use hilbert curve instead of flatten array
Using valgrind heap memory tracker, this does not seem to bring any advantage on heap memory usage. To be tested more in depthintervalmaps-array-y
parent
b724640384
commit
8116791dcf
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@ -2,6 +2,7 @@
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#define GLOBALS_H
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#include "camera.hpp"
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#include "chunk.hpp"
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#ifdef GLOBALS_DEFINER
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#define extr
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@ -9,13 +10,13 @@
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#define extr extern
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#endif
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#define RENDER_DISTANCE 4
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#define RENDER_DISTANCE 8
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extr Camera theCamera;
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extr uint32_t MORTON_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];
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extr uint32_t MORTON_XYZ_DECODE[CHUNK_SIZE][3];
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extr uint32_t MORTON_XYZ_DECODE[CHUNK_VOLUME][3];
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extr uint32_t HILBERT_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];
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extr uint32_t HILBERT_XYZ_DECODE[CHUNK_SIZE][3];
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extr uint32_t HILBERT_XYZ_DECODE[CHUNK_VOLUME][3];
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#endif
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@ -27,14 +27,12 @@ namespace Chunk
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Block Chunk::getBlock(int x, int y, int z)
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{
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return blocks.at(coord3DTo1D(x, y, z));
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// return blocks.at(HILBERT_XYZ_ENCODE[x][y][z]);
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return blocks.at(HILBERT_XYZ_ENCODE[x][y][z]);
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}
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void Chunk::setBlock(Block b, int x, int y, int z)
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{
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// return blocks.insert(HILBERT_XYZ_ENCODE[x][y][z], HILBERT_XYZ_ENCODE[x][y][z]+1, b);
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int coord = coord3DTo1D(x, y, z);
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int coord = HILBERT_XYZ_ENCODE[x][y][z];
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blocks.insert(coord <= 0 ? 0 : coord, coord+1 >= CHUNK_VOLUME ? CHUNK_VOLUME : coord+1, b);
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}
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@ -4,6 +4,7 @@
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#include "block.hpp"
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#include "chunkgenerator.hpp"
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#include "globals.hpp"
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#include "OpenSimplexNoise.h"
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#include "utils.hpp"
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@ -43,47 +44,40 @@ void generateNoise(Chunk::Chunk *chunk)
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Block block_prev{Block::AIR};
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int block_prev_start{0};
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// The order of iteration MUST RESPECT the order in which the array is transformed from 3d to 1d
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for (int k = 0; k < CHUNK_SIZE; k++)
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// A space filling curve is continuous, so there is no particular order
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for (int s = 0; s < CHUNK_VOLUME; s++)
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{
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for (int j = 0; j < CHUNK_SIZE; j++)
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int x = HILBERT_XYZ_DECODE[s][0] + CHUNK_SIZE * chunk->getPosition().x;
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int y = HILBERT_XYZ_DECODE[s][1] + CHUNK_SIZE * chunk->getPosition().y;
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int z = HILBERT_XYZ_DECODE[s][2] + CHUNK_SIZE * chunk->getPosition().z;
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int d2 = HILBERT_XYZ_DECODE[s][0] * CHUNK_SIZE + HILBERT_XYZ_DECODE[s][2];
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if (grassNoiseLUT[d2] == -1)
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grassNoiseLUT[d2] = GRASS_OFFSET + (int)((0.5 + noiseGen1.eval(x * NOISE_GRASS_X_MULT, z * NOISE_GRASS_Z_MULT) * NOISE_GRASS_MULT));
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if (dirtNoiseLUT[d2] == -1)
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dirtNoiseLUT[d2] = NOISE_DIRT_MIN + (int)((0.5 + noiseGen2.eval(x * NOISE_DIRT_X_MULT, z * NOISE_DIRT_Z_MULT) * NOISE_DIRT_MULT));
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int grassNoise = grassNoiseLUT[d2];
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int dirtNoise = dirtNoiseLUT[d2];
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int stoneLevel = grassNoise - dirtNoise;
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if (y < stoneLevel)
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block = Block::STONE;
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else if (y >= stoneLevel && y < grassNoise)
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block = Block::DIRT;
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else if (y == grassNoise)
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block = Block::GRASS;
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else
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block = Block::AIR;
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if (block != block_prev)
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{
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for (int i = 0; i < CHUNK_SIZE; i++)
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{
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int x = i + CHUNK_SIZE * chunk->getPosition().x;
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int y = j + CHUNK_SIZE * chunk->getPosition().y;
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int z = k + CHUNK_SIZE * chunk->getPosition().z;
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int d2 = k * CHUNK_SIZE + i;
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if (grassNoiseLUT[d2] == -1)
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grassNoiseLUT[d2] = GRASS_OFFSET + (int)((0.5 + noiseGen1.eval(x * NOISE_GRASS_X_MULT, z * NOISE_GRASS_Z_MULT) * NOISE_GRASS_MULT));
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if (dirtNoiseLUT[d2] == -1)
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dirtNoiseLUT[d2] = NOISE_DIRT_MIN + (int)((0.5 + noiseGen2.eval(x * NOISE_DIRT_X_MULT, z * NOISE_DIRT_Z_MULT) * NOISE_DIRT_MULT));
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int grassNoise = grassNoiseLUT[d2];
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int dirtNoise = dirtNoiseLUT[d2];
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int stoneLevel = grassNoise - dirtNoise;
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if (y < stoneLevel)
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block = Block::STONE;
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else if (y >= stoneLevel && y < grassNoise)
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block = Block::DIRT;
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else if (y == grassNoise)
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block = Block::GRASS;
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else
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block = Block::AIR;
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int index = Chunk::coord3DTo1D(i, j, k);
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int min = index > block_prev_start ? block_prev_start : index, max = index > block_prev_start ? index : block_prev_start;
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if (block != block_prev)
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{
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chunk->setBlocks(block_prev_start, index, block_prev);
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block_prev_start = index;
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}
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block_prev = block;
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}
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chunk->setBlocks(block_prev_start, s, block_prev);
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block_prev_start = s;
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}
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block_prev = block;
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}
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chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
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@ -99,10 +99,10 @@ void ChunkMesh::mesh()
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{
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for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
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{
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Block b1 = (x[dim] >= 0) ? blocks[Chunk::coord3DTo1D(x[0], x[1], x[2])] : Block::NULLBLK; /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]*/
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Block b1 = (x[dim] >= 0) ? blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]: Block::NULLBLK;
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Block b2 = (x[dim] < CHUNK_SIZE - 1)
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? blocks[Chunk::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2])]
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: Block::NULLBLK; /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]*/
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? blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]
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: Block::NULLBLK;
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// This is the original line taken from rob's code, readapted (replace voxelFace
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// with b1 and b2).
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@ -51,7 +51,7 @@ int main()
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glfwSetCursorPosCallback(window, mouse_callback);
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glEnable(GL_DEPTH_TEST);
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// SpaceFilling::initLUT();
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SpaceFilling::initLUT();
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chunkmanager::init();
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while (!glfwWindowShouldClose(window))
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@ -188,15 +188,16 @@ namespace SpaceFilling
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void initLUT()
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{
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uint32_t morton, hilbert;
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uint32_t morton, hilbert,j;
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for (uint32_t i = 0; i < CHUNK_SIZE; i++)
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{
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for (uint32_t j = 0; j < CHUNK_SIZE; j++)
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for (uint32_t y = 0; y < CHUNK_SIZE; y++)
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{
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for (uint32_t k = 0; k < CHUNK_SIZE; k++)
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{
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j = CHUNK_SIZE - 1 - y;
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morton = Morton_3D_Encode_10bit(i, j, k);
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hilbert = MortonToHilbert3D(morton, 4); // 4 hilbert bits
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hilbert = MortonToHilbert3D(morton, 2); // 4 hilbert bits
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MORTON_XYZ_ENCODE[i][j][k] = morton;
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MORTON_XYZ_DECODE[morton][0] = i;
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