chunkgen: take advantage of intervalmap structure
brings down heap memory usage to about 67% of that using arrays (valgrind, tested on standard terrain with renderdistance at 8)intervalmaps-array-y
parent
8eb15f4725
commit
b724640384
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@ -40,6 +40,7 @@ namespace Chunk
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void setState(uint8_t nstate, bool value);
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void setState(uint8_t nstate, bool value);
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void setBlock(Block b, int x, int y, int z);
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void setBlock(Block b, int x, int y, int z);
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void setBlocks(int start, int end, Block b);
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Block getBlock(int x, int y, int z);
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Block getBlock(int x, int y, int z);
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IntervalMap<Block>& 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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Block* getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
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@ -38,6 +38,10 @@ namespace Chunk
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blocks.insert(coord <= 0 ? 0 : coord, coord+1 >= CHUNK_VOLUME ? CHUNK_VOLUME : coord+1, b);
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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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}
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void Chunk::setBlocks(int start, int end, Block b){
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this->blocks.insert(start < 0 ? 0 : start, end >= CHUNK_VOLUME ? CHUNK_VOLUME : end, b);
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}
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void Chunk::setState(uint8_t nstate, bool value)
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void Chunk::setState(uint8_t nstate, bool value)
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{
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{
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if (value)
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if (value)
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@ -40,9 +40,15 @@ void generateNoise(Chunk::Chunk *chunk)
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dirtNoiseLUT[i] = -1;
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dirtNoiseLUT[i] = -1;
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}
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}
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for (int i = 0; i < CHUNK_SIZE; i++)
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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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for (int k = 0; k < CHUNK_SIZE; k++)
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{
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for (int j = 0; j < CHUNK_SIZE; j++)
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for (int j = 0; j < CHUNK_SIZE; j++)
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{
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for (int i = 0; i < CHUNK_SIZE; i++)
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{
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{
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int x = i + CHUNK_SIZE * chunk->getPosition().x;
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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 y = j + CHUNK_SIZE * chunk->getPosition().y;
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@ -58,8 +64,6 @@ void generateNoise(Chunk::Chunk *chunk)
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int dirtNoise = dirtNoiseLUT[d2];
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int dirtNoise = dirtNoiseLUT[d2];
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int stoneLevel = grassNoise - dirtNoise;
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int stoneLevel = grassNoise - dirtNoise;
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// std::cout << grassNoise << " " << dirtNoise << " " << stoneLevel << std::endl;
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if (y < stoneLevel)
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if (y < stoneLevel)
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block = Block::STONE;
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block = Block::STONE;
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else if (y >= stoneLevel && y < grassNoise)
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else if (y >= stoneLevel && y < grassNoise)
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@ -69,8 +73,20 @@ void generateNoise(Chunk::Chunk *chunk)
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else
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else
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block = Block::AIR;
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block = Block::AIR;
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chunk->setBlock(block, i, j, k);
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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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}
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block_prev = block;
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}
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}
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}
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chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
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}
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}
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void generatePyramid(Chunk::Chunk *chunk)
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void generatePyramid(Chunk::Chunk *chunk)
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