 0.152f;
g = 0.056f;
b = 0.056f;
break;
default:
r = 0.0f;
g = 0.0f;
b = 0.0f;
color = glm::vec3(0.152f, 0.056f, 0.056f);
break;
}
for (int i = 0; i < 4; i++)
int ibottomLeft, ibottomRight, itopLeft, itopRight;
if(chunk->vertices_map.find(bottomLeft) == chunk->vertices_map.end()){
chunk->index_to_vertex.push_back(bottomLeft);
ibottomLeft = indexCount++;
chunk->vertices_map[bottomLeft] = std::make_tuple(ibottomLeft, normal, color);
}else{
auto vm = chunk->vertices_map[bottomLeft];
ibottomLeft = std::get<0>(vm);
chunk->vertices_map[bottomLeft] = std::make_tuple(std::get<0>(vm), std::get<1>(vm) + normal,
std::get<2>(vm) + color);
}
if(chunk->vertices_map.find(bottomRight) == chunk->vertices_map.end()){
chunk->index_to_vertex.push_back(bottomRight);
ibottomRight = indexCount++;
chunk->vertices_map[bottomRight] = std::make_tuple(ibottomRight, normal, color);
}else{
auto vm = chunk->vertices_map[bottomRight];
ibottomRight = std::get<0>(vm);
chunk->vertices_map[bottomRight] = std::make_tuple(std::get<0>(vm), std::get<1>(vm) + normal,
std::get<2>(vm) + color);
}
if(chunk->vertices_map.find(topLeft) == chunk->vertices_map.end()){
chunk->index_to_vertex.push_back(topLeft);
itopLeft = indexCount++;
chunk->vertices_map[topLeft] = std::make_tuple(itopLeft, normal, color);
}else{
auto vm = chunk->vertices_map[topLeft];
itopLeft = std::get<0>(vm);
chunk->vertices_map[topLeft] = std::make_tuple(std::get<0>(vm), std::get<1>(vm) + normal,
std::get<2>(vm) + color);
}
if(chunk->vertices_map.find(topRight) == chunk->vertices_map.end()){
chunk->index_to_vertex.push_back(topRight);
itopRight = indexCount++;
chunk->vertices_map[topRight] = std::make_tuple(itopRight, normal, color);
}else{
auto vm = chunk->vertices_map[topRight];
itopRight = std::get<0>(vm);
chunk->vertices_map[topRight] = std::make_tuple(std::get<0>(vm), std::get<1>(vm) + normal,
std::get<2>(vm) + color);
}
// bottomLeft, bottomRight, topLeft, topRight
if (backFace)
{
chunk->indices.push_back(itopLeft);
chunk->indices.push_back(ibottomLeft);
chunk->indices.push_back(ibottomRight);
chunk->indices.push_back(ibottomRight);
chunk->indices.push_back(itopRight);
chunk->indices.push_back(itopLeft);
}
else
{
chunk->colors.push_back(r);
chunk->colors.push_back(g);
chunk->colors.push_back(b);
chunk->indices.push_back(itopLeft);
chunk->indices.push_back(itopRight);
chunk->indices.push_back(ibottomRight);
chunk->indices.push_back(ibottomRight);
chunk->indices.push_back(ibottomLeft);
chunk->indices.push_back(itopLeft);
}
}
};