97 lines
3.2 KiB
C
97 lines
3.2 KiB
C
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/*
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* Created by Brett on 11/02/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef FINALPROJECT_STORAGE_H
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#define FINALPROJECT_STORAGE_H
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#include <blt/std/math.h>
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#include <vector>
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#include "blt/std/logging.h"
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// contains storage classes for block IDs inside chunks plus eventual lookup of block states
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// size of the chunk in number of blocks
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constexpr int CHUNK_SIZE = 32;
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const int CHUNK_SHIFT = (int)(log(CHUNK_SIZE) / log(2));
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// size that the base vertex arrays are assumed to be (per face)
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constexpr int VTX_ARR_SIZE = 12;
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namespace fp {
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enum face {
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X_POS = 0,
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X_NEG = 1,
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Y_POS = 2,
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Y_NEG = 3,
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Z_POS = 4,
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Z_NEG = 5,
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};
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class block_storage {
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private:
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char* blocks;
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public:
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block_storage() {
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blocks = new char[CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE];
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for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE; i++)
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blocks[i] = 0;
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}
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~block_storage() {
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delete[] blocks;
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}
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inline char get(const blt::vec3& pos) { return get(pos.x(), pos.y(), pos.z()); }
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inline char get(float x, float y, float z) { return get(int(x), int(y), int(z)); }
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inline char get(int x, int y, int z) {
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return blocks[z * CHUNK_SIZE * CHUNK_SIZE + y * CHUNK_SIZE + x];
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}
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inline void set(const blt::vec3& pos, char blockID) { return set(pos.x(), pos.y(), pos.z(), blockID); }
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inline void set(float x, float y, float z, char blockID) { return set(int(x), int(y), int(z), blockID); }
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inline void set(int x, int y, int z, char blockID) {
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blocks[z * CHUNK_SIZE * CHUNK_SIZE + y * CHUNK_SIZE + x] = blockID;
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}
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};
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class mesh_storage {
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private:
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std::vector<float> vertices;
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inline void add_and_translate(const float* array, float x, float y, float z) {
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// since a chunk mesh contains all the faces for all the blocks inside the chunk
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// we can add the translated values of predefined "unit" faces. This is for the simple "fast" chunk mesh generator.
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for (int i = 0; i < VTX_ARR_SIZE; i+=3){
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auto new_x = array[i] + x;
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auto new_y = array[i + 1] + y;
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auto new_z = array[i + 2] + z;
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BLT_TRACE("Creating translated vertex {%f, %f, %f} from array position [%d, %d, %d]", new_x, new_y, new_z, i, i + 1, i + 2);
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vertices.push_back(new_x);
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vertices.push_back(new_y);
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vertices.push_back(new_z);
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}
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}
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public:
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void addFace(face face, float x, float y, float z);
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inline void addFace(face face, int x, int y, int z) {
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addFace(face, (float)x, (float)y, (float)z);
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}
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inline std::vector<float>& getVertices() {
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return vertices;
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}
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};
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namespace mesh {
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}
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}
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#endif //FINALPROJECT_STORAGE_H
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