COSC-3P98-Final-Project/include/world/chunk/storage.h

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/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_STORAGE_H
#define FINALPROJECT_STORAGE_H
#include <blt/math/math.h>
#include <vector>
#include "blt/std/logging.h"
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#include "blt/std/format.h"
#include <world/chunk/typedefs.h>
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#include <world/registry.h>
#include <unordered_map>
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#ifdef __EMSCRIPTEN__
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#include <phmap.h>
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#else
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#include <spp.h>
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#endif
// contains storage classes for block IDs inside chunks plus eventual lookup of block states
namespace fp {
class block_storage {
private:
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block_type* blocks;
public:
block_storage() {
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blocks = new unsigned char[CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE];
for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE; i++)
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blocks[i] = fp::registry::AIR;
}
~block_storage() {
delete[] blocks;
}
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[[nodiscard]] inline block_type get(const block_pos& pos) const {
return blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x];
}
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[[nodiscard]] inline bool checkBlockVisibility(const block_pos& pos) const {
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// blocks outside the check are always not visible to us. This requires special logic
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if (pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE || pos.z < 0 || pos.z >= CHUNK_SIZE) {
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return false;
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}
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return fp::registry::get(get(pos)).visibility > fp::registry::OPAQUE;
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}
inline void set(const block_pos& pos, block_type blockID) {
blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x] = blockID;
}
};
class mesh_storage {
private:
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// spp doesn't support emscripten, but phmap does work
// slightly more memory consumption but still much lower than std::unordered_map (plus much faster access)
#ifdef __EMSCRIPTEN__
phmap::flat_hash_map<vertex, unsigned int, _static::vertex_hash, _static::vertex_equality> created_vertices_index;
#else
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spp::sparse_hash_map<vertex, unsigned int, _static::vertex_hash, _static::vertex_equality> created_vertices_index;
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#endif
std::vector<vertex> vertices;
std::vector<unsigned int> indices;
public:
/**
* since a chunk mesh contains all the faces for all the blocks inside the chunk
* we can add the translated values of predefined "unit" faces. This is for the simple "fast" chunk mesh generator.
* @param face the direction the face is facing to be added to the mesh.
* @param pos position of the face
*/
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void addFace(face face, const block_pos& pos, unsigned char texture_index);
inline std::vector<vertex>& getVertices() {
return vertices;
}
inline std::vector<unsigned int>& getIndices() {
return indices;
}
};
namespace mesh {
}
}
#endif //FINALPROJECT_STORAGE_H