Seamless chunk borders #4
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@ -21,6 +21,7 @@ namespace chunkmanager
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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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Block getBlockAtPos(int x, int y, int z);
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void update();
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}
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@ -19,6 +19,7 @@ namespace Chunk
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{
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this->position = pos;
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this->setState(CHUNK_STATE_EMPTY, true);
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this->setBlocks(0, CHUNK_MAX_INDEX, Block::AIR);
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}
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Chunk ::~Chunk()
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@ -43,6 +44,8 @@ namespace Chunk
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Block Chunk::getBlock(int x, int y, int z)
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{
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if(x < 0 || y < 0 || z < 0 || x > CHUNK_SIZE -1 || y > CHUNK_SIZE -1 || z > CHUNK_SIZE-1 ||
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!getState(CHUNK_STATE_GENERATED)) return Block::AIR;
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return blocks.at(HILBERT_XYZ_ENCODE[x][y][z]);
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}
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@ -10,6 +10,7 @@
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#include <oneapi/tbb/concurrent_hash_map.h>
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#include "block.hpp"
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#include "chunk.hpp"
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#include "chunkgenerator.hpp"
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#include "chunkmesher.hpp"
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@ -202,4 +203,27 @@ namespace chunkmanager
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}
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}
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}
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Block getBlockAtPos(int x, int y, int z){
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if(x < 0 || y < 0 || z < 0) return Block::NULLBLK;
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int cx = static_cast<int>(x / CHUNK_SIZE);
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int cy = static_cast<int>(y / CHUNK_SIZE);
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int cz = static_cast<int>(z / CHUNK_SIZE);
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if(cx < 0 || cy < 0 || cz < 0 || cx > 1023 || cy > 1023 || cz > 1023) return Block::NULLBLK;
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//std::cout << "Block at " << x << ", " << y << ", " << z << " is in chunk " << cx << "," << cy << "," << cz << "\n";
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ChunkTable::accessor a;
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if(!chunks.find(a, calculateIndex(cx, cy, cz))) return Block::NULLBLK;
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else {
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int bx = x % CHUNK_SIZE;
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int by = y % CHUNK_SIZE;
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int bz = z % CHUNK_SIZE;
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Block b = a->second->getBlock(bx, by, bz);
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//std::cout << "Block is at " << bx << "," << by << "," << bz << "(" << (int)b << ")\n";
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return b;
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}
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}
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};
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@ -1,9 +1,11 @@
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#include "chunkmesher.hpp"
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#include <array>
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#include <memory>
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#include "block.hpp"
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#include "chunk.hpp"
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#include "chunkmesher.hpp"
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#include "chunkmanager.hpp"
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#include "globals.hpp"
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#include "renderer.hpp"
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#include "spacefilling.hpp"
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@ -93,25 +95,38 @@ void mesh(Chunk::Chunk* chunk)
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{
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for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
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{
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Block b1 = (x[dim] >= 0) ? blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]] : Block::NULLBLK;
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Block b2 = (x[dim] < CHUNK_SIZE - 1)
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? blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]
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: Block::NULLBLK;
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Block b1, b2;
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if(x[dim] >= 0) b1 = blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]];
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else{
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int cx = chunk->getPosition().x*CHUNK_SIZE;
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int cy = chunk->getPosition().y*CHUNK_SIZE;
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int cz = chunk->getPosition().z*CHUNK_SIZE;
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// This is the original line taken from rob's code, readapted (replace voxelFace
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// with b1 and b2).
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// mask[n++] = ((voxelFace != Block::NULLBLK && voxelFace1 != Block::NULLBLK &&
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// voxelFace.equals(voxelFace1))) ? Block::NULLBLK : backFace ? voxelFace1 : voxelFace;
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int bx = cx+x[0];
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int by = cy+x[1];
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int bz = cz+x[2];
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// Additionally checking whether b1 and b2 are AIR or Block::NULLBLK allows face culling,
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// thus not rendering faces that cannot be seen
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// Removing the control for Block::NULLBLK disables chunk borders, which is
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// not always wanted and needs further checking
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// This can be surely refactored in something that isn't such a big one-liner
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b1 = chunkmanager::getBlockAtPos(bx, by, bz);
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}
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if(x[dim] < CHUNK_SIZE - 1) b2 = blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1]
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+ q[1]][x[2] + q[2]]];
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else{
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int cx = chunk->getPosition().x*CHUNK_SIZE;
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int cy = chunk->getPosition().y*CHUNK_SIZE;
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int cz = chunk->getPosition().z*CHUNK_SIZE;
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int bx = cx+x[0] + q[0];
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int by = cy+x[1] + q[1];
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int bz = cz+x[2] + q[2];
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b2 = chunkmanager::getBlockAtPos(bx, by, bz);
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}
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// Compute the mask
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mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK
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: backFace ? b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK
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: b2 == Block::AIR || b2 == Block::NULLBLK ? b1
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: Block::NULLBLK;
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: backFace ? b1 == Block::AIR ? b2 : Block::NULLBLK
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: b2 == Block::AIR ? b1 : Block::NULLBLK;
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}
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}
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Reference in New Issue