chunk: migration to intervalmaps

intervalmaps-array-y
EmaMaker 2022-11-20 19:14:11 +01:00 committed by emamaker
parent 5dd924abf7
commit 8eb15f4725
4 changed files with 40 additions and 25 deletions

View File

@ -9,6 +9,8 @@
#include <bitset>
#include "block.hpp"
#include "spacefilling.hpp"
#include "intervalmap.hpp"
#define CHUNK_SIZE 16
#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
@ -39,11 +41,12 @@ namespace Chunk
void setBlock(Block b, int x, int y, int z);
Block getBlock(int x, int y, int z);
std::array<Block, CHUNK_VOLUME> *getBlocks() { return &(this->blocks); }
IntervalMap<Block>& getBlocks() { return (this->blocks); }
Block* getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
private:
glm::vec3 position{};
std::array<Block, CHUNK_VOLUME> blocks{};
IntervalMap<Block> blocks{};
std::bitset<8> state{0};
};

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@ -3,6 +3,8 @@
#include "chunk.hpp"
#include "block.hpp"
#include "utils.hpp"
#include "intervalmap.hpp"
#include "globals.hpp"
namespace Chunk
{
@ -15,6 +17,7 @@ namespace Chunk
Chunk::Chunk(glm::vec3 pos)
{
this->position = pos;
this->blocks.insert(0, CHUNK_VOLUME, Block::AIR);
// std::cout << "CHUNK" << std::endl;
}
@ -24,12 +27,15 @@ namespace Chunk
Block Chunk::getBlock(int x, int y, int z)
{
return blocks[utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)];
return blocks.at(coord3DTo1D(x, y, z));
// return blocks.at(HILBERT_XYZ_ENCODE[x][y][z]);
}
void Chunk::setBlock(Block b, int x, int y, int z)
{
blocks[utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] = b;
// return blocks.insert(HILBERT_XYZ_ENCODE[x][y][z], HILBERT_XYZ_ENCODE[x][y][z]+1, b);
int coord = coord3DTo1D(x, y, z);
blocks.insert(coord <= 0 ? 0 : coord, coord+1 >= CHUNK_VOLUME ? CHUNK_VOLUME : coord+1, b);
}
void Chunk::setState(uint8_t nstate, bool value)

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@ -27,8 +27,8 @@ void generateChunk(Chunk::Chunk *chunk)
Block block;
std::mt19937 mt;
OpenSimplexNoise::Noise noiseGen1(mt());
OpenSimplexNoise::Noise noiseGen2(mt());
OpenSimplexNoise::Noise noiseGen1(1234);
OpenSimplexNoise::Noise noiseGen2(12345);
std::array<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT;
std::array<int, CHUNK_SIZE * CHUNK_SIZE> dirtNoiseLUT;
@ -79,5 +79,5 @@ void generatePyramid(Chunk::Chunk *chunk)
for (int j = 0; j < CHUNK_SIZE; j++)
for (int k = 0; k < CHUNK_SIZE; k++)
// blocks[utils::coord3DTo1D(i, j, k, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] = j == 0 ? Block::STONE : Block::AIR;
chunk->setBlock(i >= j && i < CHUNK_SIZE - j && k >= j && k < CHUNK_SIZE - j ? Block::STONE : Block::AIR, i, j, k);
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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@ -1,4 +1,5 @@
#include <array>
#include <memory>
#include "block.hpp"
#include "chunk.hpp"
@ -7,7 +8,8 @@
#include "spacefilling.hpp"
#include "utils.hpp"
ChunkMesh::~ChunkMesh(){
ChunkMesh::~ChunkMesh()
{
delete this->chunk;
delete (this->theShader);
}
@ -56,9 +58,10 @@ void ChunkMesh::mesh()
vIndex = 0;
// convert tree to array since it is easier to work with it
std::array<Block, CHUNK_VOLUME> blocks = *(this->chunk->getBlocks());
int length{0};
Block *blocks = this->chunk->getBlocksArray(&length);
if (blocks.size() == 0)
if (length == 0)
return;
int k, l, u, v, w, h, n, j, i;
@ -96,9 +99,9 @@ void ChunkMesh::mesh()
{
for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
{
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]]]*/
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]]]*/
Block b2 = (x[dim] < CHUNK_SIZE - 1)
? blocks[utils::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)]
? blocks[Chunk::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2])]
: Block::NULLBLK; /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]*/
// This is the original line taken from rob's code, readapted (replace voxelFace
@ -119,9 +122,7 @@ void ChunkMesh::mesh()
x[dim]++;
n = 0;
// Actually generate the mesh from the mask. This is the
// same
// thing I used in my old crappy voxel engine
// Actually generate the mesh from the mask. This is the same thing I used in my old crappy voxel engine
for (j = 0; j < CHUNK_SIZE; j++)
{
for (i = 0; i < CHUNK_SIZE;)
@ -198,6 +199,9 @@ void ChunkMesh::mesh()
}
}
if (blocks)
delete blocks;
if (vertices.size() > 0)
{
@ -227,15 +231,17 @@ void ChunkMesh::draw()
{
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
if (vertices.size() > 0)
{
theShader->use();
theShader->setMat4("model", this->model);
theShader->setMat4("view", theCamera.getView());
theShader->setMat4("projection", theCamera.getProjection());
theShader->use();
theShader->setMat4("model", this->model);
theShader->setMat4("view", theCamera.getView());
theShader->setMat4("projection", theCamera.getProjection());
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLuint>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLuint>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}
void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace)
@ -248,7 +254,7 @@ void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight
vertices.push_back(bottomRight.x);
vertices.push_back(bottomRight.y);
vertices.push_back(bottomRight.z);
vertices.push_back(topLeft.x);
vertices.push_back(topLeft.y);
vertices.push_back(topLeft.z);
@ -263,7 +269,7 @@ void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight
indices.push_back(vIndex + 1);
indices.push_back(vIndex);
indices.push_back(vIndex + 2);
vIndex+=4;
vIndex += 4;
// }
// else
// {