chunks: drop per-chunk chunkmesh

Use a single mesher. This, on top of the previous commits, shaves off another 20MB of total RAM usage, using a total of about 120MB for a standard world (16 chunk size, 8 render distance), of which 22 in heap
vertex-deduplication
EmaMaker 2023-02-12 14:36:59 +01:00
parent ec2feb919f
commit c547d11cd5
7 changed files with 66 additions and 89 deletions

View File

@ -46,6 +46,9 @@ namespace Chunk
IntervalMap<Block>& getBlocks() { return (this->blocks); } IntervalMap<Block>& getBlocks() { return (this->blocks); }
Block* getBlocksArray(int* len) { return (this->blocks.toArray(len)); } Block* getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
public:
GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, vIndex{0};
private: private:
glm::vec3 position{}; glm::vec3 position{};
IntervalMap<Block> blocks{}; IntervalMap<Block> blocks{};

View File

@ -1,38 +0,0 @@
#ifndef CHUNKMESH_H
#define CHUNKMESH_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
#include "chunk.hpp"
#include "globals.hpp"
#include "shader.hpp"
#include <string>
class ChunkMesh
{
public:
ChunkMesh(Chunk::Chunk *c);
~ChunkMesh();
void mesh();
void draw();
Chunk::Chunk *chunk{nullptr};
glm::mat4 model = glm::mat4(1.0f);
private:
void quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace);
std::vector<GLfloat> vertices;
std::vector<GLfloat> colors;
std::vector<GLuint> indices;
GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, vIndex{0};
};
#endif

20
include/chunkmesher.hpp Normal file
View File

@ -0,0 +1,20 @@
#ifndef CHUNKMESH_H
#define CHUNKMESH_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
#include "chunk.hpp"
#include "globals.hpp"
#include "shader.hpp"
#include <string>
void mesh(Chunk::Chunk* chunk);
void draw(Chunk::Chunk* chunk, glm::mat4 model);
void quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace);
#endif

View File

@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 3.2) cmake_minimum_required(VERSION 3.2)
project(OpenGLTest) project(OpenGLTest)
set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesh.cpp chunkgenerator.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp) set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
add_executable(OpenGLTest ${SOURCE_FILES}) add_executable(OpenGLTest ${SOURCE_FILES})

View File

@ -18,11 +18,21 @@ namespace Chunk
{ {
this->position = pos; this->position = pos;
this->blocks.insert(0, CHUNK_VOLUME, Block::AIR); this->blocks.insert(0, CHUNK_VOLUME, Block::AIR);
this->setState(CHUNK_STATE_EMPTY, true);
// std::cout << "CHUNK" << std::endl; // std::cout << "CHUNK" << std::endl;
glGenVertexArrays(1, &(this->VAO));
glGenBuffers(1, &(this->colorBuffer));
glGenBuffers(1, &(this->VBO));
glGenBuffers(1, &(this->EBO));
} }
Chunk ::~Chunk() Chunk ::~Chunk()
{ {
glDeleteVertexArrays(1, &(this->VAO));
glDeleteBuffers(1, &(this->colorBuffer));
glDeleteBuffers(1, &(this->VBO));
glDeleteBuffers(1, &(this->EBO));
} }
Block Chunk::getBlock(int x, int y, int z) Block Chunk::getBlock(int x, int y, int z)
@ -37,6 +47,7 @@ namespace Chunk
} }
void Chunk::setBlocks(int start, int end, Block b){ void Chunk::setBlocks(int start, int end, Block b){
if(b != Block::AIR) this->setState(CHUNK_STATE_EMPTY, false);
this->blocks.insert(start < 0 ? 0 : start, end >= CHUNK_VOLUME ? CHUNK_VOLUME : end, b); this->blocks.insert(start < 0 ? 0 : start, end >= CHUNK_VOLUME ? CHUNK_VOLUME : end, b);
} }

View File

@ -5,14 +5,14 @@
#include "chunk.hpp" #include "chunk.hpp"
#include "chunkgenerator.hpp" #include "chunkgenerator.hpp"
#include "chunkmanager.hpp" #include "chunkmanager.hpp"
#include "chunkmesh.hpp" #include "chunkmesher.hpp"
#include "globals.hpp" #include "globals.hpp"
#include <iostream> #include <iostream>
#include <unordered_map> #include <unordered_map>
#include <string> #include <string>
std::unordered_map<std::uint32_t, ChunkMesh> chunks; std::unordered_map<std::uint32_t, Chunk::Chunk*> chunks;
namespace chunkmanager namespace chunkmanager
{ {
@ -88,21 +88,22 @@ namespace chunkmanager
// std::cout << "Checking" << i << ", " << j << ", " << k <<std::endl; // std::cout << "Checking" << i << ", " << j << ", " << k <<std::endl;
if (chunks.find(index) == chunks.end()) if (chunks.find(index) == chunks.end())
{ {
chunks.insert(std::make_pair(index, ChunkMesh(new Chunk::Chunk(glm::vec3(i, j, k))))); chunks.insert(std::make_pair(index, new Chunk::Chunk(glm::vec3(i, j, k))));
generateChunk(chunks.at(index).chunk); generateChunk(chunks.at(index));
chunks.at(index).mesh(); mesh(chunks.at(index));
// std::cout << "Creating new chunk" << i << ", " << j << ", " << k <<std::endl; // std::cout << "Creating new chunk" << i << ", " << j << ", " << k <<std::endl;
} }
else else
{ {
glm::vec3 chunk = chunks.at(index).chunk->getPosition() /*+ glm::vec3(static_cast<float>(CHUNK_SIZE))*/; glm::vec3 chunk = chunks.at(index)->getPosition() /*+ glm::vec3(static_cast<float>(CHUNK_SIZE))*/;
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE)*chunk);
total++; total++;
int a{0}; int a{0};
for (int i = 0; i < 8; i++) for (int i = 0; i < 8; i++)
{ {
glm::vec4 vertex = glm::vec4(chunk.x + (float)(i & 1), chunk.y + (float)((i & 2) >> 1), chunk.z + (float)((i & 4) >> 2), 500.0f) * (theCamera.getProjection() * theCamera.getView() * chunks.at(index).model); glm::vec4 vertex = glm::vec4(chunk.x + (float)(i & 1), chunk.y + (float)((i & 2) >> 1), chunk.z + (float)((i & 4) >> 2), 500.0f) * (theCamera.getProjection() * theCamera.getView() * model);
vertex = glm::normalize(vertex); vertex = glm::normalize(vertex);
a += (-vertex.w <= vertex.x && vertex.x <= vertex.w && -vertex.w <= vertex.y && vertex.y <= vertex.w /*&& -vertex.w < vertex.z && vertex.z < vertex.w*/); a += (-vertex.w <= vertex.x && vertex.x <= vertex.w && -vertex.w <= vertex.y && vertex.y <= vertex.w /*&& -vertex.w < vertex.z && vertex.z < vertex.w*/);
@ -110,14 +111,14 @@ namespace chunkmanager
if (a) if (a)
{ {
toGpu++; toGpu++;
chunks.at(index).draw(); draw(chunks.at(index), model);
} }
} }
} }
void destroy() void destroy()
{ {
// for (auto &n : chunks) for (auto &n : chunks)
// delete n.second; delete n.second;
} }
}; };

View File

@ -3,36 +3,17 @@
#include "block.hpp" #include "block.hpp"
#include "chunk.hpp" #include "chunk.hpp"
#include "chunkmesh.hpp" #include "chunkmesher.hpp"
#include "globals.hpp" #include "globals.hpp"
#include "spacefilling.hpp" #include "spacefilling.hpp"
#include "utils.hpp" #include "utils.hpp"
ChunkMesh::~ChunkMesh() std::vector<GLfloat> vertices;
{ std::vector<GLfloat> colors;
// if(this->VAO) glDeleteVertexArrays(1, &(this->VAO)); std::vector<GLuint> indices;
// if(this->EBO) glDeleteBuffers(1, &(this->EBO)); GLuint vIndex{0};
// if(this->VBO) glDeleteBuffers(1, &(this->VBO));
// if(this->colorBuffer) glDeleteBuffers(1, &(this->colorBuffer));
// if(this->chunk) delete this->chunk; void mesh(Chunk::Chunk* chunk)
}
ChunkMesh::ChunkMesh(Chunk::Chunk *c)
{
this->chunk = c;
glGenVertexArrays(1, &(this->VAO));
glGenBuffers(1, &(this->colorBuffer));
glGenBuffers(1, &(this->VBO));
glGenBuffers(1, &(this->EBO));
this->model = glm::translate(model, (float)CHUNK_SIZE * c->getPosition());
// std::cout << "CHUNK MESH " << c << std::endl;
}
void ChunkMesh::mesh()
{ {
/* /*
@ -60,12 +41,11 @@ void ChunkMesh::mesh()
indices.clear(); indices.clear();
vIndex = 0; vIndex = 0;
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) return;
// convert tree to array since it is easier to work with it // convert tree to array since it is easier to work with it
int length{0}; int length{0};
Block *blocks = this->chunk->getBlocksArray(&length); Block *blocks = chunk->getBlocksArray(&length);
if (length == 0)
return;
int k, l, u, v, w, h, n, j, i; int k, l, u, v, w, h, n, j, i;
int x[]{0, 0, 0}; int x[]{0, 0, 0};
@ -209,18 +189,18 @@ void ChunkMesh::mesh()
{ {
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s). // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO); glBindVertexArray(chunk->VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, chunk->VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), &(vertices[0]), GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), &(vertices[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, chunk->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &(indices[0]), GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &(indices[0]), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glBindBuffer(GL_ARRAY_BUFFER, chunk->colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLfloat), &(colors[0]), GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLfloat), &(colors[0]), GL_STATIC_DRAW);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
@ -230,7 +210,7 @@ void ChunkMesh::mesh()
// glDisableVertexAttribArray(1); // glDisableVertexAttribArray(1);
glBindVertexArray(0); glBindVertexArray(0);
vIndex = (GLuint)(indices.size()); chunk->vIndex = (GLuint)(indices.size());
vertices.clear(); vertices.clear();
indices.clear(); indices.clear();
@ -239,24 +219,24 @@ void ChunkMesh::mesh()
} }
void ChunkMesh::draw() void draw(Chunk::Chunk* chunk, glm::mat4 model)
{ {
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
if (vIndex > 0) if(!chunk->getState(Chunk::CHUNK_STATE_EMPTY))
{ {
theShader->use(); theShader->use();
theShader->setMat4("model", this->model); theShader->setMat4("model", model);
theShader->setMat4("view", theCamera.getView()); theShader->setMat4("view", theCamera.getView());
theShader->setMat4("projection", theCamera.getProjection()); theShader->setMat4("projection", theCamera.getProjection());
glBindVertexArray(VAO); glBindVertexArray(chunk->VAO);
glDrawElements(GL_TRIANGLES, vIndex , GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, chunk->vIndex , GL_UNSIGNED_INT, 0);
glBindVertexArray(0); glBindVertexArray(0);
} }
} }
void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace) void quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace)
{ {
vertices.push_back(bottomLeft.x); vertices.push_back(bottomLeft.x);