Chunk storage and switch to vertex arrays

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Brett 2023-02-12 18:13:09 -05:00
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-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
Standard Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/filesystem.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/format.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/loader.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/logging.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/system.cpp
Profiler Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/profiling/profiler.cpp
Source: /home/brett/Documents/Brock/CS 3P98/Final Project
Current Source: /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT
BLT 3.3.8 Successfully included!
BLT Successfully included!
-- Configuring done
-- Generating done
-- Build files have been written to: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo

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@ -1,70 +0,0 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_CHUNK_H
#define FINALPROJECT_CHUNK_H
#include <world/chunk/storage.h>
#include <render/gl.h>
namespace fp {
class chunk {
private:
block_storage* storage;
VAO* chunk_vao;
bool isDirty = false;
unsigned long render_size = 0;
protected:
mesh_storage* generateMesh();
/**
* Converts from world coord to chunk coords
* @param coord world space coordinate
* @return chunk internal coord
*/
static inline int cc(int coord) {
auto val = coord % CHUNK_SIZE;
return val < 0 ? CHUNK_SIZE + val : val;
}
public:
chunk() {
storage = new block_storage();
chunk_vao = new VAO();
// set up the VBOs which will be later updated when the mesh is generated.
chunk_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0), 0, 3);
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
}
void update();
void render(fp::shader& chunk_shader);
inline void setBlock(int x, int y, int z, char blockID){
// mark the chunk for a mesh update
isDirty = true;
storage->set(cc(x), cc(y), cc(z), blockID);
}
inline void setBlock(float x, float y, float z, char blockID){setBlock((int)x,(int)y,(int)z, blockID);}
inline char getBlock(int x, int y, int z){
return storage->get(x, y, z);
}
inline char getBlock(float x, float y, float z){
return getBlock((int)x,(int)y,(int)z);
}
~chunk() {
delete storage;
}
};
}
#endif //FINALPROJECT_CHUNK_H

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@ -17,7 +17,7 @@
constexpr int CHUNK_SIZE = 32;
const int CHUNK_SHIFT = (int)(log(CHUNK_SIZE) / log(2));
// size that the base vertex arrays are assumed to be (per face)
constexpr int VTX_ARR_SIZE = 12;
constexpr int VTX_ARR_SIZE = 18;
namespace fp {

153
include/world/chunk/world.h Normal file
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@ -0,0 +1,153 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_WORLD_H
#define FINALPROJECT_WORLD_H
#include <world/chunk/storage.h>
#include <render/gl.h>
#include <unordered_map>
namespace fp {
struct ChunkPos {
int x, y, z;
};
namespace _static {
/**
* Converts from world coord to chunk-internal coords
* @param coord world space coordinate
* @return chunk internal coord
*/
static inline int world_to_internal(int coord) {
auto val = coord % CHUNK_SIZE;
return val < 0 ? CHUNK_SIZE + val : val;
}
/**
* Converts from world coord to chunk pos coords
*
* consider: (int) (-31 / 32) which equals 0
* but a negative chunk would be stored at -1, not 0 (since that is taken by the positive coord chunk)
* an arithmetic right shift would produce the desired -1 (see Java, which performs a signed right bit shift)
* however in C++ shifting on a signed type is undefined behaviour. So we must emulate an arithmetic right shift.
*
* @param coord x,y, or z coordinate to convert
* @return a right arithmetic bit shift resulting in a signed division of the coordinate by CHUNK_SIZE
*/
static inline int world_to_chunk(int coord) {
auto ucoord = (unsigned int) coord;
ucoord >>= CHUNK_SHIFT;
if (coord < 0) {
// the mask only has to be generated once since it is never modified at runtime beyond assignment
static unsigned int mask = 0;
if (mask == 0) {
for (int i = 0; i < CHUNK_SHIFT; i++)
mask |= (1 << ((sizeof(int) * 8 - 1) - i));
}
ucoord |= mask;
}
return (int) (ucoord);
}
// std::unordered_map requires a type. As a result the functions are encapsulated.
struct ChunkPosHash {
inline size_t operator()(const ChunkPos& pos) const {
size_t p1 = std::hash<int>()(pos.x);
size_t p2 = std::hash<int>()(pos.y);
size_t p3 = std::hash<int>()(pos.z);
return (p1 ^ (p2 << 1)) ^ p3;
}
};
struct ChunkPosEquality {
inline bool operator()(const ChunkPos& p1, const ChunkPos& p2) const {
return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z;
}
};
}
struct chunk {
public:
block_storage* storage;
mesh_storage* mesh = nullptr;
VAO* chunk_vao;
ChunkPos pos;
unsigned char dirtiness = 0;
unsigned long render_size = 0;
public:
explicit chunk(ChunkPos pos): pos(pos) {
storage = new block_storage();
chunk_vao = new VAO();
// using indices uses:
// 12 faces * 4 vertex * 3 float * 4 bytes + 12 faces * 6 indices * 4 bytes = 864 bytes for vertex + index
// using only vertices:
// 12 faces * 6 vertex * 3 floats * 4 bytes = 864 bytes.
// since they both use the same amount of memory we will only store the vertices and draw with drawArrays, since it is less complex.
// set up the VBOs which will be later updated when the mesh is generated.
chunk_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0), 0, 3);
}
~chunk() {
delete storage;
delete chunk_vao;
}
};
class world {
private:
std::unordered_map<ChunkPos, chunk*, _static::ChunkPosHash, _static::ChunkPosEquality> chunk_storage;
protected:
mesh_storage* generateChunkMesh(chunk* chunk);
chunk* getChunk(int x, int y, int z) {
return chunk_storage.at(ChunkPos{_static::world_to_chunk(x), _static::world_to_chunk(y), _static::world_to_chunk(z)});
}
public:
world() {
chunk_storage.insert({{0, 0, 0}, new chunk({0, 0, 0})});
}
void update();
void render(fp::shader& shader);
inline void setBlock(int x, int y, int z, char blockID) {
auto c = getChunk(x, y, z);
// mark the chunk for a mesh update
c->dirtiness = 2;
c->storage->set(_static::world_to_internal(x), _static::world_to_internal(y), _static::world_to_internal(z), blockID);
}
inline void setBlock(float x, float y, float z, char blockID) { setBlock((int) x, (int) y, (int) z, blockID); }
inline char getBlock(int x, int y, int z) {
auto c = getChunk(x, y, z);
return c->storage->get(x, y, z);
}
inline char getBlock(float x, float y, float z) {
return getBlock((int) x, (int) y, (int) z);
}
~world() {
for (auto& chunk : chunk_storage)
delete (chunk.second);
}
};
}
#endif //FINALPROJECT_WORLD_H

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@ -6,7 +6,7 @@
#include <shaders/chunk.frag>
#include <shaders/chunk.vert>
#include "render/camera.h"
#include "world/chunk/chunk.h"
#include "world/chunk/world.h"
#ifdef __EMSCRIPTEN__
@ -16,15 +16,14 @@
#endif
fp::shader* chunk_shader;
fp::chunk* chunk;
fp::world* world;
void loop(){
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
chunk_shader->use();
chunk->update();
chunk->render(*chunk_shader);
world->update();
world->render(*chunk_shader);
if (fp::window::isKeyPressed(GLFW_KEY_R)){
BLT_DEBUG("R Key is pressed!");
@ -48,10 +47,10 @@ int main() {
fp::window::init();
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
chunk = new fp::chunk();
world = new fp::world();
chunk->setBlock(0, 0, 0, 1);
chunk->setBlock(2, 2, 2, 1);
world->setBlock(0, 0, 0, 1);
world->setBlock(2, 2, 2, 1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
@ -70,7 +69,7 @@ int main() {
#endif
delete(chunk_shader);
delete(chunk);
delete(world);
fp::window::close();

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@ -90,7 +90,7 @@ void fp::camera::update() {
if (window::isKeyPressed(GLFW_KEY_LEFT_CONTROL)){
speed = MAX_SPEED;
} else if (window::isKeyPressed(GLFW_KEY_LEFT_ALT))
speed = DEFAULT_SPEED / 2;
speed = DEFAULT_SPEED / 8;
else
speed = DEFAULT_SPEED;

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@ -1,60 +0,0 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#include <world/chunk/chunk.h>
fp::mesh_storage* fp::chunk::generateMesh() {
auto* meshStorage = new mesh_storage;
for (int i = 0; i < CHUNK_SIZE; i++){
for (int j = 0; j < CHUNK_SIZE; j++){
for (int k = 0; k < CHUNK_SIZE; k++){
auto block = storage->get(i,j,k);
if (block != 0) {
meshStorage->addFace(X_NEG, i, j, k);
meshStorage->addFace(X_POS, i, j, k);
meshStorage->addFace(Y_NEG, i, j, k);
meshStorage->addFace(Y_POS, i, j, k);
meshStorage->addFace(Z_NEG, i, j, k);
meshStorage->addFace(Z_POS, i, j, k);
}
}
}
}
return meshStorage;
}
void fp::chunk::update() {
}
void fp::chunk::render(fp::shader& chunk_shader) {
// process mesh updates
if (isDirty){
auto* new_mesh = generateMesh();
auto& vertices = new_mesh->getVertices();
auto& indices = new_mesh->getIndices();
BLT_INFO("Chunk mesh updated with %d vertices and %d indices taking (%d, %d) bytes!", vertices.size(), indices.size(), vertices.size() * sizeof(float), indices.size() * sizeof(unsigned int));
chunk_vao->getVBO(0)->update(vertices);
chunk_vao->getVBO(-1)->update(indices);
render_size = indices.size();
delete(new_mesh);
isDirty = false;
}
if (render_size > 0){
chunk_vao->bind();
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, render_size, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(0);
}
}

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@ -9,40 +9,64 @@
constexpr float scale = 0.5f;
const float x_positive_vertices[VTX_ARR_SIZE] = {
scale, scale, scale, // +x top right
// +x first triangle
scale, -scale, scale, // +x top left
scale, scale, -scale, // +x bottom right
scale, scale, scale, // +x top right
// +x second triangle
scale, -scale, scale, // +x top left
scale, -scale, -scale, // +x bottom left
scale, -scale, scale // +x top left
scale, scale, -scale, // +x bottom right
};
const float x_negative_vertices[VTX_ARR_SIZE] = {
-scale, scale, scale, // -x top right
-scale, scale, -scale, // -x bottom right
// -x first triangle
-scale, scale, scale, // -x top right
-scale, scale, -scale, // -x bottom right
-scale, -scale, scale, // -x top left
// -x second triangle
-scale, scale, -scale, // -x bottom right
-scale, -scale, -scale, // -x bottom left
-scale, -scale, scale // -x top left
-scale, -scale, scale, // -x top left
};
const float y_positive_vertices[VTX_ARR_SIZE] = {
scale, scale, scale, // +y top right
-scale, scale, scale, // +y bottom right
-scale, scale, -scale, // +y bottom left
scale, scale, -scale, // +y top left
// first triangle
scale, scale, -scale, // top left
-scale, scale, scale, // bottom right
scale, scale, scale, // top right
// second triangle
scale, scale, -scale, // top left
-scale, scale, -scale, // bottom left
-scale, scale, scale, // bottom right
};
const float y_negative_vertices[VTX_ARR_SIZE] = {
scale, -scale, scale, // -y top right
-scale, -scale, scale, // -y bottom right
-scale, -scale, -scale, // -y bottom left
scale, -scale, -scale, // -y top left
// first triangle
scale, -scale, scale, // top right
-scale, -scale, scale, // bottom right
scale, -scale, -scale, // top left
// second triangle
-scale, -scale, scale, // bottom right
-scale, -scale, -scale, // bottom left
scale, -scale, -scale, // top left
};
const float z_positive_vertices[VTX_ARR_SIZE] = {
scale, scale, scale, // +z top right
scale, -scale, scale, // +z bottom right
-scale, -scale, scale, // +z bottom left
-scale, scale, scale // +z top left
// first triangle
-scale, scale, scale, // top left
scale, -scale, scale, // bottom right
scale, scale, scale, // top right
// second triangle
-scale, scale, scale, // top left
-scale, -scale, scale, // bottom left
scale, -scale, scale, // bottom right
};
const float z_negative_vertices[VTX_ARR_SIZE] = {
scale, scale, -scale, // -z top right
scale, -scale, -scale, // -z bottom right
-scale, -scale, -scale, // -z bottom left
-scale, scale, -scale // -z top left
// first triangle
scale, scale, -scale, // top right
scale, -scale, -scale, // bottom right
-scale, scale, -scale, // top left
// second triangle
scale, -scale, -scale, // bottom right
-scale, -scale, -scale, // bottom left
-scale, scale, -scale, // top left
};
// always ordered the same as the enum!
@ -55,29 +79,6 @@ const float* face_decode[] = {
z_negative_vertices
};
// indices are the same on all axis but are flipped between negative / positive as a result of back-face culling.
const std::vector<unsigned int> negative_indices = {
0, 1, 3,
1, 2, 3
};
const std::vector<unsigned int> positive_indices = {
3, 1, 0,
3, 2, 1
};
void fp::mesh_storage::addFace(fp::face face, float x, float y, float z) {
BLT_DEBUG("Creating face %d ", face);
add_and_translate(face_decode[face], x, y, z);
// 3 floats per vertex, 4 vertices per face
// 576 + 288 = 864 bytes for vertex + index
// 12 faces * 6 vertex * 3 floats * 4 bytes = 864 bytes.
// no savings but extra complexity
// auto indice_offset = (vertices.size()/3 - 4);
// auto& face_indices = face % 2 == 0 ? positive_indices : negative_indices;
//
// for (unsigned int indice : face_indices)
// indices.push_back(indice_offset + indice);
}

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@ -0,0 +1,97 @@
/*
* Created by Brett on 11/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#include <world/chunk/world.h>
//void fp::chunk::render(fp::shader& chunk_shader) {
// // process mesh updates
// if (isDirty){
// auto* new_mesh = generateMesh();
//
// auto& vertices = new_mesh->getVertices();
// //auto& indices = new_mesh->getIndices();
//
// BLT_INFO("Chunk mesh updated with %d vertices and %d indices taking (%d, %d) bytes!", vertices.size(), 0, vertices.size() * sizeof(float), 0 * sizeof(unsigned int));
//
// chunk_vao->getVBO(0)->update(vertices);
// //chunk_vao->getVBO(-1)->update(indices);
//
// render_size = vertices.size();
//
// delete(new_mesh);
// isDirty = false;
// }
//
// if (render_size > 0){
// chunk_vao->bind();
// glEnableVertexAttribArray(0);
// //glDrawElements(GL_TRIANGLES, render_size, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_TRIANGLES, 0, render_size);
// glDisableVertexAttribArray(0);
// }
//
//}
fp::mesh_storage* fp::world::generateChunkMesh(fp::chunk* chunk) {
auto* meshStorage = new mesh_storage;
if (chunk->dirtiness > 1) { // full chunk mesh
for (int i = 0; i < CHUNK_SIZE; i++) {
for (int j = 0; j < CHUNK_SIZE; j++) {
for (int k = 0; k < CHUNK_SIZE; k++) {
auto block = chunk->storage->get(i, j, k);
if (block != 0) {
meshStorage->addFace(X_NEG, i, j, k);
meshStorage->addFace(X_POS, i, j, k);
meshStorage->addFace(Y_NEG, i, j, k);
meshStorage->addFace(Y_POS, i, j, k);
meshStorage->addFace(Z_NEG, i, j, k);
meshStorage->addFace(Z_POS, i, j, k);
}
}
}
}
} else if (chunk->dirtiness > 0){ // partial chunk mesh (had null edges)
}
return meshStorage;
}
void fp::world::update() {
}
void fp::world::render(fp::shader& shader) {
shader.use();
for (const auto& chunk_pair : chunk_storage) {
auto chunk = chunk_pair.second;
if (chunk->dirtiness > 0){
auto mesh = generateChunkMesh(chunk);
auto& vertices = mesh->getVertices();
BLT_INFO("Chunk mesh updated with %d vertices and %d indices taking (%d, %d) bytes!", vertices.size(), 0, vertices.size() * sizeof(float), 0 * sizeof(unsigned int));
chunk->chunk_vao->getVBO(0)->update(vertices);
//chunk_vao->getVBO(-1)->update(indices);
chunk->render_size = vertices.size();
delete(mesh);
chunk->dirtiness = 0;
}
if (chunk->render_size > 0){
chunk->chunk_vao->bind();
glEnableVertexAttribArray(0);
//glDrawElements(GL_TRIANGLES, render_size, GL_UNSIGNED_INT, nullptr);
glDrawArrays(GL_TRIANGLES, 0, (int)chunk->render_size);
glDisableVertexAttribArray(0);
}
}
}