#ifndef CHUNK_H #define CHUNK_H #include #include #include #include #include #include #include #include #include "block.hpp" #include "spacefilling.hpp" #include "intervalmap.hpp" #include "shader.hpp" #define CHUNK_SIZE 32 #define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE) #define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1) // int32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits typedef int32_t chunk_index_t; typedef int16_t chunk_intcoord_t; typedef uint16_t chunk_state_t; namespace Chunk { chunk_index_t calculateIndex(chunk_intcoord_t i, chunk_intcoord_t j, chunk_intcoord_t k); chunk_index_t calculateIndex(glm::vec3 pos); constexpr chunk_state_t CHUNK_STATE_GENERATED = 1; constexpr chunk_state_t CHUNK_STATE_MESHED = 2; constexpr chunk_state_t CHUNK_STATE_MESH_LOADED = 4; constexpr chunk_state_t CHUNK_STATE_LOADED = 8; constexpr chunk_state_t CHUNK_STATE_OUTOFVISION = 16; constexpr chunk_state_t CHUNK_STATE_UNLOADED = 32; constexpr chunk_state_t CHUNK_STATE_EMPTY = 64; constexpr chunk_state_t CHUNK_STATE_IN_GENERATION_QUEUE = 128; constexpr chunk_state_t CHUNK_STATE_IN_MESHING_QUEUE = 256; constexpr chunk_state_t CHUNK_STATE_IN_DELETING_QUEUE = 512; int coord3DTo1D(int x, int y, int z); class Chunk { public: Chunk(glm::vec3 pos = glm::vec3(0.0f)); // a default value for the argument satisfies the need for a default constructor when using the type in an unordered_map (i.e. in chunkmanager) ~Chunk(); public: glm::vec3 getPosition() { return this->position; } void setState(chunk_state_t nstate, bool value); bool getState(chunk_state_t n) { return (this->state & n) == n; } bool isFree(){ return !( this->getState(CHUNK_STATE_IN_GENERATION_QUEUE) || this->getState(CHUNK_STATE_IN_MESHING_QUEUE) || this->getState(CHUNK_STATE_IN_DELETING_QUEUE) ); } chunk_state_t getTotalState() { return this->state; } void setBlock(Block b, int x, int y, int z); void setBlocks(int start, int end, Block b); Block getBlock(int x, int y, int z); IntervalMap& getBlocks() { return (this->blocks); } std::unique_ptr getBlocksArray(int* len) { return (this->blocks.toArray(len)); } public: std::atomic unload_timer{0}; chunk_index_t getIndex(){ return this->index; } private: glm::vec3 position{}; IntervalMap blocks{}; std::atomic state{0}; chunk_index_t index; }; }; #endif