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vram-reduc
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EmaMaker | fa3d36ec58 | |
EmaMaker | ebef608000 | |
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EmaMaker | 8313ee97bc |
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@ -9,3 +9,5 @@ gmon.out*
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cscope*
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test.cpp
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a.out
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*screenshot*
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imgui.ini
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@ -0,0 +1,3 @@
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[submodule "lib/imgui"]
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path = lib/imgui
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url = https://github.com/ocornut/imgui/
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@ -2,8 +2,8 @@ cmake_minimum_required(VERSION 3.2)
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project(cmake-project-template)
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set(CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O3")
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -O3")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g")
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set(CMAKE_INSTALL_PREFIX ${PROJECT_SOURCE_DIR})
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|
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@ -6,7 +6,9 @@ enum class Block{
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AIR,
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STONE,
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DIRT,
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GRASS
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GRASS,
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WOOD,
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LEAVES
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};
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#endif
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@ -18,6 +18,10 @@ public:
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 1200.0f);
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posX = cameraPos.x;
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posY = cameraPos.y;
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posZ = cameraPos.z;
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}
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void update(GLFWwindow *window, float deltaTime)
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@ -112,7 +116,7 @@ public:
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private:
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glm::vec3 cameraPos = glm::vec3(256.0, 80.0f, 256.0f);
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glm::vec3 cameraPos = glm::vec3(512.0, 80.0f, 512.0f);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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@ -20,16 +20,27 @@
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#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
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#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
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// int32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits
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typedef int32_t chunk_index_t;
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typedef int16_t chunk_intcoord_t;
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typedef uint16_t chunk_state_t;
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namespace Chunk
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{
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constexpr uint8_t CHUNK_STATE_GENERATED = 1;
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constexpr uint8_t CHUNK_STATE_MESHED = 2;
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constexpr uint8_t CHUNK_STATE_MESH_LOADED = 4;
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constexpr uint8_t CHUNK_STATE_LOADED = 8;
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constexpr uint8_t CHUNK_STATE_OUTOFVISION = 16;
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constexpr uint8_t CHUNK_STATE_UNLOADED = 32;
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constexpr uint8_t CHUNK_STATE_EMPTY = 64;
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chunk_index_t calculateIndex(chunk_intcoord_t i, chunk_intcoord_t j, chunk_intcoord_t k);
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chunk_index_t calculateIndex(glm::vec3 pos);
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constexpr chunk_state_t CHUNK_STATE_GENERATED = 1;
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constexpr chunk_state_t CHUNK_STATE_MESHED = 2;
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constexpr chunk_state_t CHUNK_STATE_MESH_LOADED = 4;
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constexpr chunk_state_t CHUNK_STATE_LOADED = 8;
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constexpr chunk_state_t CHUNK_STATE_OUTOFVISION = 16;
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constexpr chunk_state_t CHUNK_STATE_UNLOADED = 32;
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constexpr chunk_state_t CHUNK_STATE_EMPTY = 64;
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constexpr chunk_state_t CHUNK_STATE_IN_GENERATION_QUEUE = 128;
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constexpr chunk_state_t CHUNK_STATE_IN_MESHING_QUEUE = 256;
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constexpr chunk_state_t CHUNK_STATE_IN_DELETING_QUEUE = 512;
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int coord3DTo1D(int x, int y, int z);
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@ -41,13 +52,15 @@ namespace Chunk
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~Chunk();
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public:
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void createBuffers();
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void deleteBuffers();
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glm::vec3 getPosition() { return this->position; }
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uint8_t getTotalState() { return this->state; }
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bool getState(uint8_t n) { return (this->state & n) == n; }
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void setState(uint8_t nstate, bool value);
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void setState(chunk_state_t nstate, bool value);
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bool getState(chunk_state_t n) { return (this->state & n) == n; }
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bool isFree(){ return !(
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this->getState(CHUNK_STATE_IN_GENERATION_QUEUE) ||
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this->getState(CHUNK_STATE_IN_MESHING_QUEUE) ||
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this->getState(CHUNK_STATE_IN_DELETING_QUEUE)
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); }
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chunk_state_t getTotalState() { return this->state; }
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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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@ -56,14 +69,15 @@ namespace Chunk
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std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
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public:
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GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0};
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std::atomic<float> unload_timer{0};
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chunk_index_t getIndex(){ return this->index; }
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private:
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glm::vec3 position{};
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IntervalMap<Block> blocks{};
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std::atomic_uint8_t state{0};
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std::atomic<chunk_state_t> state{0};
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chunk_index_t index;
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};
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};
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@ -1,28 +1,41 @@
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#ifndef CHUNKMANAGER_H
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#define CHUNKMANAGER_H
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#include <oneapi/tbb/concurrent_hash_map.h>
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#include <oneapi/tbb/concurrent_queue.h>
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#include <oneapi/tbb/concurrent_priority_queue.h>
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#include <thread>
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#include "chunk.hpp"
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#include "globals.hpp"
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#include "worldupdatemessage.h"
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// Seconds to be passed outside of render distance for a chunk to be destroyed
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#define UNLOAD_TIMEOUT 10
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#include <thread>
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#include <oneapi/tbb/concurrent_queue.h>
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#include "chunk.hpp"
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#include "globals.hpp"
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#define MESHING_PRIORITY_NORMAL 0
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#define MESHING_PRIORITY_PLAYER_EDIT 10
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#define GENERATION_PRIORITY_NORMAL 0
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namespace chunkmanager
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{
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std::thread init();
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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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typedef oneapi::tbb::concurrent_hash_map<chunk_index_t, Chunk::Chunk*> ChunkTable;
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typedef std::pair<Chunk::Chunk*, uint8_t> ChunkPQEntry;
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// The comparing function to use
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struct compare_f {
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bool operator()(const ChunkPQEntry& u, const ChunkPQEntry& v) const {
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return u.second > v.second;
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}
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};
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typedef oneapi::tbb::concurrent_priority_queue<ChunkPQEntry, compare_f> ChunkPriorityQueue;
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void init();
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void update();
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void stop();
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void destroy();
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oneapi::tbb::concurrent_queue<Chunk::Chunk*>& getDeleteVector();
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std::array<std::array<int, 3>, chunks_volume>& getChunksIndices();
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WorldUpdateMsgQueue& getWorldUpdateQueue();
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std::array<std::array<chunk_intcoord_t, 3>, chunks_volume>& getChunksIndices();
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Block getBlockAtPos(int x, int y, int z);
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void update();
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}
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#endif
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@ -0,0 +1,36 @@
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#ifndef CHUNK_MESH_DATA_H
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#define CHUNK_MESH_DATA_H
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#include <oneapi/tbb/concurrent_queue.h>
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#include "chunk.hpp"
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enum class ChunkMeshDataType{
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MESH_UPDATE
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};
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typedef struct ChunkMeshData{
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chunk_index_t index;
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glm::vec3 position;
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int num_vertices = 0;
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> extents;
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std::vector<GLfloat> texinfo;
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ChunkMeshDataType message_type;
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void clear(){
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vertices.clear();
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texinfo.clear();
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extents.clear();
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index = 0;
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position = glm::vec3(0);
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num_vertices = 0;
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}
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}ChunkMeshData;
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typedef oneapi::tbb::concurrent_queue<ChunkMeshData*> ChunkMeshDataQueue;
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#endif
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@ -5,10 +5,12 @@
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#include <vector>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <GLFW/glfw3.h>
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#include <oneapi/tbb/concurrent_queue.h>
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#include "chunk.hpp"
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#include "chunkmeshdata.hpp"
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#include "globals.hpp"
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#include "shader.hpp"
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@ -17,17 +19,16 @@ namespace chunkmesher{
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Chunk::Chunk* chunk;
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GLuint numVertices{0};
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std::vector<GLubyte> vertices;
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std::vector<GLubyte> extents;
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std::vector<GLubyte> texinfo;
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> extents;
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std::vector<GLfloat> texinfo;
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};
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oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue();
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ChunkMeshDataQueue& getMeshDataQueue();
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void init();
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void mesh(Chunk::Chunk* chunk);
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void sendtogpu(MeshData* mesh_data);
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void quad(MeshData* mesh_data, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight,
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glm::vec3 bottomRight, glm::vec3 normal, Block block, int dim, bool backFace);
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}
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#endif
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@ -0,0 +1,14 @@
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#ifndef CONTROLS_H
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#define CONTROLS_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define BLOCKPICK_TIMEOUT 0.1f
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namespace controls{
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void init();
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void update(GLFWwindow* window);
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};
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#endif
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@ -0,0 +1,19 @@
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#ifndef DEBUG_WINDOW_H
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#define DEBUG_WINDOW_H
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#include <any>
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#include <string>
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#include <GLFW/glfw3.h>
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namespace debug{
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namespace window {
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void init(GLFWwindow* window);
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void prerender();
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void render();
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void destroy();
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|
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void set_parameter(std::string key, std::any value);
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}
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}
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|
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#endif
|
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@ -13,9 +13,13 @@
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#define RENDER_DISTANCE 16
|
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|
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extr Camera theCamera;
|
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constexpr int chunks_volume = static_cast<int>(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE));
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// the cube spans in both directions, to each axis has to be multiplied by 2. 2^3=8
|
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constexpr int chunks_volume = 8*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE);
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extr bool wireframe;
|
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|
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extr float sines[360];
|
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extr float cosines[360];
|
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|
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extr uint32_t MORTON_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];
|
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extr uint32_t MORTON_XYZ_DECODE[CHUNK_VOLUME][3];
|
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extr uint32_t HILBERT_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];
|
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|
|
|
@ -1,8 +1,10 @@
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#ifndef MAIN_H
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#define MAIN_H
|
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|
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#include <glad/glad.h>
|
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#include <GLFW/glfw3.h>
|
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|
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void framebuffer_size_callback(GLFWwindow *, int, int);
|
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
|
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void processInput(GLFWwindow *);
|
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|
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#endif
|
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|
|
|
@ -6,18 +6,56 @@
|
|||
|
||||
#include "chunk.hpp"
|
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#include "chunkmesher.hpp"
|
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#include "chunkmeshdata.hpp"
|
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#include "shader.hpp"
|
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|
||||
namespace renderer{
|
||||
typedef oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*> RenderSet;
|
||||
typedef struct RenderInfo {
|
||||
chunk_index_t index;
|
||||
int num_vertices;
|
||||
glm::vec3 position;
|
||||
bool buffers_allocated=false;
|
||||
|
||||
void init();
|
||||
GLuint VAO, VBO, extentsBuffer, texinfoBuffer;
|
||||
|
||||
void allocateBuffers(){
|
||||
// Allocate buffers
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
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glGenBuffers(1, &extentsBuffer);
|
||||
glGenBuffers(1, &texinfoBuffer);
|
||||
|
||||
buffers_allocated=true;
|
||||
}
|
||||
|
||||
void deallocateBuffers(){
|
||||
// Allocate buffers
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteBuffers(1, &extentsBuffer);
|
||||
glDeleteBuffers(1, &texinfoBuffer);
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
|
||||
buffers_allocated=false;
|
||||
}
|
||||
} RenderInfo;
|
||||
|
||||
typedef oneapi::tbb::concurrent_queue<int32_t> IndexQueue;
|
||||
|
||||
void init(GLFWwindow* window);
|
||||
void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info);
|
||||
void render();
|
||||
void resize_framebuffer(int width, int height);
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
|
||||
void destroy();
|
||||
|
||||
void saveScreenshot(bool forceFullHD=false);
|
||||
|
||||
Shader* getRenderShader();
|
||||
RenderSet& getChunksToRender();
|
||||
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue();
|
||||
ChunkMeshDataQueue& getMeshDataQueue();
|
||||
IndexQueue& getDeleteIndexQueue();
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -34,60 +34,70 @@ public:
|
|||
gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
std::stringstream vShaderStream, fShaderStream, gShaderStream;
|
||||
if(geometryPath){
|
||||
gShaderFile.open(geometryPath);
|
||||
gShaderStream << gShaderFile.rdbuf();
|
||||
gShaderFile.close();
|
||||
geometryCode = gShaderStream.str();
|
||||
}
|
||||
|
||||
// open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
gShaderFile.open(geometryPath);
|
||||
std::stringstream vShaderStream, fShaderStream, gShaderStream;
|
||||
// read file's buffer contents into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
gShaderStream << gShaderFile.rdbuf();
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
gShaderFile.close();
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
geometryCode = gShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure &e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
const char *vShaderCode = vertexCode.c_str();
|
||||
const char *fShaderCode = fragmentCode.c_str();
|
||||
const char *gShaderCode = geometryCode.c_str();
|
||||
// 2. compile shaders
|
||||
// shader Program
|
||||
ID = glCreateProgram();
|
||||
unsigned int vertex, fragment, geometry;
|
||||
// vertex shader
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
// fragment Shader
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
|
||||
// geometry shader
|
||||
if(geometryPath){
|
||||
const char *gShaderCode = geometryCode.c_str();
|
||||
geometry = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometry, 1, &gShaderCode, NULL);
|
||||
glCompileShader(geometry);
|
||||
checkCompileErrors(geometry, "GEOMETRY");
|
||||
|
||||
// shader Program
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glAttachShader(ID, geometry);
|
||||
}
|
||||
|
||||
// vertex shader
|
||||
const char *vShaderCode = vertexCode.c_str();
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
glAttachShader(ID, vertex);
|
||||
|
||||
// fragment Shader
|
||||
const char *fShaderCode = fragmentCode.c_str();
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
glAttachShader(ID, fragment);
|
||||
|
||||
// Constructu the program
|
||||
glLinkProgram(ID);
|
||||
checkCompileErrors(ID, "PROGRAM");
|
||||
|
||||
// delete the shaders as they're linked into our program now and no longer necessary
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
glDeleteShader(geometry);
|
||||
if(geometryPath) glDeleteShader(geometry);
|
||||
}
|
||||
// activate the shader
|
||||
// ------------------------------------------------------------------------
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,24 @@
|
|||
#ifndef WORLD_UPDATE_MSG_H
|
||||
#define WORLD_UPDATE_MSG_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <oneapi/tbb/concurrent_queue.h>
|
||||
|
||||
#include "block.hpp"
|
||||
|
||||
enum class WorldUpdateMsgType{
|
||||
BLOCKPICK_PLACE,
|
||||
BLOCKPICK_BREAK
|
||||
};
|
||||
|
||||
typedef struct WorldUpdateMsg{
|
||||
WorldUpdateMsgType msg_type;
|
||||
glm::vec3 cameraPos;
|
||||
glm::vec3 cameraFront;
|
||||
float time;
|
||||
Block block;
|
||||
} WorldUpdateMsg;
|
||||
|
||||
typedef oneapi::tbb::concurrent_queue<WorldUpdateMsg> WorldUpdateMsgQueue;
|
||||
|
||||
#endif
|
|
@ -1,2 +1,3 @@
|
|||
add_subdirectory(glad)
|
||||
add_subdirectory(glm)
|
||||
add_subdirectory(imgui)
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
Subproject commit 6addf28c4b5d8fd109a6db73bed6436952b230b2
|
|
@ -0,0 +1,28 @@
|
|||
#version 330 core
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D renderTex;
|
||||
uniform int screenWidth;
|
||||
uniform int screenHeight;
|
||||
uniform int crosshairType;
|
||||
|
||||
void main(){
|
||||
float crosshair_alpha = 0.8;
|
||||
|
||||
float dist = length(gl_FragCoord.xy-vec2(screenWidth/2, screenHeight/2));
|
||||
|
||||
FragColor = texture(renderTex, TexCoord);
|
||||
/*float crosshair_color = (FragColor.x + FragColor.y + FragColor.z) / 3;
|
||||
/*if(crosshair_color <= 0.5) crosshair_color = 1.0;
|
||||
/*else crosshair_color = 0.0;*/
|
||||
float crosshair_color = 1.0;
|
||||
|
||||
if(dist <= 7){
|
||||
if( (crosshairType == 0 && dist >= 5) ||
|
||||
(crosshairType == 1 && ( int(gl_FragCoord.x) == int(screenWidth / 2) ||
|
||||
int(gl_FragCoord.y) == int(screenHeight / 2)) )
|
||||
) FragColor = vec4(vec3(crosshair_color), crosshair_alpha);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoord = aTexCoord;
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
|
@ -23,6 +23,7 @@ void main(){
|
|||
// Load the texture
|
||||
// anti-gamma-correction of the texture. Without this it would be gamma corrected twice!
|
||||
vec3 vColor = pow(texture(textureArray, TexCoord).rgb, vec3(gamma));
|
||||
if(TexCoord.z == 4) vColor = vColor * normalize(vec3(10, 250, 10));
|
||||
|
||||
vec3 normal = normalize(Normal);
|
||||
|
||||
|
|
|
@ -26,29 +26,30 @@ void main(){
|
|||
EmitVertex();
|
||||
|
||||
if(gs_in[0].Extents.x == 0){
|
||||
TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
|
||||
|
||||
TexCoord = vec3(gs_in[0].Extents.z, 0.0, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
|
||||
FragPos = vec3(gl_Position);
|
||||
gl_Position = projection * view * gl_Position;
|
||||
EmitVertex();
|
||||
|
||||
TexCoord = vec3(gs_in[0].Extents.y, 0.0, gs_in[0].BlockType);
|
||||
TexCoord = vec3(0.0, gs_in[0].Extents.y, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
|
||||
FragPos = vec3(gl_Position);
|
||||
gl_Position = projection * view * gl_Position;
|
||||
EmitVertex();
|
||||
|
||||
TexCoord = vec3(gs_in[0].Extents.y, gs_in[0].Extents.z, gs_in[0].BlockType);
|
||||
TexCoord = vec3(gs_in[0].Extents.z, gs_in[0].Extents.y, gs_in[0].BlockType);
|
||||
}
|
||||
else if(gs_in[0].Extents.y == 0){
|
||||
TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
|
||||
TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
|
||||
FragPos = vec3(gl_Position);
|
||||
gl_Position = projection * view * gl_Position;
|
||||
EmitVertex();
|
||||
|
||||
TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
|
||||
TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
|
||||
FragPos = vec3(gl_Position);
|
||||
gl_Position = projection * view * gl_Position;
|
||||
EmitVertex();
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location = 0) in uvec3 aPos;
|
||||
layout (location = 1) in uvec3 aExtents;
|
||||
layout (location = 2) in uvec2 aInfo;
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aExtents;
|
||||
layout (location = 2) in vec2 aInfo;
|
||||
|
||||
uniform mat4 model;
|
||||
|
||||
|
@ -18,9 +18,9 @@ void main()
|
|||
vs_out.Extents = aExtents;
|
||||
vs_out.BlockType = aInfo.y;
|
||||
|
||||
if(aExtents.x == 0.0) vs_out.Normal = vec3(1.0 - 2.0*aInfo.x, 0.0, 0.0);
|
||||
else if(aExtents.y == 0.0) vs_out.Normal = vec3(0.0, 1.0 - 2.0*aInfo.x, 0.0);
|
||||
else vs_out.Normal = vec3(0.0, 0.0, 1.0 - 2.0*aInfo.x);
|
||||
if(aExtents.x == 0) vs_out.Normal = vec3(1.0 - 2*aInfo.x, 0.0, 0.0);
|
||||
else if(aExtents.y == 0) vs_out.Normal = vec3(0.0, 1.0 - 2*aInfo.x, 0.0);
|
||||
else vs_out.Normal = vec3(0.0, 0.0, 1.0 - 2*aInfo.x);
|
||||
vs_out.Normal = mat3(transpose(inverse(model))) * vs_out.Normal;
|
||||
|
||||
gl_Position = model * vec4(aPos, 1.0);
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
cmake_minimum_required(VERSION 3.2)
|
||||
project(OpenGLTest)
|
||||
|
||||
set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
|
||||
set(SOURCE_FILES main.cpp controls.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
|
||||
debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
|
||||
|
||||
add_executable(OpenGLTest ${SOURCE_FILES})
|
||||
|
||||
target_link_libraries(OpenGLTest glfw tbb glad glm)
|
||||
target_link_libraries(OpenGLTest glfw tbb glad glm imgui)
|
||||
install(TARGETS OpenGLTest DESTINATION ${DIVISIBLE_INSTALL_BIN_DIR})
|
||||
|
|
|
@ -15,32 +15,27 @@ namespace Chunk
|
|||
return utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE);
|
||||
}
|
||||
|
||||
chunk_index_t calculateIndex(glm::vec3 pos){
|
||||
return calculateIndex(static_cast<chunk_intcoord_t>(pos.x), static_cast<chunk_intcoord_t>(pos.y),
|
||||
static_cast<chunk_intcoord_t>(pos.z));
|
||||
}
|
||||
|
||||
chunk_index_t calculateIndex(chunk_intcoord_t i, chunk_intcoord_t j, chunk_intcoord_t k){
|
||||
return i | (j << 10) | (k << 20);
|
||||
}
|
||||
|
||||
Chunk::Chunk(glm::vec3 pos)
|
||||
{
|
||||
this->position = pos;
|
||||
this->setState(CHUNK_STATE_EMPTY, true);
|
||||
this->setBlocks(0, CHUNK_MAX_INDEX, Block::AIR);
|
||||
this->index = calculateIndex(pos);
|
||||
}
|
||||
|
||||
Chunk ::~Chunk()
|
||||
{
|
||||
}
|
||||
|
||||
void Chunk::createBuffers(){
|
||||
glGenVertexArrays(1, &(this->VAO));
|
||||
glGenBuffers(1, &(this->VBO));
|
||||
glGenBuffers(1, &(this->extentsBuffer));
|
||||
glGenBuffers(1, &(this->texinfoBuffer));
|
||||
|
||||
}
|
||||
|
||||
void Chunk::deleteBuffers(){
|
||||
glDeleteBuffers(1, &(this->VBO));
|
||||
glDeleteBuffers(1, &(this->extentsBuffer));
|
||||
glDeleteBuffers(1, &(this->texinfoBuffer));
|
||||
glDeleteVertexArrays(1, &(this->VAO));
|
||||
}
|
||||
|
||||
Block Chunk::getBlock(int x, int y, int z)
|
||||
{
|
||||
if(x < 0 || y < 0 || z < 0 || x > CHUNK_SIZE -1 || y > CHUNK_SIZE -1 || z > CHUNK_SIZE-1 ||
|
||||
|
@ -59,7 +54,7 @@ namespace Chunk
|
|||
this->blocks.insert(start < 0 ? 0 : start, end >= CHUNK_VOLUME ? CHUNK_VOLUME : end, b);
|
||||
}
|
||||
|
||||
void Chunk::setState(uint8_t nstate, bool value)
|
||||
void Chunk::setState(chunk_state_t nstate, bool value)
|
||||
{
|
||||
if (value)
|
||||
this->state.fetch_or(nstate);
|
||||
|
|
|
@ -9,62 +9,111 @@
|
|||
#include "utils.hpp"
|
||||
|
||||
#define GRASS_OFFSET 40
|
||||
#define NOISE_GRASS_MULT 20
|
||||
#define NOISE_GRASS_MULT 30
|
||||
#define NOISE_DIRT_MULT 3
|
||||
#define NOISE_DIRT_MIN 2
|
||||
#define NOISE_DIRT_MIN 3
|
||||
#define NOISE_DIRT_X_MULT 0.001f
|
||||
#define NOISE_DIRT_Z_MULT 0.001f
|
||||
#define NOISE_GRASS_X_MULT 0.018f
|
||||
#define NOISE_GRASS_Z_MULT 0.018f
|
||||
#define NOISE_TREE_X_MULT 0.01f
|
||||
#define NOISE_TREE_Z_MULT 0.01f
|
||||
|
||||
#define LEAVES_RADIUS 3
|
||||
#define WOOD_CELL_SIZE 13
|
||||
#define WOOD_CELL_CENTER 7
|
||||
#define TREE_STANDARD_HEIGHT 7
|
||||
#define TREE_HEIGHT_VARIATION 2
|
||||
#define WOOD_CELL_BORDER (LEAVES_RADIUS-1)
|
||||
#define WOOD_MAX_OFFSET (WOOD_CELL_SIZE-WOOD_CELL_CENTER-WOOD_CELL_BORDER)
|
||||
|
||||
void generatePyramid(Chunk::Chunk *chunk);
|
||||
void generateNoise(Chunk::Chunk *chunk);
|
||||
void generateNoise3D(Chunk::Chunk *chunk);
|
||||
|
||||
void generateChunk(Chunk::Chunk *chunk)
|
||||
{
|
||||
generateNoise(chunk);
|
||||
}
|
||||
|
||||
Block block;
|
||||
double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, double amplitude, double
|
||||
frequency, double persistence, double lacunarity, int octaves);
|
||||
struct TreeCellInfo evaluateTreeCell(int wcx, int wcz);
|
||||
|
||||
std::random_device dev;
|
||||
std::mt19937 mt(dev());
|
||||
OpenSimplexNoise::Noise noiseGen1(mt());
|
||||
OpenSimplexNoise::Noise noiseGen2(mt());
|
||||
OpenSimplexNoise::Noise noiseGenWood(mt());
|
||||
|
||||
// Trees are generated by virtually dividing the world into cells. Each cell can contain exactly one
|
||||
// tree, with some offset in the position. Having a border in the cell ensures that no trees are generated in
|
||||
// adjacent blocks
|
||||
// cover CHUNK_SIZE with WOOD_CELLS + 2 cells before and after the chunk
|
||||
constexpr int TREE_LUT_SIZE = std::ceil(static_cast<float>(CHUNK_SIZE)/static_cast<float>(WOOD_CELL_SIZE)) + 2;
|
||||
// Info on the tree cell to generate
|
||||
struct TreeCellInfo{
|
||||
// Cell coordinates (in "tree cell space")
|
||||
int wcx, wcz;
|
||||
// trunk offset from 0,0 in the cell
|
||||
int trunk_x_offset, trunk_z_offset;
|
||||
// Global x,z position of the trunk
|
||||
int trunk_x, trunk_z;
|
||||
// Y of the center of the leaves sphere
|
||||
int leaves_y_pos;
|
||||
};
|
||||
|
||||
// Lookup tables for generation
|
||||
std::array<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT;
|
||||
std::array<int, CHUNK_SIZE * CHUNK_SIZE> dirtNoiseLUT;
|
||||
std::array<TreeCellInfo, TREE_LUT_SIZE*TREE_LUT_SIZE> treeLUT;
|
||||
|
||||
void generateNoise(Chunk::Chunk *chunk)
|
||||
{
|
||||
int cx = chunk->getPosition().x * CHUNK_SIZE;
|
||||
int cy = chunk->getPosition().y * CHUNK_SIZE;
|
||||
int cz = chunk->getPosition().z * CHUNK_SIZE;
|
||||
|
||||
// Precalculate LUTs
|
||||
|
||||
// Terrain LUTs
|
||||
// Noise value at a given (x,z), position represents:
|
||||
// Grass Noise LUT: Height of the terrain: when the grass is placed and the player will stand
|
||||
// Dirt Noise LUT: How many blocks of dirt to place before there is stone
|
||||
// Anything below (grass-level - dirt_height) will be stone
|
||||
for (int i = 0; i < grassNoiseLUT.size(); i++)
|
||||
{
|
||||
grassNoiseLUT[i] = -1;
|
||||
dirtNoiseLUT[i] = -1;
|
||||
int bx = i / CHUNK_SIZE;
|
||||
int bz = i % CHUNK_SIZE;
|
||||
|
||||
grassNoiseLUT[i] = GRASS_OFFSET + evaluateNoise(noiseGen1, cx+bx, cz+bz, NOISE_GRASS_MULT, 0.01, 0.35, 2.1, 5);
|
||||
dirtNoiseLUT[i] = NOISE_DIRT_MIN + (int)((1 + noiseGen2.eval(cx+bx * NOISE_DIRT_X_MULT,
|
||||
cz+bz * NOISE_DIRT_Z_MULT)) * NOISE_DIRT_MULT);
|
||||
}
|
||||
|
||||
Block block_prev{Block::AIR};
|
||||
int block_prev_start{0};
|
||||
// Tree LUT
|
||||
int tree_lut_x_offset = cx / WOOD_CELL_SIZE - 1;
|
||||
int tree_lut_z_offset = cz / WOOD_CELL_SIZE - 1;
|
||||
|
||||
// A space filling curve is continuous, so there is no particular order
|
||||
for(int i = 0; i < TREE_LUT_SIZE; i++)
|
||||
for(int k = 0; k < TREE_LUT_SIZE; k++){
|
||||
int wcx = (tree_lut_x_offset + i);
|
||||
int wcz = (tree_lut_z_offset + k);
|
||||
treeLUT[i * TREE_LUT_SIZE + k] = evaluateTreeCell(wcx, wcz);
|
||||
}
|
||||
|
||||
|
||||
// Generation of terrain
|
||||
// March along the space-filling curve, calculate information about the block at every position
|
||||
// A space-filling curve is continuous, so there is no particular order
|
||||
// Take advantage of the interval-map structure by only inserting contigous runs of blocks
|
||||
Block block_prev{Block::AIR}, block;
|
||||
int block_prev_start{0};
|
||||
for (int s = 0; s < CHUNK_VOLUME; s++)
|
||||
{
|
||||
int bx = HILBERT_XYZ_DECODE[s][0];
|
||||
int by = HILBERT_XYZ_DECODE[s][1];
|
||||
int bz = HILBERT_XYZ_DECODE[s][2];
|
||||
int x = bx + cx;
|
||||
int y = by + cy;
|
||||
int z = bz + cz;
|
||||
int lut_index = bx * CHUNK_SIZE + bz;
|
||||
|
||||
int x = HILBERT_XYZ_DECODE[s][0] + CHUNK_SIZE * chunk->getPosition().x;
|
||||
int y = HILBERT_XYZ_DECODE[s][1] + CHUNK_SIZE * chunk->getPosition().y;
|
||||
int z = HILBERT_XYZ_DECODE[s][2] + CHUNK_SIZE * chunk->getPosition().z;
|
||||
int d2 = HILBERT_XYZ_DECODE[s][0] * CHUNK_SIZE + HILBERT_XYZ_DECODE[s][2];
|
||||
|
||||
if (grassNoiseLUT[d2] == -1){
|
||||
grassNoiseLUT[d2] = GRASS_OFFSET + (int)((0.5 + noiseGen1.eval(x * NOISE_GRASS_X_MULT, z * NOISE_GRASS_Z_MULT) * NOISE_GRASS_MULT));
|
||||
}
|
||||
if (dirtNoiseLUT[d2] == -1){
|
||||
dirtNoiseLUT[d2] = NOISE_DIRT_MIN + (int)((0.5 + noiseGen2.eval(x * NOISE_DIRT_X_MULT, z * NOISE_DIRT_Z_MULT) * NOISE_DIRT_MULT));
|
||||
}
|
||||
|
||||
int grassNoise = grassNoiseLUT[d2];
|
||||
int dirtNoise = dirtNoiseLUT[d2];
|
||||
int grassNoise = grassNoiseLUT[lut_index];
|
||||
int dirtNoise = dirtNoiseLUT[lut_index];
|
||||
int stoneLevel = grassNoise - dirtNoise;
|
||||
|
||||
if (y < stoneLevel)
|
||||
|
@ -76,21 +125,113 @@ void generateNoise(Chunk::Chunk *chunk)
|
|||
else
|
||||
block = Block::AIR;
|
||||
|
||||
|
||||
// Divide the world into cells, each with exactly one tree, so that no two trees will be adjacent of each other
|
||||
struct TreeCellInfo info;
|
||||
int wcx = (int)(x / WOOD_CELL_SIZE) - tree_lut_x_offset; // wood cell x
|
||||
int wcz = (int)(z / WOOD_CELL_SIZE) - tree_lut_z_offset; // wood cell z
|
||||
|
||||
// Retrieve info on the cell from LUT
|
||||
info = treeLUT[wcx * TREE_LUT_SIZE + wcz];
|
||||
|
||||
// A tree is to be placed in this position if the coordinates are those of the tree of the current cell
|
||||
int wood_height = TREE_STANDARD_HEIGHT;
|
||||
bool wood = x == info.trunk_x && z == info.trunk_z && y > grassNoiseLUT[lut_index] && y <= info.leaves_y_pos;
|
||||
bool leaf{false};
|
||||
|
||||
// Check placing of leaves
|
||||
if(wood) leaf = y > info.leaves_y_pos && y < info.leaves_y_pos+LEAVES_RADIUS;
|
||||
else{
|
||||
if(!leaf) leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
|
||||
|
||||
// Eventually search neighboring cells
|
||||
if(!leaf && wcx+1 < TREE_LUT_SIZE){
|
||||
info = treeLUT[(wcx+1) * TREE_LUT_SIZE + wcz];
|
||||
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
|
||||
}
|
||||
|
||||
if(!leaf && wcx-1 >= 0){
|
||||
info = treeLUT[(wcx-1) * TREE_LUT_SIZE + wcz];
|
||||
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
|
||||
}
|
||||
|
||||
if(!leaf && wcz-1 >= 0){
|
||||
info = treeLUT[wcx * TREE_LUT_SIZE + (wcz-1)];
|
||||
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
|
||||
}
|
||||
|
||||
if(!leaf && wcz+1 < TREE_LUT_SIZE){
|
||||
info = treeLUT[wcx * TREE_LUT_SIZE + (wcz+1)];
|
||||
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
|
||||
}
|
||||
}
|
||||
|
||||
if(wood) block = Block::WOOD;
|
||||
if(leaf) block = Block::LEAVES;
|
||||
|
||||
// Use the interval-map structure of the chunk to compress the world: insert "runs" of
|
||||
// equal blocks using indices in the hilbert curve
|
||||
if (block != block_prev)
|
||||
{
|
||||
chunk->setBlocks(block_prev_start, s, block_prev);
|
||||
block_prev_start = s;
|
||||
}
|
||||
|
||||
block_prev = block;
|
||||
}
|
||||
|
||||
// Insert the last run of blocks
|
||||
chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
|
||||
// Mark the chunk as generated, is needed to trigger the next steps
|
||||
chunk->setState(Chunk::CHUNK_STATE_GENERATED, true);
|
||||
}
|
||||
|
||||
// Noise evaluation with Fractal Brownian Motion
|
||||
double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, double amplitude, double
|
||||
frequency, double persistence, double lacunarity, int octaves){
|
||||
double sum = 0;
|
||||
|
||||
for(int i = 0; i < octaves; i++){
|
||||
sum += amplitude * noiseGen.eval(x*frequency, y*frequency);
|
||||
amplitude *= persistence;
|
||||
frequency *= lacunarity;
|
||||
}
|
||||
|
||||
return sum;
|
||||
}
|
||||
|
||||
// Tree cell Info
|
||||
const int TREE_MASTER_SEED_X = mt();
|
||||
const int TREE_MASTER_SEED_Z = mt();
|
||||
struct TreeCellInfo evaluateTreeCell(int wcx, int wcz){
|
||||
int anglex = TREE_MASTER_SEED_X*wcx+TREE_MASTER_SEED_Z*wcz;
|
||||
int anglez = TREE_MASTER_SEED_Z*wcz+TREE_MASTER_SEED_X*wcx;
|
||||
|
||||
// Start at the center of the cell, with a bit of random offset
|
||||
int wcx_off = WOOD_CELL_CENTER + WOOD_MAX_OFFSET * sines[anglex % 360];
|
||||
int wcz_off = WOOD_CELL_CENTER + WOOD_MAX_OFFSET * cosines[anglez % 360];
|
||||
|
||||
struct TreeCellInfo result{};
|
||||
|
||||
// Cell to world coordinates
|
||||
result.trunk_x = wcx * WOOD_CELL_SIZE + wcx_off;
|
||||
result.trunk_z = wcz * WOOD_CELL_SIZE + wcz_off;
|
||||
|
||||
result.trunk_x_offset = wcx_off;
|
||||
result.trunk_z_offset = wcz_off;
|
||||
|
||||
result.leaves_y_pos = 1 + TREE_STANDARD_HEIGHT + GRASS_OFFSET + evaluateNoise(noiseGen1,
|
||||
result.trunk_x, result.trunk_z, NOISE_GRASS_MULT, 0.01, 0.35, 2.1, 5);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void generateChunk(Chunk::Chunk *chunk)
|
||||
{
|
||||
generateNoise(chunk);
|
||||
}
|
||||
|
||||
/* EXPERIMENTAL STUFF */
|
||||
void generateNoise3D(Chunk::Chunk *chunk) {
|
||||
Block block_prev{Block::AIR};
|
||||
Block block_prev{Block::AIR}, block;
|
||||
int block_prev_start{0};
|
||||
|
||||
// A space filling curve is continuous, so there is no particular order
|
||||
|
@ -124,11 +265,3 @@ void generateNoise3D(Chunk::Chunk *chunk) {
|
|||
|
||||
chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
|
||||
}
|
||||
|
||||
void generatePyramid(Chunk::Chunk *chunk)
|
||||
{
|
||||
for (int i = 0; i < CHUNK_SIZE; i++)
|
||||
for (int j = 0; j < CHUNK_SIZE; j++)
|
||||
for (int k = 0; k < CHUNK_SIZE; 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);
|
||||
}
|
||||
|
|
|
@ -6,144 +6,297 @@
|
|||
#include <thread>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <oneapi/tbb/concurrent_hash_map.h>
|
||||
#include <oneapi/tbb/parallel_for.h>
|
||||
|
||||
#include "block.hpp"
|
||||
#include "chunk.hpp"
|
||||
#include "chunkgenerator.hpp"
|
||||
#include "chunkmesher.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "renderer.hpp"
|
||||
#include "utils.hpp"
|
||||
|
||||
namespace chunkmanager
|
||||
{
|
||||
typedef oneapi::tbb::concurrent_hash_map<uint32_t, Chunk::Chunk*> ChunkTable;
|
||||
void blockpick(WorldUpdateMsg& msg); // There's no need of passing by value again (check
|
||||
// controls.cpp)
|
||||
void generate();
|
||||
void mesh();
|
||||
void send_to_chunk_meshing_thread(Chunk::Chunk* c, int priority);
|
||||
|
||||
/* Chunk holding data structures */
|
||||
// Concurrent hash table of chunks
|
||||
ChunkTable chunks;
|
||||
// Chunk indices. Centered at (0,0,0), going in concentric sphere outwards
|
||||
std::array<std::array<chunk_intcoord_t, 3>, chunks_volume> chunks_indices;
|
||||
|
||||
//std::unordered_map<std::uint32_t, Chunk::Chunk *> chunks;
|
||||
std::array<std::array<int, 3>, chunks_volume> chunks_indices;
|
||||
/* World Update messaging data structure */
|
||||
WorldUpdateMsgQueue WorldUpdateQueue;
|
||||
|
||||
/* Multithreading */
|
||||
std::atomic_bool should_run;
|
||||
std::thread gen_thread, mesh_thread, update_thread;
|
||||
|
||||
int chunks_volume_real;
|
||||
std::thread init(){
|
||||
// Queue of chunks to be generated
|
||||
ChunkPriorityQueue chunks_to_generate_queue;
|
||||
// Queue of chunks to be meshed
|
||||
ChunkPriorityQueue chunks_to_mesh_queue;
|
||||
|
||||
WorldUpdateMsgQueue& getWorldUpdateQueue(){ return WorldUpdateQueue; }
|
||||
|
||||
// Init chunkmanager. Chunk indices and start threads
|
||||
void init(){
|
||||
int index{0};
|
||||
int rr{RENDER_DISTANCE * RENDER_DISTANCE};
|
||||
|
||||
int xp{0}, x{0};
|
||||
bool b = true;
|
||||
for(chunk_intcoord_t i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++)
|
||||
for(chunk_intcoord_t j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++)
|
||||
for(chunk_intcoord_t k = -RENDER_DISTANCE; k < RENDER_DISTANCE; k++){
|
||||
|
||||
// Iterate over all chunks, in concentric spheres starting fron the player and going outwards. Alternate left and right
|
||||
// Eq. of the sphere (x - a)² + (y - b)² + (z - c)² = r²
|
||||
while (xp <= RENDER_DISTANCE)
|
||||
{
|
||||
// Alternate between left and right
|
||||
if (b) x = +xp;
|
||||
else x = -xp;
|
||||
|
||||
// Step 1. At current x, get the corresponding y values (2nd degree equation, up to 2
|
||||
// possible results)
|
||||
int y1 = static_cast<int>(sqrt((rr) - x*x));
|
||||
|
||||
for (int y = -y1 + 1 ; y <= y1; y++)
|
||||
{
|
||||
// Step 2. At both y's, get the corresponding z values
|
||||
int z1 = static_cast<int>(sqrt( rr - x*x - y*y));
|
||||
|
||||
for (int z = -z1 + 1; z <= z1; z++){
|
||||
chunks_indices[index][0] = x;
|
||||
chunks_indices[index][1] = y;
|
||||
chunks_indices[index][2] = z;
|
||||
chunks_indices[index][0]=i;
|
||||
chunks_indices[index][1]=j;
|
||||
chunks_indices[index][2]=k;
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!b)
|
||||
{
|
||||
xp++;
|
||||
b = true;
|
||||
}
|
||||
else b = false;
|
||||
}
|
||||
chunks_volume_real = index;
|
||||
|
||||
// Also init mesh data queue
|
||||
for(int i = 0; i < 10; i++)
|
||||
chunkmesher::getMeshDataQueue().push(new chunkmesher::MeshData());
|
||||
|
||||
should_run = true;
|
||||
std::thread update_thread (update);
|
||||
return update_thread;
|
||||
update_thread = std::thread(update);
|
||||
gen_thread = std::thread(generate);
|
||||
mesh_thread = std::thread(mesh);
|
||||
}
|
||||
|
||||
oneapi::tbb::concurrent_queue<Chunk::Chunk*> chunks_todelete;
|
||||
int nUnloaded{0};
|
||||
// Method for world generation thread(s)
|
||||
void generate(){
|
||||
while(should_run){
|
||||
ChunkPQEntry entry;
|
||||
if(chunks_to_generate_queue.try_pop(entry)){
|
||||
Chunk::Chunk* chunk = entry.first;
|
||||
generateChunk(chunk);
|
||||
chunk->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, false);
|
||||
}
|
||||
}
|
||||
chunks_to_generate_queue.clear();
|
||||
}
|
||||
|
||||
// Method for chunk meshing thread(s)
|
||||
void mesh(){
|
||||
while(should_run){
|
||||
ChunkPQEntry entry;
|
||||
if(chunks_to_mesh_queue.try_pop(entry)){
|
||||
Chunk::Chunk* chunk = entry.first;
|
||||
chunkmesher::mesh(chunk);
|
||||
chunk->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, false);
|
||||
}
|
||||
}
|
||||
chunks_to_mesh_queue.clear();
|
||||
}
|
||||
|
||||
void send_to_chunk_meshing_thread(Chunk::Chunk* c, int priority){
|
||||
c->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, true);
|
||||
chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_NORMAL));
|
||||
}
|
||||
|
||||
oneapi::tbb::concurrent_queue<chunk_index_t> chunks_todelete;
|
||||
void update(){
|
||||
while(should_run) {
|
||||
int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
|
||||
int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
|
||||
int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
|
||||
/* Setup variables for the whole loop */
|
||||
// Atomic is needed by parallel_for
|
||||
std::atomic_int nUnloaded{0}, nMarkUnload{0}, nExplored{0}, nMeshed{0}, nGenerated{0};
|
||||
std::atomic_int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
|
||||
std::atomic_int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
|
||||
std::atomic_int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
|
||||
|
||||
// Update other chunks
|
||||
for(int i = 0; i < chunks_volume_real; i++) {
|
||||
const uint16_t x = chunks_indices[i][0] + chunkX;
|
||||
const uint16_t y = chunks_indices[i][1] + chunkY;
|
||||
const uint16_t z = chunks_indices[i][2] + chunkZ;
|
||||
const uint32_t index = calculateIndex(x, y, z);
|
||||
/* Process update messages before anything happens */
|
||||
WorldUpdateMsg msg;
|
||||
while(WorldUpdateQueue.try_pop(msg)){
|
||||
switch(msg.msg_type){
|
||||
case WorldUpdateMsgType::BLOCKPICK_BREAK:
|
||||
case WorldUpdateMsgType::BLOCKPICK_PLACE:
|
||||
blockpick(msg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(x > 1023 || y > 1023 || z > 1023) continue;
|
||||
|
||||
/* Delete old chunks */
|
||||
// In my head it makes sense to first delete old chunks, then create new ones
|
||||
// I think it's easier for memory allocator to re-use the memory that was freed just
|
||||
// before, but this isn't backed be any evidence and I might be wrong. Anyway this way
|
||||
// works fine so I'm gonna keep it.
|
||||
chunk_index_t i;
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new Chunk::Chunk(glm::vec3(x,y,z))));
|
||||
|
||||
if(! (a->second->getState(Chunk::CHUNK_STATE_GENERATED))) generateChunk(a->second);
|
||||
if(! (a->second->getState(Chunk::CHUNK_STATE_MESHED))) chunkmesher::mesh(a->second);
|
||||
|
||||
renderer::getChunksToRender().insert(a->second);
|
||||
|
||||
a.release();
|
||||
}
|
||||
|
||||
Chunk::Chunk* n;
|
||||
nUnloaded = 0;
|
||||
while(chunks_todelete.try_pop(n)){
|
||||
int x = static_cast<uint16_t>(n->getPosition().x);
|
||||
int y = static_cast<uint16_t>(n->getPosition().y);
|
||||
int z = static_cast<uint16_t>(n->getPosition().z);
|
||||
if(x > 1023 || y > 1023 || z > 1023) continue;
|
||||
const uint32_t index = calculateIndex(x, y, z);
|
||||
|
||||
chunks.erase(index);
|
||||
//delete n;
|
||||
while(chunks_todelete.try_pop(i)){
|
||||
const chunk_index_t index = i;
|
||||
if(chunks.find(a, index)){
|
||||
Chunk::Chunk* c = a->second;
|
||||
// Use the accessor to erase the element
|
||||
// Using the key doesn't work
|
||||
if(chunks.erase(a)){
|
||||
nUnloaded++;
|
||||
renderer::getDeleteIndexQueue().push(index);
|
||||
delete c;
|
||||
} else {
|
||||
c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, false);
|
||||
std::cout << "failed to delete " << index << std::endl;
|
||||
}
|
||||
} else std::cout << "no such element found to delete\n";
|
||||
}
|
||||
|
||||
/* Create new chunks around the player */
|
||||
for(int i = 0; i < chunks_volume; i++) {
|
||||
const chunk_intcoord_t x = chunks_indices[i][0] + chunkX;
|
||||
const chunk_intcoord_t y = chunks_indices[i][1] + chunkY;
|
||||
const chunk_intcoord_t z = chunks_indices[i][2] + chunkZ;
|
||||
|
||||
if(x < 0 || y < 0 || z < 0 || x > 1023 || y > 1023 || z > 1023) continue;
|
||||
nExplored++;
|
||||
|
||||
const chunk_index_t index = Chunk::calculateIndex(x, y, z);
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new
|
||||
Chunk::Chunk(glm::vec3(x,y,z))));
|
||||
}
|
||||
|
||||
/* Update all the chunks */
|
||||
oneapi::tbb::parallel_for(chunks.range(), [&](ChunkTable::range_type &r){
|
||||
for(ChunkTable::iterator a = r.begin(); a != r.end(); a++){
|
||||
Chunk::Chunk* c = a->second;
|
||||
|
||||
int x = c->getPosition().x;
|
||||
int y = c->getPosition().y;
|
||||
int z = c->getPosition().z;
|
||||
int distx = x - chunkX;
|
||||
int disty = y - chunkY;
|
||||
int distz = z - chunkZ;
|
||||
|
||||
// Local variables avoid continously having to call atomic variables
|
||||
int gen{0}, mesh{0}, unload{0};
|
||||
|
||||
if(
|
||||
distx >= -RENDER_DISTANCE && distx < RENDER_DISTANCE &&
|
||||
disty >= -RENDER_DISTANCE && disty < RENDER_DISTANCE &&
|
||||
distz >= -RENDER_DISTANCE && distz < RENDER_DISTANCE
|
||||
){
|
||||
|
||||
// If within distance
|
||||
// Reset out-of-view flags
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
|
||||
// If not yet generated
|
||||
if(!c->getState(Chunk::CHUNK_STATE_GENERATED)){
|
||||
if(c->isFree()){
|
||||
// Generate
|
||||
|
||||
// Mark as present in the queue before sending to avoid strange
|
||||
// a chunk being marked as in the queue after it was already
|
||||
// processed
|
||||
c->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, true);
|
||||
chunks_to_generate_queue.push(std::make_pair(c, GENERATION_PRIORITY_NORMAL));
|
||||
}
|
||||
}else{
|
||||
gen++;
|
||||
// If generated but not yet meshed
|
||||
if(!c->getState(Chunk::CHUNK_STATE_MESHED)){
|
||||
ChunkTable::accessor a1;
|
||||
|
||||
// Checking if nearby chunks have been generated allows for seamless
|
||||
// borders between chunks
|
||||
if(c->isFree() &&
|
||||
(distx+1 >= RENDER_DISTANCE || x + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x+1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distx-1 < -RENDER_DISTANCE || x - 1 < 0 || (chunks.find(a1, Chunk::calculateIndex(x-1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(disty+1 >= RENDER_DISTANCE || y + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y+1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(disty-1 < -RENDER_DISTANCE || y - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y-1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distz+1 >= RENDER_DISTANCE || z + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y, z+1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distz-1 < -RENDER_DISTANCE || z - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y, z-1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED)))
|
||||
)
|
||||
{
|
||||
// Mesh
|
||||
|
||||
// Mark as present in the queue before sending to avoid strange
|
||||
// a chunk being marked as in the queue after it was already
|
||||
// processed
|
||||
send_to_chunk_meshing_thread(c, MESHING_PRIORITY_NORMAL);
|
||||
}
|
||||
}else mesh++;
|
||||
}
|
||||
|
||||
}else{
|
||||
// If not within distance
|
||||
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
|
||||
// If enough time has passed, set to be deleted
|
||||
if(c->isFree() && glfwGetTime() - c->unload_timer >= UNLOAD_TIMEOUT){
|
||||
c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, true);
|
||||
chunks_todelete.push(c->getIndex());
|
||||
unload++;
|
||||
}
|
||||
}else{
|
||||
// Mark as out of view, and start waiting time
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
c->unload_timer = glfwGetTime();
|
||||
}
|
||||
}
|
||||
|
||||
// uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1024). There's actually two spare bits
|
||||
uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k){
|
||||
return i | (j << 10) | (k << 20);
|
||||
// Update atomic variables only once at the end
|
||||
nGenerated += gen;
|
||||
nMeshed += mesh;
|
||||
nMarkUnload += unload;
|
||||
}
|
||||
});
|
||||
|
||||
debug::window::set_parameter("update_chunks_total", (int)chunks.size());
|
||||
debug::window::set_parameter("update_chunks_generated", (int) nGenerated);
|
||||
debug::window::set_parameter("update_chunks_meshed", (int) nMeshed);
|
||||
debug::window::set_parameter("update_chunks_freed", (int) nUnloaded);
|
||||
debug::window::set_parameter("update_chunks_explored", (int) nExplored);
|
||||
}
|
||||
}
|
||||
|
||||
oneapi::tbb::concurrent_queue<Chunk::Chunk*>& getDeleteVector(){ return chunks_todelete; }
|
||||
std::array<std::array<int, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
|
||||
std::array<std::array<chunk_intcoord_t, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
|
||||
|
||||
void stop() {
|
||||
should_run=false;
|
||||
|
||||
std::cout << "Waiting for secondary threads to shut down" << std::endl;
|
||||
update_thread.join();
|
||||
std::cout << "Update thread has terminated" << std::endl;
|
||||
gen_thread.join();
|
||||
std::cout << "Generation thread has terminated" << std::endl;
|
||||
mesh_thread.join();
|
||||
std::cout << "Meshing thread has terminated" << std::endl;
|
||||
}
|
||||
|
||||
void stop() { should_run=false; }
|
||||
void destroy(){
|
||||
/*for(const auto& n : chunks){
|
||||
for(const auto& n : chunks){
|
||||
delete n.second;
|
||||
}*/
|
||||
}
|
||||
chunks.clear();
|
||||
}
|
||||
|
||||
void blockpick(bool place){
|
||||
|
||||
glm::vec3 ray_intersect(glm::vec3 startposition, glm::vec3 startdir){
|
||||
int old_bx{0}, old_by{0}, old_bz{0};
|
||||
int old_px{0}, old_py{0}, old_pz{0};
|
||||
Chunk::Chunk* old_chunk{nullptr};
|
||||
glm::vec3 old_pos;
|
||||
|
||||
// cast a ray from the camera in the direction pointed by the camera itself
|
||||
glm::vec3 pos = glm::vec3(theCamera.getAtomicPosX(), theCamera.getAtomicPosY(),
|
||||
theCamera.getAtomicPosZ());
|
||||
glm::vec3 origin = startposition;
|
||||
glm::vec3 pos = origin;
|
||||
glm::vec3 front = startdir;
|
||||
for(float t = 0.0; t <= 10.0; t += 0.5){
|
||||
// traverse the ray a block at the time
|
||||
pos = theCamera.getPos() + t * theCamera.getFront();
|
||||
pos = origin + t*front;
|
||||
|
||||
// get which chunk and block the ray is at
|
||||
int px = ((int)(pos.x))/CHUNK_SIZE;
|
||||
|
@ -153,55 +306,196 @@ namespace chunkmanager
|
|||
int by = pos.y - py*CHUNK_SIZE;
|
||||
int bz = pos.z - pz*CHUNK_SIZE;
|
||||
|
||||
// exit early if the position is invalid or the chunk does not exist
|
||||
if(px < 0 || py < 0 || pz < 0 || px >= 1024 || py >= 1024 || pz >= 1024) return;
|
||||
if(bx == old_bx && by == old_by && bz == old_bz) continue;
|
||||
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, calculateIndex(px, py, pz))) return;
|
||||
// exit early if the position is invalid or the chunk does not exist
|
||||
if(px < 0 || py < 0 || pz < 0 || px >= 1024 || py >= 1024 || pz >= 1024) continue;
|
||||
|
||||
ChunkTable::const_accessor a;
|
||||
if(!chunks.find(a, Chunk::calculateIndex(px, py, pz))) continue;
|
||||
Chunk::Chunk* c = a->second;
|
||||
if(!c->getState(Chunk::CHUNK_STATE_GENERATED) || c->getState(Chunk::CHUNK_STATE_EMPTY)) continue;
|
||||
if(!c->isFree() || !c->getState(Chunk::CHUNK_STATE_GENERATED)){
|
||||
a.release();
|
||||
continue;
|
||||
}
|
||||
|
||||
Block b = c->getBlock(bx, by, bz);
|
||||
|
||||
a.release();
|
||||
|
||||
// if the block is non empty
|
||||
if(b != Block::AIR){
|
||||
if(b != Block::AIR) return pos;
|
||||
|
||||
// if placing a new block
|
||||
if(place){
|
||||
// Go half a block backwards on the ray, to check the block where the ray was
|
||||
// coming from
|
||||
// Doing this and not using normal adds the unexpected (and unwanted) ability to
|
||||
// place blocks diagonally, without faces colliding with the block that has
|
||||
// been clicked
|
||||
pos -= theCamera.getFront()*0.5f;
|
||||
old_chunk = c;
|
||||
old_bx = bx;
|
||||
old_by = by;
|
||||
old_bz = bz;
|
||||
old_px = px;
|
||||
old_py = py;
|
||||
old_pz = pz;
|
||||
old_pos = pos;
|
||||
|
||||
int px1 = ((int)(pos.x))/CHUNK_SIZE;
|
||||
int py1 = ((int)(pos.y))/CHUNK_SIZE;
|
||||
int pz1 = ((int)(pos.z))/CHUNK_SIZE;
|
||||
int bx1 = pos.x - px1*CHUNK_SIZE;
|
||||
int by1 = pos.y - py1*CHUNK_SIZE;
|
||||
int bz1 = pos.z - pz1*CHUNK_SIZE;
|
||||
|
||||
// exit early if the position is invalid or the chunk does not exist
|
||||
if(px1 < 0 || py1 < 0 || pz1 < 0 || px1 >= 1024 || py1 >= 1024 || pz1 >= 1024) return;
|
||||
ChunkTable::accessor a1;
|
||||
if(!chunks.find(a1, calculateIndex(px1, py1, pz1))) return;
|
||||
Chunk::Chunk* c1 = a1->second;
|
||||
// place the new block (only stone for now)
|
||||
c1->setBlock( Block::STONE, bx1, by1, bz1);
|
||||
|
||||
// mark the mesh of the chunk the be updated
|
||||
c1->setState(Chunk::CHUNK_STATE_MESHED, false);
|
||||
}else{
|
||||
// replace the current block with air to remove it
|
||||
c->setBlock( Block::AIR, bx, by, bz);
|
||||
|
||||
c->setState(Chunk::CHUNK_STATE_MESHED, false);
|
||||
}
|
||||
return glm::vec3(-1);
|
||||
}
|
||||
|
||||
void blockpick(WorldUpdateMsg& msg){
|
||||
//std::cout << glm::to_string(ray_intersect(msg.cameraPos, msg.cameraFront)) << std::endl;
|
||||
glm::vec3 ray_pos = ray_intersect(msg.cameraPos, msg.cameraFront);
|
||||
if(ray_pos == glm::vec3(-1)) return;
|
||||
|
||||
// Chunk in which the blockpick is happening
|
||||
int chunkx = (int)(ray_pos.x) / CHUNK_SIZE;
|
||||
int chunky = (int)(ray_pos.y) / CHUNK_SIZE;
|
||||
int chunkz = (int)(ray_pos.z) / CHUNK_SIZE;
|
||||
// Block (chunk coord) in which the blockpick is happening
|
||||
int blockx = ray_pos.x - chunkx*CHUNK_SIZE;
|
||||
int blocky = ray_pos.y - chunky*CHUNK_SIZE;
|
||||
int blockz = ray_pos.z - chunkz*CHUNK_SIZE;
|
||||
|
||||
// The chunk must exist, otherwise ray_intersect would have returned an error
|
||||
// Also, the block must be different from AIR
|
||||
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, Chunk::calculateIndex(chunkx, chunky, chunkz))) return;
|
||||
Chunk::Chunk* c = a->second;
|
||||
if(!(c->isFree() && c->getState(Chunk::CHUNK_STATE_GENERATED))) return;
|
||||
|
||||
if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_BREAK){
|
||||
c->setBlock(Block::AIR, blockx, blocky, blockz);
|
||||
send_to_chunk_meshing_thread(c, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
}else{
|
||||
// Traverse voxel using Amanatides&Woo traversal algorithm
|
||||
// http://www.cse.yorku.ca/~amana/research/grid.pdf
|
||||
|
||||
glm::vec3 pos = msg.cameraPos;
|
||||
glm::vec3 front = glm::normalize(pos - ray_pos);
|
||||
|
||||
// Original chunk in which the blockpick started
|
||||
const int ochunkX=chunkx, ochunkY = chunky, ochunkZ = chunkz;
|
||||
|
||||
// The ray has equation pos + t*front
|
||||
|
||||
// Initialize phase
|
||||
// Origin integer voxel coordinates
|
||||
// Avoid floating point accuracy errors: work as close to 0 as possible, translate
|
||||
// everything later
|
||||
int basex = std::floor(ray_pos.x);
|
||||
int basey = std::floor(ray_pos.y);
|
||||
int basez = std::floor(ray_pos.z);
|
||||
double x = ray_pos.x - basex;
|
||||
double y = ray_pos.y - basey;
|
||||
double z = ray_pos.z - basez;
|
||||
|
||||
auto sign = [=](double f){ return f > 0 ? 1 : f < 0 ? -1 : 0; };
|
||||
auto tmax = [=](double p, double dir){
|
||||
int s = sign(dir);
|
||||
|
||||
if(s > 0)
|
||||
return (1 - p) / dir;
|
||||
else if(s < 0)
|
||||
return -(p) / dir;
|
||||
return 0.0;
|
||||
};
|
||||
|
||||
|
||||
// Step
|
||||
int stepX = sign(front.x);
|
||||
int stepY = sign(front.y);
|
||||
int stepZ = sign(front.z);
|
||||
|
||||
// tMax: the value of t at which the ray crosses the first voxel boundary
|
||||
double tMaxX = tmax(x, front.x);
|
||||
double tMaxY = tmax(y, front.y);
|
||||
double tMaxZ = tmax(z, front.z);
|
||||
|
||||
// tDelta: how far along the ray along they ray (in units of t) for the _ component of such
|
||||
// a movement to equal the width of a voxel
|
||||
double tDeltaX = stepX / front.x;
|
||||
double tDeltaY = stepY / front.y;
|
||||
double tDeltaZ = stepZ / front.z;
|
||||
|
||||
for(int i = 0; i < 10; i++){
|
||||
if(tMaxX < tMaxY){
|
||||
if(tMaxX < tMaxZ) {
|
||||
x += stepX;
|
||||
tMaxX += tDeltaX;
|
||||
}else{
|
||||
z += stepZ;
|
||||
tMaxZ += tDeltaZ;
|
||||
}
|
||||
}else{
|
||||
if(tMaxY < tMaxZ){
|
||||
y += stepY;
|
||||
tMaxY += tDeltaY;
|
||||
}else{
|
||||
z += stepZ;
|
||||
tMaxZ += tDeltaZ;
|
||||
}
|
||||
}
|
||||
|
||||
int realx = basex + x;
|
||||
int realy = basey + y;
|
||||
int realz = basez + z;
|
||||
|
||||
chunkx = realx / CHUNK_SIZE;
|
||||
chunky = realy / CHUNK_SIZE;
|
||||
chunkz = realz / CHUNK_SIZE;
|
||||
|
||||
if(chunkx < 0 || chunky < 0 || chunkz < 0 || chunkx > 1023 || chunky > 1023 ||
|
||||
chunkz > 1023) continue;
|
||||
|
||||
blockx = realx - chunkx*CHUNK_SIZE;
|
||||
blocky = realy - chunky*CHUNK_SIZE;
|
||||
blockz = realz - chunkz*CHUNK_SIZE;
|
||||
|
||||
|
||||
Chunk::Chunk* chunk;
|
||||
ChunkTable::accessor b;
|
||||
|
||||
if(chunkx != ochunkX || chunky != ochunkY || chunkz != ochunkZ){
|
||||
if(!chunks.find(b, Chunk::calculateIndex(chunkx, chunky, chunkz)))
|
||||
continue;
|
||||
chunk = b->second;
|
||||
if(!(chunk->isFree() && chunk->getState(Chunk::CHUNK_STATE_GENERATED)))
|
||||
continue;
|
||||
|
||||
}else{
|
||||
chunk = c;
|
||||
}
|
||||
|
||||
if(chunk->getBlock(blockx, blocky, blockz) != Block::AIR) continue;
|
||||
chunk->setBlock(msg.block, blockx, blocky, blockz);
|
||||
send_to_chunk_meshing_thread(chunk, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Release the chunk in which the blockpick started to avoid locks
|
||||
a.release();
|
||||
// When necessary, also mesh nearby chunks
|
||||
ChunkTable::accessor a1, a2, b1, b2, c1, c2;
|
||||
if(blockx == 0 && chunkx - 1 >= 0 && chunks.find(a1, Chunk::calculateIndex(chunkx - 1, chunky, chunkz)))
|
||||
send_to_chunk_meshing_thread(a1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blocky == 0 && chunky - 1 >= 0 && chunks.find(b1, Chunk::calculateIndex(chunkx, chunky - 1, chunkz)))
|
||||
send_to_chunk_meshing_thread(b1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockz == 0 && chunkz - 1 >= 0 && chunks.find(c1, Chunk::calculateIndex(chunkx, chunky, chunkz - 1)))
|
||||
send_to_chunk_meshing_thread(c1->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockx == CHUNK_SIZE - 1 && chunkx +1 < 1024 && chunks.find(a2, Chunk::calculateIndex(chunkx +1, chunky, chunkz)))
|
||||
send_to_chunk_meshing_thread(a2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blocky == CHUNK_SIZE - 1 && chunky +1 < 1024 && chunks.find(b2, Chunk::calculateIndex(chunkx, chunky +1, chunkz)))
|
||||
send_to_chunk_meshing_thread(b2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
if(blockz == CHUNK_SIZE - 1 && chunkz +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(chunkx, chunky, chunkz +1)))
|
||||
send_to_chunk_meshing_thread(c2->second, MESHING_PRIORITY_PLAYER_EDIT);
|
||||
|
||||
// Update debugging information
|
||||
|
||||
debug::window::set_parameter("block_last_action", msg.msg_type ==
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE);
|
||||
debug::window::set_parameter("block_last_action_block_type", (int)(msg.msg_type ==
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE ? msg.block : Block::AIR));
|
||||
debug::window::set_parameter("block_last_action_x", chunkx*CHUNK_SIZE+blockx);
|
||||
debug::window::set_parameter("block_last_action_y", chunky*CHUNK_SIZE+blocky);
|
||||
debug::window::set_parameter("block_last_action_z", chunkz*CHUNK_SIZE+blockz);
|
||||
}
|
||||
|
||||
Block getBlockAtPos(int x, int y, int z){
|
||||
|
@ -215,7 +509,7 @@ namespace chunkmanager
|
|||
|
||||
//std::cout << "Block at " << x << ", " << y << ", " << z << " is in chunk " << cx << "," << cy << "," << cz << "\n";
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, calculateIndex(cx, cy, cz))) return Block::NULLBLK;
|
||||
if(!chunks.find(a, Chunk::calculateIndex(cx, cy, cz))) return Block::NULLBLK;
|
||||
else {
|
||||
int bx = x % CHUNK_SIZE;
|
||||
int by = y % CHUNK_SIZE;
|
||||
|
@ -227,3 +521,4 @@ namespace chunkmanager
|
|||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -11,15 +11,24 @@
|
|||
#include "spacefilling.hpp"
|
||||
#include "utils.hpp"
|
||||
|
||||
#define CHUNK_MESH_DATA_QUANTITY 100
|
||||
#define CHUNK_MESH_WORLD_LIMIT_BORDERS 0
|
||||
|
||||
namespace chunkmesher{
|
||||
|
||||
oneapi::tbb::concurrent_queue<MeshData*> MeshDataQueue;
|
||||
ChunkMeshDataQueue MeshDataQueue;
|
||||
|
||||
oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
|
||||
void init()
|
||||
{
|
||||
for(int i = 0; i < CHUNK_MESH_DATA_QUANTITY; i++)
|
||||
MeshDataQueue.push(new ChunkMeshData{});
|
||||
}
|
||||
|
||||
void mesh(Chunk::Chunk* chunk)
|
||||
{
|
||||
MeshData* mesh_data;
|
||||
ChunkMeshData* mesh_data;
|
||||
if(!MeshDataQueue.try_pop(mesh_data)) return;
|
||||
|
||||
/*
|
||||
|
@ -38,27 +47,14 @@ void mesh(Chunk::Chunk* chunk)
|
|||
*/
|
||||
|
||||
// Cleanup previous data
|
||||
mesh_data->numVertices = 0;
|
||||
mesh_data->chunk = chunk;
|
||||
mesh_data->vertices.clear();
|
||||
mesh_data->extents.clear();
|
||||
mesh_data->texinfo.clear();
|
||||
|
||||
// Abort if chunk is empty
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)){
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
renderer::getMeshDataQueue().push(mesh_data);
|
||||
return;
|
||||
}
|
||||
mesh_data->clear();
|
||||
mesh_data->message_type = ChunkMeshDataType::MESH_UPDATE;
|
||||
mesh_data->index = chunk->getIndex();
|
||||
mesh_data->position = chunk->getPosition();
|
||||
|
||||
// convert tree to array since it is easier to work with it
|
||||
int length{0};
|
||||
std::unique_ptr<Block[]> blocks = chunk->getBlocksArray(&length);
|
||||
if(length == 0) {
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
renderer::getMeshDataQueue().push(mesh_data);
|
||||
return;
|
||||
}
|
||||
std::unique_ptr<Block[]> blocks;
|
||||
|
||||
int k, l, u, v, w, h, n, j, i;
|
||||
int x[]{0, 0, 0};
|
||||
|
@ -66,6 +62,12 @@ void mesh(Chunk::Chunk* chunk)
|
|||
int du[]{0, 0, 0};
|
||||
int dv[]{0, 0, 0};
|
||||
|
||||
// Abort if chunk is empty
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) goto end;
|
||||
|
||||
blocks = chunk->getBlocksArray(&length);
|
||||
if(length == 0) goto end;
|
||||
|
||||
std::array<Block, CHUNK_SIZE * CHUNK_SIZE> mask;
|
||||
for (bool backFace = true, b = false; b != backFace; backFace = backFace && b, b = !b)
|
||||
{
|
||||
|
@ -128,9 +130,15 @@ void mesh(Chunk::Chunk* chunk)
|
|||
// The else case provides face culling for adjacent solid faces
|
||||
// Checking for NULLBLK avoids creating empty faces if nearby chunk was not
|
||||
// yet generated
|
||||
#if CHUNK_MESH_WORLD_LIMIT_BORDERS == 1
|
||||
mask[n++] = b1 == b2 ? Block::NULLBLK
|
||||
: backFace ? b1 == Block::NULLBLK || b1 == Block::AIR ? b2 : Block::NULLBLK
|
||||
: b2 == Block::NULLBLK || b2 == Block::AIR ? b1 : Block::NULLBLK;
|
||||
#else
|
||||
mask[n++] = b1 == b2 ? Block::NULLBLK
|
||||
: backFace ? b1 == Block::AIR ? b2 : Block::NULLBLK
|
||||
: b2 == Block::AIR ? b1 : Block::NULLBLK;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -191,7 +199,7 @@ void mesh(Chunk::Chunk* chunk)
|
|||
|
||||
mesh_data->texinfo.push_back(backFace ? 0.0 : 1.0);
|
||||
mesh_data->texinfo.push_back((int)(mask[n]) - 2);
|
||||
mesh_data->numVertices++;
|
||||
mesh_data->num_vertices++;
|
||||
}
|
||||
|
||||
for (l = 0; l < h; ++l)
|
||||
|
@ -220,50 +228,8 @@ void mesh(Chunk::Chunk* chunk)
|
|||
}
|
||||
}
|
||||
|
||||
end:
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
renderer::getMeshDataQueue().push(mesh_data);
|
||||
return;
|
||||
}
|
||||
|
||||
void sendtogpu(MeshData* mesh_data)
|
||||
{
|
||||
if (mesh_data->numVertices > 0)
|
||||
{
|
||||
if(mesh_data->chunk->VAO == 0) mesh_data->chunk->createBuffers();
|
||||
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(mesh_data->chunk->VAO);
|
||||
|
||||
// position attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->vertices.size() * sizeof(GLubyte), &(mesh_data->vertices[0]), GL_STATIC_DRAW);
|
||||
glVertexAttribIPointer(0, 3, GL_UNSIGNED_BYTE, 3 * sizeof(GLubyte), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// normal attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->extentsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->extents.size() * sizeof(GLubyte), &(mesh_data->extents[0]), GL_STATIC_DRAW);
|
||||
glVertexAttribIPointer(1, 3, GL_UNSIGNED_BYTE, 3 * sizeof(GLubyte), (void *)0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// texcoords attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->texinfoBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->texinfo.size() * sizeof(GLubyte), &(mesh_data->texinfo[0]), GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribIPointer(2, 2, GL_UNSIGNED_BYTE, 2 * sizeof(GLubyte), (void *)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// save the number of indices of the mesh, it is needed later for drawing
|
||||
mesh_data->chunk->numVertices = (GLuint)(mesh_data->numVertices);
|
||||
|
||||
// once data has been sent to the GPU, it can be cleared from system RAM
|
||||
mesh_data->vertices.clear();
|
||||
mesh_data->extents.clear();
|
||||
mesh_data->texinfo.clear();
|
||||
}
|
||||
|
||||
// mark the chunk mesh has loaded on GPU
|
||||
mesh_data->chunk->setState(Chunk::CHUNK_STATE_MESH_LOADED, true);
|
||||
}
|
||||
};
|
||||
|
|
|
@ -0,0 +1,66 @@
|
|||
#include "controls.hpp"
|
||||
|
||||
#include "camera.hpp"
|
||||
#include "chunkmanager.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "renderer.hpp"
|
||||
|
||||
namespace controls{
|
||||
/* Block picking */
|
||||
int block_to_place{2};
|
||||
float lastBlockPick=0.0;
|
||||
bool blockpick = false;
|
||||
|
||||
/* Cursor */
|
||||
bool cursor = false;
|
||||
|
||||
void init(){
|
||||
debug::window::set_parameter("block_type_return", &block_to_place);
|
||||
}
|
||||
|
||||
void update(GLFWwindow* window){
|
||||
float current_time = glfwGetTime();
|
||||
|
||||
/* BlockPicking */
|
||||
// Reset blockpicking if enough time has passed
|
||||
if(current_time - lastBlockPick > BLOCKPICK_TIMEOUT) blockpick = false;
|
||||
// Reset blockpicking if both mouse buttons are released
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
|
||||
// Process block picking if a mouse button is pressed
|
||||
if((glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ||
|
||||
glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2 == GLFW_PRESS)) && !blockpick){
|
||||
|
||||
// Start timeout for next block pick action
|
||||
blockpick = true;
|
||||
lastBlockPick = current_time;
|
||||
|
||||
// Construct the message to send to chunkmanager
|
||||
|
||||
// WorldUpdateMsg is allocated on the stack
|
||||
// unlike ChunkMeshData, the fields of WorldUpdateMsg are few and light, so there's no
|
||||
// problem in passing them by value each time.
|
||||
// It also has the advantage of having less memory to manage, since I'm not allocating
|
||||
// anything on the heap
|
||||
|
||||
WorldUpdateMsg msg{};
|
||||
msg.cameraPos = theCamera.getPos();
|
||||
msg.cameraFront = theCamera.getFront();
|
||||
msg.time = current_time;
|
||||
msg.msg_type = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ?
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE : WorldUpdateMsgType::BLOCKPICK_BREAK;
|
||||
msg.block = (Block)(block_to_place);
|
||||
|
||||
// Send to chunk manager
|
||||
chunkmanager::getWorldUpdateQueue().push(msg);
|
||||
}
|
||||
|
||||
/* SCREENSHOTS */
|
||||
if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
|
||||
if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
|
||||
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
|
||||
cursor = !cursor;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
}
|
||||
};
|
|
@ -0,0 +1,136 @@
|
|||
#include "debugwindow.hpp"
|
||||
|
||||
#include <imgui/imgui.h>
|
||||
#include <imgui/imgui_impl_opengl3.h>
|
||||
#include <imgui/imgui_impl_glfw.h>
|
||||
#include <imgui_stdlib.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace debug{
|
||||
namespace window{
|
||||
|
||||
void show_debug_window();
|
||||
constexpr int frametimes_array_size = 20;
|
||||
float frametimes_array[frametimes_array_size]{};
|
||||
|
||||
std::unordered_map<std::string, std::any> parameters;
|
||||
|
||||
void init(GLFWwindow* window){
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
}
|
||||
|
||||
void prerender(){
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
//ImGui::ShowDemoWindow(); // Show demo window! :)
|
||||
show_debug_window();
|
||||
}
|
||||
|
||||
void render(){
|
||||
// (Your code clears your framebuffer, renders your other stuff etc.)
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
// (Your code calls glfwSwapBuffers() etc.)
|
||||
}
|
||||
|
||||
void destroy(){
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
void set_parameter(std::string key, std::any value){
|
||||
parameters[key] = value;
|
||||
}
|
||||
|
||||
void show_debug_window(){
|
||||
ImGui::Begin("Debug Window");
|
||||
|
||||
ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
|
||||
|
||||
try{
|
||||
if (ImGui::CollapsingHeader("Frametimes")){
|
||||
ImGui::Text("FPS: %d", std::any_cast<int>(parameters.at("fps")));
|
||||
ImGui::Text("Frametime (ms): %f",
|
||||
std::any_cast<float>(parameters.at("frametime"))*1000);
|
||||
ImGui::Text("GPU: (%s) %s",
|
||||
std::any_cast<const GLubyte*>(parameters.at("gpu_vendor")),
|
||||
std::any_cast<const GLubyte*>(parameters.at("gpu_renderer")));
|
||||
//ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr);
|
||||
}
|
||||
|
||||
if(ImGui::CollapsingHeader("Player")){
|
||||
ImGui::Text("X: %f, Y: %f, Z: %f",
|
||||
std::any_cast<float>(parameters.at("px")),std::any_cast<float>(parameters.at("py")),std::any_cast<float>(parameters.at("pz")) );
|
||||
ImGui::Text("X: %d, Y: %d, Z: %d (chunk)", std::any_cast<int>(parameters.at("cx")),std::any_cast<int>(parameters.at("cy")),std::any_cast<int>(parameters.at("cz")) );
|
||||
ImGui::Text("Pointing in direction: %f, %f, %f",
|
||||
std::any_cast<float>(parameters.at("lx")),std::any_cast<float>(parameters.at("ly")),std::any_cast<float>(parameters.at("lz")) );
|
||||
|
||||
ImGui::SliderInt("Crosshair type",
|
||||
std::any_cast<int*>(parameters.at("crosshair_type_return")), 0, 1);
|
||||
ImGui::SliderInt("Block to place",
|
||||
std::any_cast<int*>(parameters.at("block_type_return")), 2, 6);
|
||||
|
||||
if(parameters.find("block_last_action") != parameters.end()){
|
||||
ImGui::Text("Last Block action: %s",
|
||||
std::any_cast<bool>(parameters.at("block_last_action")) ? "place" : "destroy");
|
||||
ImGui::Text("Last Block action block type: %d",
|
||||
std::any_cast<int>(parameters.at("block_last_action_block_type")));
|
||||
ImGui::Text("Last Block action position: X: %d, Y: %d, Z: %d",
|
||||
std::any_cast<int>(parameters.at("block_last_action_x")),std::any_cast<int>(parameters.at("block_last_action_y")),std::any_cast<int>(parameters.at("block_last_action_z")) );
|
||||
}
|
||||
}
|
||||
|
||||
if(ImGui::CollapsingHeader("Mesh")){
|
||||
ImGui::Text("Total chunk meshed: %d",
|
||||
std::any_cast<int>(parameters.at("render_chunks_total")));
|
||||
ImGui::Text("Of which renderable (not empty): %d",
|
||||
std::any_cast<int>(parameters.at("render_chunks_renderable")));
|
||||
ImGui::Text("Chunks rendered: %d",
|
||||
std::any_cast<int>(parameters.at("render_chunks_rendered")));
|
||||
ImGui::Text("Frustum culled: %d",
|
||||
std::any_cast<int>(parameters.at("render_chunks_culled")));
|
||||
ImGui::Text("Total vertices in the scene: %d",
|
||||
std::any_cast<int>(parameters.at("render_chunks_vertices")));
|
||||
ImGui::Checkbox("Wireframe",
|
||||
std::any_cast<bool*>(parameters.at("wireframe_return")));
|
||||
}
|
||||
|
||||
if(ImGui::CollapsingHeader("Chunks")){
|
||||
ImGui::Text("Total chunks present: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_total")));
|
||||
ImGui::Text("Chunks generated: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_generated")));
|
||||
ImGui::Text("Chunks meshed: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_meshed")));
|
||||
ImGui::Text("Chunks actually freed from memory: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_freed")));
|
||||
ImGui::Text("Chunks explored: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_explored")));
|
||||
}
|
||||
}catch(const std::bad_any_cast& e){
|
||||
std::cout << e.what() << std::endl;
|
||||
}catch(const std::out_of_range& e){
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
}
|
84
src/main.cpp
84
src/main.cpp
|
@ -1,5 +1,4 @@
|
|||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "main.hpp"
|
||||
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
|
@ -7,22 +6,18 @@
|
|||
#define GLOBALS_DEFINER
|
||||
#include "globals.hpp"
|
||||
#undef GLOBALS_DEFINER
|
||||
|
||||
#include "chunkmanager.hpp"
|
||||
#include "main.hpp"
|
||||
#include "controls.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "renderer.hpp"
|
||||
#include "spacefilling.hpp"
|
||||
#include "shader.hpp"
|
||||
#include "spacefilling.hpp"
|
||||
|
||||
float deltaTime = 0.0f; // Time between current frame and last frame
|
||||
float lastFrame = 0.0f; // Time of last frame
|
||||
float lastFPSFrame = 0.0f;
|
||||
int frames = 0;
|
||||
|
||||
float lastBlockPick=0.0;
|
||||
bool blockpick = false;
|
||||
bool canChangeWireframe = true;
|
||||
|
||||
int main()
|
||||
{
|
||||
|
||||
|
@ -57,16 +52,23 @@ int main()
|
|||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
//glEnable(GL_FRAMEBUFFER_SRGB); //gamma correction done in fragment shader
|
||||
//glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
|
||||
|
||||
std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
|
||||
debug::window::set_parameter("gpu_vendor", glGetString(GL_VENDOR));
|
||||
debug::window::set_parameter("gpu_renderer", glGetString(GL_RENDERER));
|
||||
|
||||
for(int i = 0; i < 360; i++){
|
||||
sines[i] = sin(3.14 / 180 * i);
|
||||
cosines[i] = cos(3.14 / 180 * i);
|
||||
}
|
||||
|
||||
SpaceFilling::initLUT();
|
||||
wireframe = false;
|
||||
renderer::init();
|
||||
std::thread chunkmanager_thread = chunkmanager::init();
|
||||
controls::init();
|
||||
chunkmanager::init();
|
||||
chunkmesher::init();
|
||||
debug::window::init(window);
|
||||
renderer::init(window);
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
@ -75,10 +77,12 @@ int main()
|
|||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
debug::window::set_parameter("frametime", deltaTime);
|
||||
// FPS Counter
|
||||
frames++;
|
||||
if(currentFrame - lastFPSFrame >= 1.0f){
|
||||
std::cout << "FPS: " << frames << " Frametime: " << deltaTime << std::endl;
|
||||
//std::cout << "FPS: " << frames << " Frametime: " << deltaTime << std::endl;
|
||||
debug::window::set_parameter("fps", frames);
|
||||
frames = 0;
|
||||
lastFPSFrame = currentFrame;
|
||||
}
|
||||
|
@ -86,14 +90,26 @@ int main()
|
|||
glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Input handling
|
||||
// Only close event is handles by main
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
// the rest of input processing is handled by controls.cpp
|
||||
|
||||
// Input processing
|
||||
processInput(window);
|
||||
controls::update(window);
|
||||
|
||||
// Camera
|
||||
theCamera.update(window, deltaTime);
|
||||
|
||||
// Reset blockping timeout if 200ms have passed
|
||||
if(glfwGetTime() - lastBlockPick > 0.1) blockpick = false;
|
||||
debug::window::set_parameter("px", theCamera.getPos().x);
|
||||
debug::window::set_parameter("py", theCamera.getPos().y);
|
||||
debug::window::set_parameter("pz", theCamera.getPos().z);
|
||||
debug::window::set_parameter("cx", (int)(theCamera.getPos().x / CHUNK_SIZE));
|
||||
debug::window::set_parameter("cy", (int)(theCamera.getPos().y / CHUNK_SIZE));
|
||||
debug::window::set_parameter("cz", (int)(theCamera.getPos().z / CHUNK_SIZE));
|
||||
debug::window::set_parameter("lx", theCamera.getFront().x);
|
||||
debug::window::set_parameter("ly", theCamera.getFront().y);
|
||||
debug::window::set_parameter("lz", theCamera.getFront().z);
|
||||
|
||||
// Render pass
|
||||
renderer::render();
|
||||
|
@ -105,7 +121,6 @@ int main()
|
|||
|
||||
// Stop threads and wait for them to finish
|
||||
chunkmanager::stop();
|
||||
chunkmanager_thread.join();
|
||||
|
||||
// Cleanup allocated memory
|
||||
chunkmanager::destroy();
|
||||
|
@ -119,37 +134,10 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height)
|
|||
{
|
||||
glViewport(0, 0, width, height);
|
||||
theCamera.viewPortCallBack(window, width, height);
|
||||
renderer::framebuffer_size_callback(window, width, height);
|
||||
}
|
||||
|
||||
void mouse_callback(GLFWwindow *window, double xpos, double ypos)
|
||||
{
|
||||
theCamera.mouseCallback(window, xpos, ypos);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(false);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(true);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS && canChangeWireframe){
|
||||
wireframe = !wireframe;
|
||||
canChangeWireframe = false;
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE) canChangeWireframe = true;
|
||||
|
||||
// Reset blockpicking if enough time has passed
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
|
||||
|
||||
}
|
||||
|
|
299
src/renderer.cpp
299
src/renderer.cpp
|
@ -1,32 +1,95 @@
|
|||
#include "renderer.hpp"
|
||||
|
||||
#include <oneapi/tbb/concurrent_vector.h>
|
||||
#include <oneapi/tbb/concurrent_queue.h>
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <oneapi/tbb/concurrent_hash_map.h>
|
||||
|
||||
#include "chunkmanager.hpp"
|
||||
#include "chunkmesher.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "stb_image.h"
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#include "stb_image_write.h"
|
||||
|
||||
namespace renderer{
|
||||
RenderSet chunks_torender;
|
||||
oneapi::tbb::concurrent_vector<Chunk::Chunk*> render_todelete;
|
||||
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*> MeshDataQueue;
|
||||
typedef oneapi::tbb::concurrent_hash_map<chunk_index_t, RenderInfo*> RenderTable;
|
||||
|
||||
Shader* theShader;
|
||||
RenderTable ChunksToRender;
|
||||
ChunkMeshDataQueue MeshDataQueue;
|
||||
IndexQueue MeshDataToDelete;
|
||||
|
||||
Shader* theShader, *quadShader;
|
||||
GLuint chunkTexture;
|
||||
|
||||
Shader* getRenderShader() { return theShader; }
|
||||
RenderSet& getChunksToRender(){ return chunks_torender; }
|
||||
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
IndexQueue& getDeleteIndexQueue(){ return MeshDataToDelete; }
|
||||
|
||||
GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
|
||||
int screenWidth, screenHeight;
|
||||
|
||||
void init(){
|
||||
int crosshair_type{0};
|
||||
bool wireframe{false};
|
||||
|
||||
void init(GLFWwindow* window){
|
||||
// Setup rendering
|
||||
// We will render the image to a texture, then display the texture on a quad that fills the
|
||||
// entire screen.
|
||||
// This makes it easy to capture screenshots or apply filters to the final image (e.g.
|
||||
// over-impress HUD elements like a crosshair)
|
||||
glfwGetWindowSize(window, &screenWidth, &screenHeight);
|
||||
|
||||
glGenFramebuffers(1, &renderTexFrameBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, renderTexFrameBuffer);
|
||||
|
||||
// Depth buffer
|
||||
glGenRenderbuffers(1, &renderTexDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, renderTexDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, screenWidth, screenHeight); //Support up to
|
||||
//full-hd for now
|
||||
// Attach it to the frame buffer
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
|
||||
renderTexDepthBuffer);
|
||||
// Create texture to render to
|
||||
// The texture we're going to render to
|
||||
glGenTextures(1, &renderTex);
|
||||
glBindTexture(GL_TEXTURE_2D, renderTex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, screenWidth, screenHeight, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Support
|
||||
// up to
|
||||
// full-hd
|
||||
// for now
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// Set the texture as a render attachment for the framebuffer
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTex, 0);
|
||||
|
||||
// Create the quad to render the texture to
|
||||
float vertices[] = {
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 1.0f
|
||||
};
|
||||
glGenBuffers(1, &quadVBO);
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glBindVertexArray(quadVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Rendering of the world
|
||||
// Create Shader
|
||||
theShader = new Shader{"shaders/shader-texture.gs", "shaders/shader-texture.vs", "shaders/shader-texture.fs"};
|
||||
quadShader = new Shader{nullptr, "shaders/shader-quad.vs", "shaders/shader-quad.fs"};
|
||||
|
||||
// Block textures
|
||||
// Create 3d array texture
|
||||
constexpr int layerCount = 3;
|
||||
constexpr int layerCount = 5;
|
||||
glGenTextures(1, &chunkTexture);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, chunkTexture);
|
||||
|
||||
|
@ -38,15 +101,38 @@ namespace renderer{
|
|||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels1);
|
||||
unsigned char *texels2 = stbi_load("textures/grass_top.png", &width, &height, &nrChannels, 0);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, texels2);
|
||||
unsigned char *texels3 = stbi_load("textures/wood.png", &width, &height, &nrChannels, 0);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 3, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels3);
|
||||
unsigned char *texels4 = stbi_load("textures/leaves.png", &width, &height, &nrChannels, 0);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 4, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels4);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
|
||||
|
||||
debug::window::set_parameter("crosshair_type_return", &crosshair_type);
|
||||
debug::window::set_parameter("wireframe_return", &wireframe);
|
||||
}
|
||||
|
||||
|
||||
void render(){
|
||||
int total{0}, toGpu{0};
|
||||
// Bind the frame buffer to render to the texture
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, renderTexFrameBuffer);
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
if(wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Clear the screen
|
||||
glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
/* UPDATE IMGUI */
|
||||
debug::window::prerender();
|
||||
|
||||
/* RENDER THE WORLD TO TEXTURE */
|
||||
int total{0}, toGpu{0}, oof{0}, vertices{0};
|
||||
glm::vec4 frustumPlanes[6];
|
||||
theCamera.getFrustumPlanes(frustumPlanes, true);
|
||||
glm::vec3 cameraPos = theCamera.getPos();
|
||||
|
@ -55,26 +141,63 @@ namespace renderer{
|
|||
theShader->use();
|
||||
theShader->setVec3("viewPos", cameraPos);
|
||||
|
||||
chunkmesher::MeshData* m;
|
||||
/* Process incoming mesh data */
|
||||
ChunkMeshData* m;
|
||||
while(MeshDataQueue.try_pop(m)){
|
||||
chunkmesher::sendtogpu(m);
|
||||
RenderTable::accessor a;
|
||||
RenderInfo* render_info;
|
||||
|
||||
if(ChunksToRender.find(a, m->index)){
|
||||
render_info = a->second;
|
||||
render_info->position = m->position;
|
||||
render_info->num_vertices = m->num_vertices;
|
||||
|
||||
// Always updated the mesh, even if it's empty
|
||||
// This should solve the problem of having floating quads when destroying a block
|
||||
// near chunk borders
|
||||
send_chunk_to_gpu(m, render_info);
|
||||
}else{
|
||||
render_info = new RenderInfo();
|
||||
render_info->index = m->index;
|
||||
render_info->position = m->position;
|
||||
render_info->num_vertices = m->num_vertices;
|
||||
|
||||
ChunksToRender.emplace(a, std::make_pair(render_info->index, render_info));
|
||||
|
||||
// Only send the mesh to the GPU if it's not empty
|
||||
if(render_info->num_vertices > 0) send_chunk_to_gpu(m, render_info);
|
||||
}
|
||||
|
||||
chunkmesher::getMeshDataQueue().push(m);
|
||||
}
|
||||
|
||||
if(wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
/* Process chunks to be removed */
|
||||
chunk_index_t queue_index;
|
||||
while(MeshDataToDelete.try_pop(queue_index)){
|
||||
RenderTable::accessor a;
|
||||
|
||||
for(auto& c : chunks_torender){
|
||||
float dist = glm::distance(c->getPosition(), cameraChunkPos);
|
||||
if(dist <= static_cast<float>(RENDER_DISTANCE)){
|
||||
if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
|
||||
if(ChunksToRender.find(a, queue_index)){
|
||||
RenderInfo* render_info = a->second;
|
||||
render_info->deallocateBuffers();
|
||||
delete render_info;
|
||||
ChunksToRender.erase(a);
|
||||
}
|
||||
}
|
||||
|
||||
// reset out-of-vision and unload flags
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
/* Render the chunks */
|
||||
// parallel_for cannot be used since all the rendering needs to happen in a single thread
|
||||
for(RenderTable::iterator i = ChunksToRender.begin(); i != ChunksToRender.end(); i++){
|
||||
RenderInfo* render_info = i->second;
|
||||
|
||||
if(render_info->num_vertices > 0)
|
||||
{
|
||||
total++;
|
||||
|
||||
// Increase total vertex count
|
||||
vertices += render_info->num_vertices;
|
||||
|
||||
// Perform frustum culling and eventually render
|
||||
glm::vec3 chunk = c->getPosition();
|
||||
glm::vec3 chunk = render_info->position;
|
||||
glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
|
||||
|
||||
|
@ -95,50 +218,126 @@ namespace renderer{
|
|||
}
|
||||
|
||||
if (!out)
|
||||
{
|
||||
if(c->numVertices > 0)
|
||||
{
|
||||
theShader->setMat4("model", model);
|
||||
theShader->setMat4("view", theCamera.getView());
|
||||
theShader->setMat4("projection", theCamera.getProjection());
|
||||
|
||||
glBindVertexArray(c->VAO);
|
||||
glDrawArrays(GL_POINTS, 0, c->numVertices);
|
||||
glBindVertexArray(render_info->VAO);
|
||||
glDrawArrays(GL_POINTS, 0, render_info->num_vertices);
|
||||
glBindVertexArray(0);
|
||||
|
||||
toGpu++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
debug::window::set_parameter("render_chunks_total", (int)(ChunksToRender.size()));
|
||||
debug::window::set_parameter("render_chunks_rendered", toGpu);
|
||||
debug::window::set_parameter("render_chunks_renderable", total);
|
||||
debug::window::set_parameter("render_chunks_culled", total-toGpu);
|
||||
debug::window::set_parameter("render_chunks_vertices", vertices);
|
||||
|
||||
/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
|
||||
// Now to render the quad, with the texture on top
|
||||
// Switch to the default frame buffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
glBindVertexArray(quadVAO);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, renderTex);
|
||||
quadShader->use();
|
||||
quadShader->setInt("screenWidth", screenWidth);
|
||||
quadShader->setInt("screenHeight", screenHeight);
|
||||
quadShader->setInt("crosshairType", crosshair_type);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glBindVertexArray(0);
|
||||
|
||||
debug::window::render();
|
||||
}
|
||||
|
||||
void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info)
|
||||
{
|
||||
if(!render_info->buffers_allocated) render_info->allocateBuffers();
|
||||
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(render_info->VAO);
|
||||
|
||||
// TODO: change GL_STATIC_DRAW to the one that means "few redraws and further in between"
|
||||
|
||||
// position attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, render_info->VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->vertices.size() * sizeof(GLfloat), &(mesh_data->vertices[0]), GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// normal attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, render_info->extentsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->extents.size() * sizeof(GLfloat), &(mesh_data->extents[0]), GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(0));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// texcoords attribute
|
||||
glBindBuffer(GL_ARRAY_BUFFER, render_info->texinfoBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mesh_data->texinfo.size() * sizeof(GLfloat), &(mesh_data->texinfo[0]), GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
}else{
|
||||
// When the chunk is outside render distance
|
||||
|
||||
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
|
||||
if(glfwGetTime() - c->unload_timer > UNLOAD_TIMEOUT){
|
||||
// If chunk was already out and enough time has passed
|
||||
// Mark the chunk to be unloaded
|
||||
// And mark is to be removed from the render set
|
||||
render_todelete.push_back(c);
|
||||
}
|
||||
} else{
|
||||
// Mark has out of vision and annotate when it started
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
c->unload_timer = glfwGetTime();
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height){
|
||||
resize_framebuffer(width, height);
|
||||
}
|
||||
|
||||
}
|
||||
void resize_framebuffer(int width, int height){
|
||||
screenWidth = width;
|
||||
screenHeight = height;
|
||||
|
||||
theCamera.viewPortCallBack(nullptr, width, height);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, renderTexFrameBuffer);
|
||||
glBindTexture(GL_TEXTURE_2D, renderTex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Support
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTex, 0);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, renderTexDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); //Support up to
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
|
||||
renderTexDepthBuffer);
|
||||
}
|
||||
|
||||
for(auto& c : render_todelete){
|
||||
// we can get away with unsafe erase as access to the container is only done by this
|
||||
// thread
|
||||
c->deleteBuffers();
|
||||
chunks_torender.unsafe_erase(c);
|
||||
chunkmanager::getDeleteVector().push(c);
|
||||
void saveScreenshot(bool forceFullHD){
|
||||
int old_screenWidth = screenWidth;
|
||||
int old_screenHeight = screenHeight;
|
||||
|
||||
if(forceFullHD){
|
||||
resize_framebuffer(1920, 1080);
|
||||
// Do a render pass
|
||||
render();
|
||||
}
|
||||
render_todelete.clear();
|
||||
|
||||
// Bind the render frame buffer
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, renderTexFrameBuffer);
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||
// Save the framebuffer in a byte array
|
||||
GLubyte data[screenWidth*screenHeight*3];
|
||||
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
// Save the byte array onto a texture
|
||||
stbi_flip_vertically_on_write(1);
|
||||
stbi_write_png(forceFullHD ? "screenshot_fullhd.png" : "screenshot.png", screenWidth,
|
||||
screenHeight, 3, data, screenWidth*3);
|
||||
|
||||
if(forceFullHD) resize_framebuffer(old_screenWidth, old_screenHeight);
|
||||
}
|
||||
|
||||
void destroy(){
|
||||
delete theShader;
|
||||
delete quadShader;
|
||||
}
|
||||
|
||||
|
||||
|
|
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After Width: | Height: | Size: 256 B |
Before Width: | Height: | Size: 263 B After Width: | Height: | Size: 263 B |
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Reference in New Issue