Make chunks check adjacent chunks when generating mesh
This commit is contained in:
parent
a516f29be1
commit
4a8bf7d05b
4
Makefile
4
Makefile
@ -1,11 +1,11 @@
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CXX = g++
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CXXFLAGS = -g -Isrc
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CXXFLAGS = -O3 -Isrc
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LD = ld
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LINKFLAGS = -lGL -lglfw
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CC = gcc
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CCFLAGS = -g -Isrc
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CCFLAGS = -O3 -Isrc
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XNOECRAFT_CPP_SRCS = $(shell find src/ -name '*.cpp')
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XNOECRAFT_C_SRCS = $(shell find src/ -name '*.c')
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187
src/chunk.cpp
187
src/chunk.cpp
@ -31,12 +31,37 @@ void Chunk::set_block(int x, int y, int z, int block) {
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}
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int Chunk::get_block(int x, int y, int z) {
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if (x < 0 || x >= Chunk::horiz_size)
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return 0;
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if (z < 0 || z >= Chunk::horiz_size)
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return 0;
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if (y < 0 || y >= Chunk::vert_size)
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return 0;
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if (x < 0) {
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Chunk* c;
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if (c = World::get_chunk(this->x-1, this->z))
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return c->get_block(Chunk::horiz_size-1, y, z);
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else
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return 0;
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} else if (x >= Chunk::horiz_size) {
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Chunk* c;
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if (c = World::get_chunk(this->x+1, this->z))
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return c->get_block(0, y, z);
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else
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return 0;
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}
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if (z < 0) {
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Chunk* c;
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if (c = World::get_chunk(this->x, this->z-1))
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return c->get_block(x, y, Chunk::horiz_size-1);
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else
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return 0;
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} else if (z >= Chunk::horiz_size) {
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Chunk* c;
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if (c = World::get_chunk(this->x, this->z+1))
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return c->get_block(x, y, 0);
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else
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return 0;
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}
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return this->blocks[y * Chunk::horiz_size * Chunk::horiz_size + z * Chunk::horiz_size + x];
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}
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@ -77,100 +102,98 @@ Chunk::~Chunk() {
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void Chunk::generate() {
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std::chrono::high_resolution_clock clock;
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if (mesh_version < current_version) {
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auto t1 = clock.now();
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mesh_version++;
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auto t1 = clock.now();
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mesh_version++;
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std::vector<glm::vec3> vertex_positions;
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std::vector<glm::vec3> vertex_normals;
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std::vector<glm::vec2> vertex_tex_coords;
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std::vector<int> vertex_indexes;
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std::vector<glm::vec3> vertex_positions;
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std::vector<glm::vec3> vertex_normals;
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std::vector<glm::vec2> vertex_tex_coords;
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std::vector<int> vertex_indexes;
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int index=0;
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int index=0;
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for (int x=0; x<Chunk::horiz_size; x++) {
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for (int z=0; z<Chunk::horiz_size; z++) {
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for (int y=0; y<Chunk::vert_size; y++) {
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int block;
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if (block = get_block(x, y, z)) {
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bool faces[6] = {
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!get_block(x-1, y, z), // Left
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!get_block(x+1, y, z), // Right
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!get_block(x, y, z-1), // Back
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!get_block(x, y, z+1), // Front
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!get_block(x, y-1, z), // Bottom
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!get_block(x, y+1, z), // Top
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};
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for (int x=0; x<Chunk::horiz_size; x++) {
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for (int z=0; z<Chunk::horiz_size; z++) {
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for (int y=0; y<Chunk::vert_size; y++) {
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int block;
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if (block = get_block(x, y, z)) {
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bool faces[6] = {
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!get_block(x-1, y, z), // Left
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!get_block(x+1, y, z), // Right
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!get_block(x, y, z-1), // Back
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!get_block(x, y, z+1), // Front
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!get_block(x, y-1, z), // Bottom
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!get_block(x, y+1, z), // Top
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};
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for (int i=0; i<6; i++) {
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if (faces[i]) {
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vertex_positions.emplace_back(cube_vertexes[i][0].x + x, cube_vertexes[i][0].y + y, cube_vertexes[i][0].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][1].x + x, cube_vertexes[i][1].y + y, cube_vertexes[i][1].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][2].x + x, cube_vertexes[i][2].y + y, cube_vertexes[i][2].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][3].x + x, cube_vertexes[i][3].y + y, cube_vertexes[i][3].z + z);
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for (int i=0; i<6; i++) {
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if (faces[i]) {
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vertex_positions.emplace_back(cube_vertexes[i][0].x + x, cube_vertexes[i][0].y + y, cube_vertexes[i][0].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][1].x + x, cube_vertexes[i][1].y + y, cube_vertexes[i][1].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][2].x + x, cube_vertexes[i][2].y + y, cube_vertexes[i][2].z + z);
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vertex_positions.emplace_back(cube_vertexes[i][3].x + x, cube_vertexes[i][3].y + y, cube_vertexes[i][3].z + z);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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vertex_normals.push_back(cube_normals[i]);
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int u = block % 16;
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int v = block / 16;
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int u = block % 16;
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int v = block / 16;
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float uv_step = 1.0f / 16.0f;
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float uv_step = 1.0f / 16.0f;
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vertex_tex_coords.emplace_back(uv_step * (u), uv_step * (v));
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vertex_tex_coords.emplace_back(uv_step * (u), uv_step * (v+1));
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vertex_tex_coords.emplace_back(uv_step * (u+1), uv_step * (v+1));
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vertex_tex_coords.emplace_back(uv_step * (u+1), uv_step * (v));
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vertex_tex_coords.emplace_back(uv_step * (u), uv_step * (v));
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vertex_tex_coords.emplace_back(uv_step * (u), uv_step * (v+1));
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vertex_tex_coords.emplace_back(uv_step * (u+1), uv_step * (v+1));
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vertex_tex_coords.emplace_back(uv_step * (u+1), uv_step * (v));
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vertex_indexes.push_back(index + 0);
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vertex_indexes.push_back(index + 1);
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vertex_indexes.push_back(index + 2);
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vertex_indexes.push_back(index + 2);
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vertex_indexes.push_back(index + 3);
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vertex_indexes.push_back(index + 0);
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vertex_indexes.push_back(index + 0);
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vertex_indexes.push_back(index + 1);
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vertex_indexes.push_back(index + 2);
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vertex_indexes.push_back(index + 2);
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vertex_indexes.push_back(index + 3);
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vertex_indexes.push_back(index + 0);
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index += 4;
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}
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index += 4;
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}
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}
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}
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}
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}
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glGenVertexArrays(1, &this->VAO);
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glBindVertexArray(this->VAO);
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glGenBuffers(4, this->VBOs);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, vertex_positions.size() * sizeof(glm::vec3), &vertex_positions[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[1]);
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glBufferData(GL_ARRAY_BUFFER, vertex_normals.size() * sizeof(glm::vec3), &vertex_normals[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 0, (void*)0);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[2]);
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glBufferData(GL_ARRAY_BUFFER, vertex_tex_coords.size() * sizeof(glm::vec2), &vertex_tex_coords[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(3);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->VBOs[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertex_indexes.size() * sizeof(int), &vertex_indexes[0], GL_STATIC_DRAW);
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glVertexAttribPointer(3, 1, GL_INT, GL_FALSE, 0, (void*)0);
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this->vertex_count = vertex_indexes.size();
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auto t2 = clock.now();
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std::chrono::duration<double> d = (t2 - t1);
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std::cerr << "Generated chunk in " << d.count() << " seconds.\n";
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}
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glGenVertexArrays(1, &this->VAO);
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glBindVertexArray(this->VAO);
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glGenBuffers(4, this->VBOs);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, vertex_positions.size() * sizeof(glm::vec3), &vertex_positions[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[1]);
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glBufferData(GL_ARRAY_BUFFER, vertex_normals.size() * sizeof(glm::vec3), &vertex_normals[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 0, (void*)0);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, this->VBOs[2]);
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glBufferData(GL_ARRAY_BUFFER, vertex_tex_coords.size() * sizeof(glm::vec2), &vertex_tex_coords[0].x, GL_STATIC_DRAW);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(3);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->VBOs[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertex_indexes.size() * sizeof(int), &vertex_indexes[0], GL_STATIC_DRAW);
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glVertexAttribPointer(3, 1, GL_INT, GL_FALSE, 0, (void*)0);
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this->vertex_count = vertex_indexes.size();
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auto t2 = clock.now();
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std::chrono::duration<double> d = (t2 - t1);
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std::cerr << "Generated chunk in " << d.count() << " seconds.\n";
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}
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bool Chunk::outdated() {
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@ -6,10 +6,11 @@ FastNoise World::noise;
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World::World() {
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World::noise = FastNoise();
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World::noise.SetNoiseType(FastNoise::Perlin);
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World::world = this;
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}
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void World::generate_around(int x, int z) {
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int world_size_half = this->world_size / 2;
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int world_size_half = this->world_size;
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this->world_center = glm::vec2(x, z);
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@ -23,8 +24,6 @@ void World::generate_around(int x, int z) {
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for (Chunk* c : this->chunks)
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c->generate();
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World::world = this;
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}
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void World::process(int x, int z) {
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@ -34,12 +33,13 @@ void World::process(int x, int z) {
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return;
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std::vector<Chunk*> new_chunks;
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std::vector<Chunk*> to_generate;
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// Player has moved from the world center.
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// Determine world bounds.
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int world_size_half = this->world_size / 2;
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int world_size_half = this->world_size;
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int x_low = x - world_size_half;
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int x_high = x + world_size_half;
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@ -68,21 +68,37 @@ void World::process(int x, int z) {
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Chunk* c = new Chunk(x + rel_x, z + rel_z);
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new_chunks.push_back(c);
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to_generate.push_back(c);
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this->location_map[std::tuple<int, int>(x + rel_x, z + rel_z)] = c;
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// Remove and delete it.
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this->location_map.erase(std::tuple<int, int>(chunk->x, chunk->z));
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delete chunk;
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} else {
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// If it's in bounds, keep it.
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// If it's in bounds, keep it
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new_chunks.push_back(chunk);
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// Determine if its mesh needs regeneration
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if (x < this->world_center[0]) {
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if (chunk->x == x_low+2 || chunk->x == x_high)
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to_generate.push_back(chunk);
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} else if (x > this->world_center[0]) {
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if (chunk->x == x_low || chunk->x == x_high-2)
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to_generate.push_back(chunk);
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}
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if (z < this->world_center[1]) {
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if (chunk->z == z_low+2 || chunk->z == z_high)
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to_generate.push_back(chunk);
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} else if (z > this->world_center[1]) {
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if (chunk->z == z_low || chunk->z == z_high-2)
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to_generate.push_back(chunk);
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}
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}
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}
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// Go through all the chunks and regenerate them if they are outdated
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for (Chunk* chunk : new_chunks)
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if (chunk->outdated())
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chunk->generate();
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for (Chunk* chunk : to_generate)
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chunk->generate();
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//new_chunks.swap(this->chunks);
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this->chunks = new_chunks;
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@ -95,8 +111,8 @@ float World::get_height_at(int x, int z) {
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}
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Chunk* World::get_chunk(int x, int z) {
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auto search = this->location_map.find(std::tuple<int, int>(x, z));
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if (search == this->location_map.end())
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auto search = World::world->location_map.find(std::tuple<int, int>(x, z));
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if (search == World::world->location_map.end())
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return 0;
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return std::get<1>(*search);
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}
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@ -30,7 +30,7 @@ private:
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glm::ivec2 world_center;
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int world_size = 32;
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int world_size = 16;
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static World* world;
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@ -41,7 +41,7 @@ public:
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void process(int x, int z);
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static float get_height_at(int x, int z);
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Chunk* get_chunk(int x, int z);
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static Chunk* get_chunk(int x, int z);
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void render(Camera* c, Shader* s);
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};
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