chunkmesh: resolve bug in mesh index counting

intervalmaps-array-y
EmaMaker 2022-11-10 23:29:34 +01:00
parent 768312a9dd
commit 9ec4e42495
2 changed files with 26 additions and 27 deletions

View File

@ -33,7 +33,7 @@ private:
glm::mat4 model = glm::mat4(1.0f);
GLuint VAO, VBO, EBO, colorBuffer;
GLuint VAO, VBO, EBO, colorBuffer, vIndex{0};
Shader *theShader;
};

View File

@ -55,6 +55,7 @@ void ChunkMesh::mesh()
*/
vertices.clear();
indices.clear();
vIndex = 0;
// convert tree to array since it is easier to work with it
std::array<Block, CHUNK_VOLUME> blocks = *(this->chunk->getBlocks());
@ -97,10 +98,10 @@ void ChunkMesh::mesh()
{
for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
{
Block b1 = (x[dim] >= 0) ? /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]*/ blocks[utils::coord3DTo1D(x[0], x[1], x[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] : Block::NULLBLK;
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 b2 = (x[dim] < CHUNK_SIZE - 1)
? /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]*/ blocks[utils::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)]
: Block::NULLBLK;
? blocks[utils::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)]
: 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
// with b1 and b2).
@ -113,7 +114,8 @@ void ChunkMesh::mesh()
// This can be surely refactored in something that isn't such a big one-liner
mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK
: backFace ? b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK
: b2 == Block::AIR || b2 == Block::NULLBLK ? b1 : Block::NULLBLK;
: b2 == Block::AIR || b2 == Block::NULLBLK ? b1
: Block::NULLBLK;
}
}
@ -170,7 +172,6 @@ void ChunkMesh::mesh()
x[2] + du[2] + dv[2]),
glm::vec3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]),
mask[n], backFace);
// System.out.println(Arrays.toString(chunk.chunkNode.getChildren().toArray()));
}
for (l = 0; l < h; ++l)
@ -229,7 +230,7 @@ void ChunkMesh::draw()
if (!(this->chunk))
return;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
theShader->use();
theShader->setMat4("model", this->model);
@ -251,7 +252,7 @@ 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);
@ -260,26 +261,24 @@ void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight
vertices.push_back(topRight.y);
vertices.push_back(topRight.z);
GLuint i = (vertices.size() / 3);
indices.push_back(vIndex + 2);
indices.push_back(vIndex + 3);
indices.push_back(vIndex + 1);
indices.push_back(vIndex + 1);
indices.push_back(vIndex);
indices.push_back(vIndex + 2);
vIndex+=4;
// }
// else
// {
// indices.push_back(i + 2);
// indices.push_back(i + 3);
// indices.push_back(i + 1);
// indices.push_back(i + 1);
// indices.push_back(i);
// indices.push_back(i + 2);
// }
if (backFace)
{
indices.push_back(i + 2);
indices.push_back(i);
indices.push_back(i + 1);
indices.push_back(i + 1);
indices.push_back(i + 3);
indices.push_back(i + 2);
}
else
{
indices.push_back(i + 2);
indices.push_back(i + 3);
indices.push_back(i + 1);
indices.push_back(i + 1);
indices.push_back(i);
indices.push_back(i + 2);
}
GLfloat r, g, b;
switch (block)