chunk: migration to intervalmaps
parent
5dd924abf7
commit
8eb15f4725
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@ -9,6 +9,8 @@
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#include <bitset>
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#include "block.hpp"
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#include "spacefilling.hpp"
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#include "intervalmap.hpp"
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#define CHUNK_SIZE 16
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#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
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@ -39,11 +41,12 @@ namespace Chunk
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void setBlock(Block b, int x, int y, int z);
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Block getBlock(int x, int y, int z);
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std::array<Block, CHUNK_VOLUME> *getBlocks() { return &(this->blocks); }
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IntervalMap<Block>& getBlocks() { return (this->blocks); }
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Block* getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
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private:
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glm::vec3 position{};
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std::array<Block, CHUNK_VOLUME> blocks{};
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IntervalMap<Block> blocks{};
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std::bitset<8> state{0};
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};
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@ -3,6 +3,8 @@
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#include "chunk.hpp"
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#include "block.hpp"
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#include "utils.hpp"
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#include "intervalmap.hpp"
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#include "globals.hpp"
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namespace Chunk
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{
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@ -15,6 +17,7 @@ namespace Chunk
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Chunk::Chunk(glm::vec3 pos)
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{
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this->position = pos;
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this->blocks.insert(0, CHUNK_VOLUME, Block::AIR);
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// std::cout << "CHUNK" << std::endl;
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}
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@ -24,12 +27,15 @@ 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[utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)];
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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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}
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void Chunk::setBlock(Block b, int x, int y, int z)
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{
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blocks[utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] = b;
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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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blocks.insert(coord <= 0 ? 0 : coord, coord+1 >= CHUNK_VOLUME ? CHUNK_VOLUME : coord+1, b);
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}
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void Chunk::setState(uint8_t nstate, bool value)
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@ -27,8 +27,8 @@ void generateChunk(Chunk::Chunk *chunk)
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Block block;
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std::mt19937 mt;
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OpenSimplexNoise::Noise noiseGen1(mt());
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OpenSimplexNoise::Noise noiseGen2(mt());
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OpenSimplexNoise::Noise noiseGen1(1234);
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OpenSimplexNoise::Noise noiseGen2(12345);
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std::array<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT;
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std::array<int, CHUNK_SIZE * CHUNK_SIZE> dirtNoiseLUT;
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@ -79,5 +79,5 @@ void generatePyramid(Chunk::Chunk *chunk)
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for (int j = 0; j < CHUNK_SIZE; j++)
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for (int k = 0; k < CHUNK_SIZE; k++)
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// blocks[utils::coord3DTo1D(i, j, k, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] = j == 0 ? Block::STONE : Block::AIR;
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chunk->setBlock(i >= j && i < CHUNK_SIZE - j && k >= j && k < CHUNK_SIZE - j ? Block::STONE : Block::AIR, i, j, k);
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chunk->setBlock(i >= j && i < CHUNK_SIZE - j && k >= j && k < CHUNK_SIZE - j ? (j & 1) == 0 ? Block::GRASS : Block::STONE : Block::AIR, i, j, k);
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}
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@ -1,4 +1,5 @@
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#include <array>
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#include <memory>
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#include "block.hpp"
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#include "chunk.hpp"
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@ -7,7 +8,8 @@
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#include "spacefilling.hpp"
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#include "utils.hpp"
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ChunkMesh::~ChunkMesh(){
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ChunkMesh::~ChunkMesh()
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{
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delete this->chunk;
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delete (this->theShader);
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}
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@ -56,9 +58,10 @@ void ChunkMesh::mesh()
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vIndex = 0;
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// convert tree to array since it is easier to work with it
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std::array<Block, CHUNK_VOLUME> blocks = *(this->chunk->getBlocks());
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int length{0};
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Block *blocks = this->chunk->getBlocksArray(&length);
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if (blocks.size() == 0)
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if (length == 0)
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return;
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int k, l, u, v, w, h, n, j, i;
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@ -96,9 +99,9 @@ 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[utils::coord3DTo1D(x[0], x[1], x[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] : Block::NULLBLK; /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]*/
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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 b2 = (x[dim] < CHUNK_SIZE - 1)
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? blocks[utils::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)]
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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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// This is the original line taken from rob's code, readapted (replace voxelFace
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@ -119,9 +122,7 @@ void ChunkMesh::mesh()
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x[dim]++;
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n = 0;
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// Actually generate the mesh from the mask. This is the
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// same
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// thing I used in my old crappy voxel engine
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// Actually generate the mesh from the mask. This is the same thing I used in my old crappy voxel engine
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for (j = 0; j < CHUNK_SIZE; j++)
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{
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for (i = 0; i < CHUNK_SIZE;)
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@ -198,6 +199,9 @@ void ChunkMesh::mesh()
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}
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}
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if (blocks)
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delete blocks;
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if (vertices.size() > 0)
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{
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@ -227,7 +231,8 @@ void ChunkMesh::draw()
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{
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
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if (vertices.size() > 0)
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{
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theShader->use();
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theShader->setMat4("model", this->model);
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theShader->setMat4("view", theCamera.getView());
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@ -236,6 +241,7 @@ void ChunkMesh::draw()
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<GLuint>(indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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}
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void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace)
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@ -263,7 +269,7 @@ void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight
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indices.push_back(vIndex + 1);
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indices.push_back(vIndex);
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indices.push_back(vIndex + 2);
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vIndex+=4;
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vIndex += 4;
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// }
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// else
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// {
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