initial blockpicking
parent
e18a2cca05
commit
e609f4858b
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@ -18,6 +18,9 @@ namespace chunkmanager
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void updateChunk(uint32_t, uint16_t, uint16_t, uint16_t);
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void destroy();
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void blockpick(bool place);
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uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k);
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void mesh();
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void generate();
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@ -6,6 +6,7 @@
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#include "intervalmap.hpp"
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#include "globals.hpp"
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#include <memory>
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namespace Chunk
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{
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@ -17,7 +18,6 @@ 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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this->setState(CHUNK_STATE_EMPTY, true);
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// std::cout << "CHUNK" << std::endl;
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glGenVertexArrays(1, &(this->VAO));
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@ -49,7 +49,7 @@ namespace Chunk
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void Chunk::setBlock(Block b, int x, int y, int z)
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{
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int coord = HILBERT_XYZ_ENCODE[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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this->setBlocks(coord, coord+1, b);
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}
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void Chunk::setBlocks(int start, int end, Block b){
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@ -97,6 +97,8 @@ namespace chunkmanager
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std::unordered_map<uint32_t, std::time_t> to_delete;
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std::set<uint32_t> to_delete_delete;
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glm::vec3 cameraPos = theCamera.getPos();
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int chunkX, chunkY, chunkZ;
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void update(float deltaTime)
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{
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int nUnloaded{0};
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@ -107,9 +109,9 @@ namespace chunkmanager
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// Iterate over all chunks, in concentric spheres starting fron the player and going outwards
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// Eq. of the sphere (x - a)² + (y - b)² + (z - c)² = r²
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glm::vec3 cameraPos = theCamera.getPos();
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cameraPos = theCamera.getPos();
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theCamera.getFrustumPlanes(frustumPlanes, true);
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int chunkX{(static_cast<int>(cameraPos.x)) / CHUNK_SIZE}, chunkY{(static_cast<int>(cameraPos.y)) / CHUNK_SIZE}, chunkZ{(static_cast<int>(cameraPos.z)) / CHUNK_SIZE};
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chunkX=(static_cast<int>(cameraPos.x)) / CHUNK_SIZE; chunkY=(static_cast<int>(cameraPos.y)) / CHUNK_SIZE; chunkZ=(static_cast<int>(cameraPos.z)) / CHUNK_SIZE;
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std::time_t currentTime = std::time(nullptr);
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// Check for far chunks that need to be cleaned up from memory
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@ -190,7 +192,8 @@ namespace chunkmanager
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else
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k = z;
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uint32_t in = i | (j << 10) | (k << 20); // uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1024). There's actually two spare bits
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// uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1024). There's actually two spare bits
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uint32_t in = calculateIndex(i, j, k);
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chunkmanager::updateChunk(in, i, j, k);
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}
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}
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@ -321,6 +324,77 @@ namespace chunkmanager
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}
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}
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void blockpick(bool place){
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// cast a ray from the camera in the direction pointed by the camera itself
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glm::vec3 pos = cameraPos;
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for(float t = 0.0; t <= 25.0; t += 0.5){
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// traverse the ray a block at the time
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pos = theCamera.getPos() + t * theCamera.getFront();
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// get which chunk and block the ray is at
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int px = ((int)(pos.x))/CHUNK_SIZE;
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int py = ((int)(pos.y))/CHUNK_SIZE;
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int pz = ((int)(pos.z))/CHUNK_SIZE;
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int bx = pos.x - px*CHUNK_SIZE;
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int by = pos.y - py*CHUNK_SIZE;
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int bz = pos.z - pz*CHUNK_SIZE;
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// exit early if the position is invalid or the chunk does not exist
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if(px < 0 || py < 0 || pz < 0) return;
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if(chunks.find(calculateIndex(px, py, pz)) == chunks.end()) return;
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Chunk::Chunk* c = chunks.at(calculateIndex(px, py, pz));
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Block b = c->getBlock(bx, by, bz);
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// if the block is non empty
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if(b != Block::AIR){
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// if placing a new block
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if(place){
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// Go half a block backwards on the ray, to check the block where the ray was
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// coming from
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// Doing this and not using normal adds the unexpected (and unwanted) ability to
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// place blocks diagonally, without faces colliding with the block that has
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// been clicked
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pos -= theCamera.getFront()*0.5f;
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int px1 = ((int)(pos.x))/CHUNK_SIZE;
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int py1 = ((int)(pos.y))/CHUNK_SIZE;
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int pz1 = ((int)(pos.z))/CHUNK_SIZE;
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int bx1 = pos.x - px1*CHUNK_SIZE;
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int by1 = pos.y - py1*CHUNK_SIZE;
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int bz1 = pos.z - pz1*CHUNK_SIZE;
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// exit early if the position is invalid or the chunk does not exist
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if(px1 < 0 || py1 < 0 || pz1 < 0) return;
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if(chunks.find(calculateIndex(px1, py1, pz1)) == chunks.end()) return;
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Chunk::Chunk* c1 = chunks.at(calculateIndex(px1, py1, pz1));
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// place the new block (only stone for now)
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c1->setBlock( Block::STONE, bx1, by1, bz1);
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// update the mesh of the chunk
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chunkmesher::mesh(c1);
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// mark the mesh of the chunk the be updated on the gpu
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c1->setState(Chunk::CHUNK_STATE_MESH_LOADED, false);
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}else{
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// replace the current block with air to remove it
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c->setBlock( Block::AIR, bx, by, bz);
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// update the mesh of the chunk
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chunkmesher::mesh(c);
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// mark the mesh of the chunk the be updated on the gpu
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c->setState(Chunk::CHUNK_STATE_MESH_LOADED, false);
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}
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break;
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}
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}
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}
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uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k){
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return i | (j << 10) | (k << 20);
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}
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void destroy()
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{
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for (auto &n : chunks)
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17
src/main.cpp
17
src/main.cpp
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@ -17,6 +17,9 @@ float lastFrame = 0.0f; // Time of last frame
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float lastFPSFrame = 0.0f;
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int frames = 0;
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float lastBlockPick=0.0;
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bool blockpick = false;
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int main()
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{
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@ -76,6 +79,8 @@ int main()
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lastFPSFrame = currentFrame;
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}
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if(glfwGetTime() - lastBlockPick > 0.2) blockpick = false;
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -123,4 +128,16 @@ void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
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chunkmanager::blockpick(false);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
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chunkmanager::blockpick(true);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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}
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