Make chunks check adjacent chunks when generating mesh

This commit is contained in:
Xnoe 2022-08-07 15:04:42 +01:00
parent a516f29be1
commit 4a8bf7d05b
Signed by: xnoe
GPG Key ID: 45AC398F44F0DAFE
5 changed files with 136 additions and 97 deletions

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@ -1,11 +1,11 @@
CXX = g++
CXXFLAGS = -g -Isrc
CXXFLAGS = -O3 -Isrc
LD = ld
LINKFLAGS = -lGL -lglfw
CC = gcc
CCFLAGS = -g -Isrc
CCFLAGS = -O3 -Isrc
XNOECRAFT_CPP_SRCS = $(shell find src/ -name '*.cpp')
XNOECRAFT_C_SRCS = $(shell find src/ -name '*.c')

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@ -31,12 +31,37 @@ void Chunk::set_block(int x, int y, int z, int block) {
}
int Chunk::get_block(int x, int y, int z) {
if (x < 0 || x >= Chunk::horiz_size)
return 0;
if (z < 0 || z >= Chunk::horiz_size)
return 0;
if (y < 0 || y >= Chunk::vert_size)
return 0;
if (x < 0) {
Chunk* c;
if (c = World::get_chunk(this->x-1, this->z))
return c->get_block(Chunk::horiz_size-1, y, z);
else
return 0;
} else if (x >= Chunk::horiz_size) {
Chunk* c;
if (c = World::get_chunk(this->x+1, this->z))
return c->get_block(0, y, z);
else
return 0;
}
if (z < 0) {
Chunk* c;
if (c = World::get_chunk(this->x, this->z-1))
return c->get_block(x, y, Chunk::horiz_size-1);
else
return 0;
} else if (z >= Chunk::horiz_size) {
Chunk* c;
if (c = World::get_chunk(this->x, this->z+1))
return c->get_block(x, y, 0);
else
return 0;
}
return this->blocks[y * Chunk::horiz_size * Chunk::horiz_size + z * Chunk::horiz_size + x];
}
@ -77,7 +102,6 @@ Chunk::~Chunk() {
void Chunk::generate() {
std::chrono::high_resolution_clock clock;
if (mesh_version < current_version) {
auto t1 = clock.now();
mesh_version++;
@ -170,7 +194,6 @@ void Chunk::generate() {
std::chrono::duration<double> d = (t2 - t1);
std::cerr << "Generated chunk in " << d.count() << " seconds.\n";
}
}
bool Chunk::outdated() {

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@ -6,10 +6,11 @@ FastNoise World::noise;
World::World() {
World::noise = FastNoise();
World::noise.SetNoiseType(FastNoise::Perlin);
World::world = this;
}
void World::generate_around(int x, int z) {
int world_size_half = this->world_size / 2;
int world_size_half = this->world_size;
this->world_center = glm::vec2(x, z);
@ -23,8 +24,6 @@ void World::generate_around(int x, int z) {
for (Chunk* c : this->chunks)
c->generate();
World::world = this;
}
void World::process(int x, int z) {
@ -34,12 +33,13 @@ void World::process(int x, int z) {
return;
std::vector<Chunk*> new_chunks;
std::vector<Chunk*> to_generate;
// Player has moved from the world center.
// Determine world bounds.
int world_size_half = this->world_size / 2;
int world_size_half = this->world_size;
int x_low = x - world_size_half;
int x_high = x + world_size_half;
@ -68,20 +68,36 @@ void World::process(int x, int z) {
Chunk* c = new Chunk(x + rel_x, z + rel_z);
new_chunks.push_back(c);
to_generate.push_back(c);
this->location_map[std::tuple<int, int>(x + rel_x, z + rel_z)] = c;
// Remove and delete it.
this->location_map.erase(std::tuple<int, int>(chunk->x, chunk->z));
delete chunk;
} else {
// If it's in bounds, keep it.
// If it's in bounds, keep it
new_chunks.push_back(chunk);
// Determine if its mesh needs regeneration
if (x < this->world_center[0]) {
if (chunk->x == x_low+2 || chunk->x == x_high)
to_generate.push_back(chunk);
} else if (x > this->world_center[0]) {
if (chunk->x == x_low || chunk->x == x_high-2)
to_generate.push_back(chunk);
}
if (z < this->world_center[1]) {
if (chunk->z == z_low+2 || chunk->z == z_high)
to_generate.push_back(chunk);
} else if (z > this->world_center[1]) {
if (chunk->z == z_low || chunk->z == z_high-2)
to_generate.push_back(chunk);
}
}
}
// Go through all the chunks and regenerate them if they are outdated
for (Chunk* chunk : new_chunks)
if (chunk->outdated())
for (Chunk* chunk : to_generate)
chunk->generate();
//new_chunks.swap(this->chunks);
@ -95,8 +111,8 @@ float World::get_height_at(int x, int z) {
}
Chunk* World::get_chunk(int x, int z) {
auto search = this->location_map.find(std::tuple<int, int>(x, z));
if (search == this->location_map.end())
auto search = World::world->location_map.find(std::tuple<int, int>(x, z));
if (search == World::world->location_map.end())
return 0;
return std::get<1>(*search);
}

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@ -30,7 +30,7 @@ private:
glm::ivec2 world_center;
int world_size = 32;
int world_size = 16;
static World* world;
@ -41,7 +41,7 @@ public:
void process(int x, int z);
static float get_height_at(int x, int z);
Chunk* get_chunk(int x, int z);
static Chunk* get_chunk(int x, int z);
void render(Camera* c, Shader* s);
};