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2 779 1678046595861972061 CMakeFiles/FinalProject.dir/src/util/settings.cpp.o 67d0982a1f44b9dd
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4 1021 1678047258692079886 CMakeFiles/FinalProject.dir/src/main.cpp.o 1ae001c7e5feebcb
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3 1204 1678047407560157339 CMakeFiles/FinalProject.dir/src/world/chunk/world.cpp.o 7a550f9a4e0bfc9c
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1205 1345 1678047407700161239 FinalProject 9e02455301d10951
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||||||
|
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
||||||
Start testing: Mar 05 00:01 EST
|
Start testing: Mar 05 15:16 EST
|
||||||
----------------------------------------------------------
|
----------------------------------------------------------
|
||||||
End testing: Mar 05 00:01 EST
|
End testing: Mar 05 15:16 EST
|
||||||
|
|
|
@ -98,6 +98,13 @@ build CMakeFiles/FinalProject.dir/src/render/window.cpp.o: CXX_COMPILER__FinalPr
|
||||||
OBJECT_DIR = CMakeFiles/FinalProject.dir
|
OBJECT_DIR = CMakeFiles/FinalProject.dir
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||||||
OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src/render
|
OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src/render
|
||||||
|
|
||||||
|
build CMakeFiles/FinalProject.dir/src/util/math.cpp.o: CXX_COMPILER__FinalProject_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/util/math.cpp || cmake_object_order_depends_target_FinalProject
|
||||||
|
DEP_FILE = CMakeFiles/FinalProject.dir/src/util/math.cpp.o.d
|
||||||
|
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always -std=gnu++17
|
||||||
|
INCLUDES = -I"/home/brett/Documents/Brock/CS 3P98/Final Project/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo/libraries/BLT/config" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo/libraries/freetype-2.13.0/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/freetype-2.13.0/include" -I"/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/glfw-3.3.8/include"
|
||||||
|
OBJECT_DIR = CMakeFiles/FinalProject.dir
|
||||||
|
OBJECT_FILE_DIR = CMakeFiles/FinalProject.dir/src/util
|
||||||
|
|
||||||
build CMakeFiles/FinalProject.dir/src/util/settings.cpp.o: CXX_COMPILER__FinalProject_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/util/settings.cpp || cmake_object_order_depends_target_FinalProject
|
build CMakeFiles/FinalProject.dir/src/util/settings.cpp.o: CXX_COMPILER__FinalProject_RelWithDebInfo /home/brett/Documents/Brock/CS$ 3P98/Final$ Project/src/util/settings.cpp || cmake_object_order_depends_target_FinalProject
|
||||||
DEP_FILE = CMakeFiles/FinalProject.dir/src/util/settings.cpp.o.d
|
DEP_FILE = CMakeFiles/FinalProject.dir/src/util/settings.cpp.o.d
|
||||||
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always -std=gnu++17
|
FLAGS = -O2 -g -DNDEBUG -fdiagnostics-color=always -std=gnu++17
|
||||||
|
@ -134,7 +141,7 @@ build CMakeFiles/FinalProject.dir/src/world/registry.cpp.o: CXX_COMPILER__FinalP
|
||||||
#############################################
|
#############################################
|
||||||
# Link the executable FinalProject
|
# Link the executable FinalProject
|
||||||
|
|
||||||
build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_RelWithDebInfo CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/camera.cpp.o CMakeFiles/FinalProject.dir/src/render/gl.cpp.o CMakeFiles/FinalProject.dir/src/render/textures.cpp.o CMakeFiles/FinalProject.dir/src/render/ui/debug.cpp.o CMakeFiles/FinalProject.dir/src/render/ui/text.cpp.o CMakeFiles/FinalProject.dir/src/render/window.cpp.o CMakeFiles/FinalProject.dir/src/util/settings.cpp.o CMakeFiles/FinalProject.dir/src/world/chunk/storage.cpp.o CMakeFiles/FinalProject.dir/src/world/chunk/world.cpp.o CMakeFiles/FinalProject.dir/src/world/registry.cpp.o | libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libpng.so /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libpng.so /usr/lib/x86_64-linux-gnu/libharfbuzz.so /usr/lib/x86_64-linux-gnu/libbrotlidec.so /usr/lib/x86_64-linux-gnu/librt.a /usr/lib/x86_64-linux-gnu/libm.so /usr/lib/x86_64-linux-gnu/libX11.so || libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a
|
build FinalProject: CXX_EXECUTABLE_LINKER__FinalProject_RelWithDebInfo CMakeFiles/FinalProject.dir/src/main.cpp.o CMakeFiles/FinalProject.dir/src/render/camera.cpp.o CMakeFiles/FinalProject.dir/src/render/gl.cpp.o CMakeFiles/FinalProject.dir/src/render/textures.cpp.o CMakeFiles/FinalProject.dir/src/render/ui/debug.cpp.o CMakeFiles/FinalProject.dir/src/render/ui/text.cpp.o CMakeFiles/FinalProject.dir/src/render/window.cpp.o CMakeFiles/FinalProject.dir/src/util/math.cpp.o CMakeFiles/FinalProject.dir/src/util/settings.cpp.o CMakeFiles/FinalProject.dir/src/world/chunk/storage.cpp.o CMakeFiles/FinalProject.dir/src/world/chunk/world.cpp.o CMakeFiles/FinalProject.dir/src/world/registry.cpp.o | libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libpng.so /usr/lib/x86_64-linux-gnu/libz.so /usr/lib/x86_64-linux-gnu/libpng.so /usr/lib/x86_64-linux-gnu/libharfbuzz.so /usr/lib/x86_64-linux-gnu/libbrotlidec.so /usr/lib/x86_64-linux-gnu/librt.a /usr/lib/x86_64-linux-gnu/libm.so /usr/lib/x86_64-linux-gnu/libX11.so || libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a
|
||||||
FLAGS = -O2 -g -DNDEBUG
|
FLAGS = -O2 -g -DNDEBUG
|
||||||
LINK_FLAGS = -rdynamic
|
LINK_FLAGS = -rdynamic
|
||||||
LINK_LIBRARIES = libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so -lz -lpng -lz -lpng -lharfbuzz -lbrotlidec -Wl,-Bstatic -lrt -Wl,-Bdynamic -lm -ldl -lX11
|
LINK_LIBRARIES = libraries/BLT/libBLT.a libraries/freetype-2.13.0/libfreetype.a libraries/glfw-3.3.8/src/libglfw3.a /usr/lib/x86_64-linux-gnu/libz.so -lz -lpng -lz -lpng -lharfbuzz -lbrotlidec -Wl,-Bstatic -lrt -Wl,-Bdynamic -lm -ldl -lX11
|
||||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -11,6 +11,8 @@
|
||||||
|
|
||||||
namespace fp::camera {
|
namespace fp::camera {
|
||||||
void update();
|
void update();
|
||||||
|
const blt::vec3& getPosition();
|
||||||
|
const blt::vec3& getRotation();
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif //FINALPROJECT_CAMERA_H
|
#endif //FINALPROJECT_CAMERA_H
|
||||||
|
|
|
@ -32,12 +32,11 @@ namespace fp {
|
||||||
|
|
||||||
struct VBO {
|
struct VBO {
|
||||||
GLuint vboID = 0;
|
GLuint vboID = 0;
|
||||||
void* data = nullptr;
|
|
||||||
int size = 0;
|
int size = 0;
|
||||||
vbo_type type = ARRAY_BUFFER;
|
vbo_type type = ARRAY_BUFFER;
|
||||||
vbo_mem_type mem_type = STATIC;
|
vbo_mem_type mem_type = STATIC;
|
||||||
|
|
||||||
VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), data(data), size(size), mem_type(mem_type) {
|
VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), size(size), mem_type(mem_type) {
|
||||||
glGenBuffers(1, &vboID);
|
glGenBuffers(1, &vboID);
|
||||||
bind();
|
bind();
|
||||||
glBufferData(type, size, data, mem_type);
|
glBufferData(type, size, data, mem_type);
|
||||||
|
@ -55,13 +54,12 @@ namespace fp {
|
||||||
inline void update(void* new_data, int data_size) {
|
inline void update(void* new_data, int data_size) {
|
||||||
bind();
|
bind();
|
||||||
// optimization technique is to not reallocate the memory on the GPU if the new buffer size is not larger than our current buffer
|
// optimization technique is to not reallocate the memory on the GPU if the new buffer size is not larger than our current buffer
|
||||||
if (data_size <= size){
|
//if (data_size <= size){
|
||||||
// we can do this as long as we overwrite from the beginning. Since the new draw call will only use of to size of the allocated buffer
|
// we can do this as long as we overwrite from the beginning. Since the new draw call will only use of to size of the allocated buffer
|
||||||
// to do all its drawing, the extra space unused can be ignored and saved for future use.
|
// to do all its drawing, the extra space unused can be ignored and saved for future use.
|
||||||
glBufferSubData(type, 0, data_size, new_data);
|
// glBufferSubData(type, 0, data_size, new_data);
|
||||||
} else
|
//} else
|
||||||
glBufferData(type, data_size, new_data, mem_type);
|
glBufferData(type, data_size, new_data, mem_type);
|
||||||
data = new_data;
|
|
||||||
size = data_size;
|
size = data_size;
|
||||||
glBindBuffer(type, 0);
|
glBindBuffer(type, 0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -56,6 +56,8 @@ namespace fp::window {
|
||||||
double getFrameDelta();
|
double getFrameDelta();
|
||||||
// nanoseconds
|
// nanoseconds
|
||||||
long getFrameDeltaRaw();
|
long getFrameDeltaRaw();
|
||||||
|
// nanoseconds, from current time not last frame
|
||||||
|
long getCurrentDelta();
|
||||||
|
|
||||||
const blt::mat4x4& getPerspectiveMatrix();
|
const blt::mat4x4& getPerspectiveMatrix();
|
||||||
|
|
||||||
|
|
|
@ -5,8 +5,7 @@
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
layout (location = 0) in vec3 vertex;
|
layout (location = 0) in vec3 vertex;
|
||||||
layout (location = 1) in vec2 texture_coord;
|
layout (location = 1) in vec3 texture_coord;
|
||||||
layout (location = 2) in float texture_index;
|
|
||||||
|
|
||||||
out vec2 uv;
|
out vec2 uv;
|
||||||
out float index;
|
out float index;
|
||||||
|
@ -24,9 +23,9 @@ layout (std140) uniform StandardMatrices
|
||||||
};
|
};
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
index = texture_index;
|
index = texture_coord.z;
|
||||||
gl_Position = projection * view * translation * vec4(vertex.x, vertex.y, vertex.z, 1.0);
|
gl_Position = projection * view * translation * vec4(vertex.x, vertex.y, vertex.z, 1.0);
|
||||||
uv = texture_coord;
|
uv = texture_coord.xy;
|
||||||
}
|
}
|
||||||
|
|
||||||
")";
|
")";
|
||||||
|
|
|
@ -8,6 +8,9 @@
|
||||||
#define FINALPROJECT_MATH_H
|
#define FINALPROJECT_MATH_H
|
||||||
|
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
#include <stb/stb_perlin.h>
|
||||||
|
#include <blt/math/math.h>
|
||||||
|
#include <blt/std/logging.h>
|
||||||
|
|
||||||
static inline float degreesToRadian(float deg) {
|
static inline float degreesToRadian(float deg) {
|
||||||
return deg * (float)M_PI / 180.0f;
|
return deg * (float)M_PI / 180.0f;
|
||||||
|
|
|
@ -36,13 +36,11 @@ namespace fp {
|
||||||
return blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x];
|
return blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x];
|
||||||
}
|
}
|
||||||
|
|
||||||
[[nodiscard]] inline block_type getBounded(bool& outside, const block_pos& pos) const {
|
[[nodiscard]] inline bool checkBlockVisibility(const block_pos& pos) const {
|
||||||
if (pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE || pos.z < 0 || pos.z >= CHUNK_SIZE) {
|
if (pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE || pos.z < 0 || pos.z >= CHUNK_SIZE) {
|
||||||
outside = true;
|
return false;
|
||||||
return fp::registry::AIR;
|
|
||||||
}
|
}
|
||||||
outside = false;
|
return fp::registry::get(get(pos)).visibility <= fp::registry::TRANSPARENT_TEXTURE;
|
||||||
return get(pos);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void set(const block_pos& pos, block_type blockID) {
|
inline void set(const block_pos& pos, block_type blockID) {
|
||||||
|
|
|
@ -10,6 +10,7 @@
|
||||||
#include <world/chunk/storage.h>
|
#include <world/chunk/storage.h>
|
||||||
#include <render/gl.h>
|
#include <render/gl.h>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
#include "blt/profiling/profiler.h"
|
||||||
|
|
||||||
namespace fp {
|
namespace fp {
|
||||||
|
|
||||||
|
@ -64,7 +65,7 @@ namespace fp {
|
||||||
}
|
}
|
||||||
|
|
||||||
struct chunk {
|
struct chunk {
|
||||||
public:
|
private:
|
||||||
block_storage* storage;
|
block_storage* storage;
|
||||||
mesh_storage* mesh = nullptr;
|
mesh_storage* mesh = nullptr;
|
||||||
VAO* chunk_vao;
|
VAO* chunk_vao;
|
||||||
|
@ -77,22 +78,109 @@ namespace fp {
|
||||||
explicit chunk(chunk_pos pos): pos(pos) {
|
explicit chunk(chunk_pos pos): pos(pos) {
|
||||||
storage = new block_storage();
|
storage = new block_storage();
|
||||||
chunk_vao = new VAO();
|
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.
|
|
||||||
auto vbo = new VBO(ARRAY_BUFFER, nullptr, 0);
|
auto vbo = new VBO(ARRAY_BUFFER, nullptr, 0);
|
||||||
auto data_size = 3 * sizeof(float) + 2 * sizeof(float) + 1 * sizeof(float);
|
auto data_size = 3 * sizeof(float) + 3 * sizeof(float);
|
||||||
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int)data_size, 0);
|
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int)data_size, 0);
|
||||||
chunk_vao->bindVBO(vbo, 1, 2, GL_FLOAT, (int)data_size, 3 * sizeof(float), true);
|
chunk_vao->bindVBO(vbo, 1, 3, GL_FLOAT, (int)data_size, 3 * sizeof(float), true);
|
||||||
chunk_vao->bindVBO(vbo, 2, 1, GL_FLOAT, (int)data_size, 3 * sizeof(float) + 2 * sizeof(float), true);
|
|
||||||
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
|
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline void render(shader& shader){
|
||||||
|
if (render_size > 0) {
|
||||||
|
blt::mat4x4 translation{};
|
||||||
|
translation.translate((float) pos.x * CHUNK_SIZE,
|
||||||
|
(float) pos.y * CHUNK_SIZE,
|
||||||
|
(float) pos.z * CHUNK_SIZE
|
||||||
|
);
|
||||||
|
shader.setMatrix("translation", translation);
|
||||||
|
// bind the chunk's VAO
|
||||||
|
chunk_vao->bind();
|
||||||
|
// despite binding the element buffer at creation time, this is required.
|
||||||
|
chunk_vao->getVBO(-1)->bind();
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glDrawElements(GL_TRIANGLES, (int) render_size, GL_UNSIGNED_INT, nullptr);
|
||||||
|
glDisableVertexAttribArray(2);
|
||||||
|
glDisableVertexAttribArray(1);
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void updateChunkMesh(){
|
||||||
|
auto& vertices = mesh->getVertices();
|
||||||
|
auto& indices = mesh->getIndices();
|
||||||
|
|
||||||
|
BLT_DEBUG(
|
||||||
|
"Chunk [%d, %d, %d] mesh updated with %d vertices and %d indices taking (%d, %d) bytes!",
|
||||||
|
pos.x, pos.y, pos.z,
|
||||||
|
vertices.size(), indices.size(), vertices.size() * sizeof(vertex),
|
||||||
|
indices.size() * sizeof(unsigned int));
|
||||||
|
|
||||||
|
// upload the new vertices to the GPU
|
||||||
|
chunk_vao->getVBO(0)->update(vertices);
|
||||||
|
chunk_vao->getVBO(-1)->update(indices);
|
||||||
|
render_size = indices.size();
|
||||||
|
|
||||||
|
// delete the local chunk mesh memory, since we no longer need to store it.
|
||||||
|
delete (mesh);
|
||||||
|
mesh = nullptr;
|
||||||
|
markDone();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Mark the chunk as completely dirty and in need of a full check refresh
|
||||||
|
*/
|
||||||
|
inline void markDirty(){
|
||||||
|
dirtiness = FULL_MESH;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Partial mesh update has been completed, we are now waiting on the edge chunks to be
|
||||||
|
* generated before continuing to generate the chunk edge mesh
|
||||||
|
*/
|
||||||
|
inline void markPartialComplete() {
|
||||||
|
dirtiness = PARTIAL_MESH;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Full chunk mesh is now completely generated and waiting on uploading to the GPU
|
||||||
|
*/
|
||||||
|
inline void markComplete(){
|
||||||
|
dirtiness = REFRESH;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Mesh uploading complete, chunk meshing is now done and inactive
|
||||||
|
*/
|
||||||
|
inline void markDone(){
|
||||||
|
dirtiness = OKAY;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline block_storage*& getBlockStorage() {
|
||||||
|
return storage;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline mesh_storage*& getMeshStorage(){
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline VAO*& getVAO(){
|
||||||
|
return chunk_vao;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline chunk_pos getPos() const {
|
||||||
|
return pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline chunk_mesh_status getDirtiness() const {
|
||||||
|
return dirtiness;
|
||||||
|
}
|
||||||
|
|
||||||
|
[[nodiscard]] inline chunk_update_status& getStatus() {
|
||||||
|
return status;
|
||||||
|
}
|
||||||
|
|
||||||
~chunk() {
|
~chunk() {
|
||||||
delete storage;
|
delete storage;
|
||||||
delete chunk_vao;
|
delete chunk_vao;
|
||||||
|
@ -118,6 +206,8 @@ namespace fp {
|
||||||
|
|
||||||
void generateChunkMesh(chunk* chunk);
|
void generateChunkMesh(chunk* chunk);
|
||||||
|
|
||||||
|
static chunk* generateChunk(const chunk_pos& pos);
|
||||||
|
|
||||||
inline void getNeighbours(const chunk_pos& pos, chunk_neighbours& neighbours) {
|
inline void getNeighbours(const chunk_pos& pos, chunk_neighbours& neighbours) {
|
||||||
neighbours[X_POS] = getChunk(chunk_pos{pos.x + 1, pos.y, pos.z});
|
neighbours[X_POS] = getChunk(chunk_pos{pos.x + 1, pos.y, pos.z});
|
||||||
neighbours[X_NEG] = getChunk(chunk_pos{pos.x - 1, pos.y, pos.z});
|
neighbours[X_NEG] = getChunk(chunk_pos{pos.x - 1, pos.y, pos.z});
|
||||||
|
@ -128,14 +218,14 @@ namespace fp {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void insertChunk(chunk* chunk) {
|
inline void insertChunk(chunk* chunk) {
|
||||||
chunk_storage.insert({chunk->pos, chunk});
|
chunk_storage.insert({chunk->getPos(), chunk});
|
||||||
|
|
||||||
chunk_neighbours chunkNeighbours{};
|
chunk_neighbours chunkNeighbours{};
|
||||||
getNeighbours(chunk->pos, chunkNeighbours);
|
getNeighbours(chunk->getPos(), chunkNeighbours);
|
||||||
|
|
||||||
for (auto* p : chunkNeighbours.neighbours){
|
for (auto* p : chunkNeighbours.neighbours){
|
||||||
if (p)
|
if (p)
|
||||||
p->status = NEIGHBOUR_CREATE;
|
p->getStatus() = NEIGHBOUR_CREATE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -147,20 +237,11 @@ namespace fp {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline chunk* getChunk(const block_pos& pos) {
|
inline chunk* getChunk(const block_pos& pos) {
|
||||||
return chunk_storage.at(_static::world_to_chunk(pos));
|
return chunk_storage[_static::world_to_chunk(pos)];
|
||||||
}
|
}
|
||||||
|
|
||||||
public:
|
public:
|
||||||
world() {
|
world() = default;
|
||||||
insertChunk(new chunk({0, 0, 0}));
|
|
||||||
insertChunk(new chunk({0, 1, 0}));
|
|
||||||
insertChunk(new chunk({0, -1, 0}));
|
|
||||||
insertChunk(new chunk({1, 0, 0}));
|
|
||||||
insertChunk(new chunk({0, 0, 1}));
|
|
||||||
insertChunk(new chunk({-1, 0, 0}));
|
|
||||||
insertChunk(new chunk({0, 0, -1}));
|
|
||||||
insertChunk(new chunk({-1, 0, -1}));
|
|
||||||
}
|
|
||||||
|
|
||||||
void update();
|
void update();
|
||||||
|
|
||||||
|
@ -171,8 +252,8 @@ namespace fp {
|
||||||
if (!c)
|
if (!c)
|
||||||
return false;
|
return false;
|
||||||
// mark the chunk for a mesh update
|
// mark the chunk for a mesh update
|
||||||
c->dirtiness = FULL_MESH;
|
c->markDirty();
|
||||||
c->storage->set(_static::world_to_internal(pos), blockID);
|
c->getBlockStorage()->set(_static::world_to_internal(pos), blockID);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -180,10 +261,12 @@ namespace fp {
|
||||||
auto c = getChunk(pos);
|
auto c = getChunk(pos);
|
||||||
if (!c)
|
if (!c)
|
||||||
return fp::registry::AIR;
|
return fp::registry::AIR;
|
||||||
return c->storage->get(_static::world_to_internal(pos));
|
return c->getBlockStorage()->get(_static::world_to_internal(pos));
|
||||||
}
|
}
|
||||||
|
|
||||||
~world() {
|
~world() {
|
||||||
|
BLT_PRINT_PROFILE("Chunk Mesh", blt::logging::TRACE, true);
|
||||||
|
BLT_PRINT_PROFILE("Chunk Generate", blt::logging::TRACE, true);
|
||||||
for (auto& chunk : chunk_storage)
|
for (auto& chunk : chunk_storage)
|
||||||
delete (chunk.second);
|
delete (chunk.second);
|
||||||
}
|
}
|
||||||
|
|
|
@ -47,15 +47,21 @@ namespace fp::registry {
|
||||||
constexpr block_type GRASS = 4;
|
constexpr block_type GRASS = 4;
|
||||||
|
|
||||||
void registerBlock(block_type id, block_properties properties);
|
void registerBlock(block_type id, block_properties properties);
|
||||||
|
|
||||||
void registerTexture(texture::file_texture* texture);
|
void registerTexture(texture::file_texture* texture);
|
||||||
|
|
||||||
void textureInit();
|
void textureInit();
|
||||||
|
|
||||||
void setupTextureLoaderThreads(int count = 8);
|
void setupTextureLoaderThreads(int count = 8);
|
||||||
|
|
||||||
void generateTexturePalette();
|
void generateTexturePalette();
|
||||||
|
|
||||||
void cleanup();
|
void cleanup();
|
||||||
|
|
||||||
block_properties& get(block_type id);
|
block_properties& get(block_type id);
|
||||||
|
|
||||||
unsigned int getTextureID();
|
unsigned int getTextureID();
|
||||||
|
|
||||||
texture::texture_index getTextureIndex(const std::string& name);
|
texture::texture_index getTextureIndex(const std::string& name);
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1 +1 @@
|
||||||
Subproject commit bd89abb2f3da1e04d8fae667db2866675ae2280c
|
Subproject commit 063a67927811339f70f4664c1a32dfeed0b6e9a2
|
33
src/main.cpp
33
src/main.cpp
|
@ -11,6 +11,7 @@
|
||||||
#include "render/camera.h"
|
#include "render/camera.h"
|
||||||
#include "world/chunk/world.h"
|
#include "world/chunk/world.h"
|
||||||
#include "util/settings.h"
|
#include "util/settings.h"
|
||||||
|
#include <util/math.h>
|
||||||
|
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
|
@ -56,25 +57,19 @@ int main() {
|
||||||
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
|
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
|
||||||
world = new fp::world();
|
world = new fp::world();
|
||||||
|
|
||||||
//world->setBlock({0,0,0}, 1);
|
world->setBlock({0,0,0}, fp::registry::STONE);
|
||||||
|
|
||||||
for (int i = 1; i < CHUNK_SIZE; i++)
|
for (int i = 0; i < CHUNK_SIZE; i++) {
|
||||||
for (int j = 0; j < 2; j++)
|
for (int j = 0; j < CHUNK_SIZE; j++) {
|
||||||
for (int k = 5; k < CHUNK_SIZE; k++)
|
for (int k = 0; k < CHUNK_SIZE; k++) {
|
||||||
world->setBlock({i,j,k}, fp::registry::STONE);
|
world->setBlock({i, j, k}, (int)(stb_perlin_fbm_noise3(i / 8.0, j / 8.0, k / 8.0, 2.0, 0.5, 6) > 0.5 ? fp::registry::STONE : fp::registry::AIR));
|
||||||
|
}
|
||||||
for (int i = 1; i < CHUNK_SIZE; i++)
|
}
|
||||||
for (int j = 10; j < 15; j++)
|
}
|
||||||
for (int k = 5; k < CHUNK_SIZE; k++)
|
world->setBlock({-2, 2, 2}, fp::registry::STONE);
|
||||||
world->setBlock({i,j,k}, fp::registry::DIRT);
|
world->setBlock({-2, 2, -2}, fp::registry::STONE);
|
||||||
|
world->setBlock({-5, 6, -5}, fp::registry::COBBLE);
|
||||||
for (int i = 1; i < CHUNK_SIZE; i++)
|
world->setBlock({2, 2, -2}, fp::registry::STONE);
|
||||||
for (int j = 24; j < 26; j++)
|
|
||||||
for (int k = 5; k < CHUNK_SIZE; k++)
|
|
||||||
world->setBlock({i,j,k}, fp::registry::COBBLE);
|
|
||||||
world->setBlock({-2, 2, 2}, 1);
|
|
||||||
world->setBlock({-2, 2, -2}, 1);
|
|
||||||
world->setBlock({2, 2, -2}, 1);
|
|
||||||
|
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
@ -93,8 +88,6 @@ int main() {
|
||||||
loop();
|
loop();
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
BLT_PRINT_PROFILE("Chunk Generator", blt::logging::TRACE, true);
|
|
||||||
|
|
||||||
delete(chunk_shader);
|
delete(chunk_shader);
|
||||||
delete(world);
|
delete(world);
|
||||||
|
|
||||||
|
|
|
@ -128,3 +128,11 @@ void fp::camera::update() {
|
||||||
|
|
||||||
updateViewMatrix();
|
updateViewMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const blt::vec3& fp::camera::getPosition() {
|
||||||
|
return position;
|
||||||
|
}
|
||||||
|
|
||||||
|
const blt::vec3& fp::camera::getRotation() {
|
||||||
|
return rotation;
|
||||||
|
}
|
||||||
|
|
|
@ -14,7 +14,7 @@ namespace fp::debug {
|
||||||
bool enabled = false;
|
bool enabled = false;
|
||||||
|
|
||||||
// Yes. I made this only for this.
|
// Yes. I made this only for this.
|
||||||
blt::averagizer_o_matic<double, 256> fps_average{60.0};
|
blt::averagizer_o_matic<double, 16> fps_average{60.0};
|
||||||
|
|
||||||
void drawAndIncrement(const std::string& text, float x, float& pos, text::font_size size = fp::text::FONT_14) {
|
void drawAndIncrement(const std::string& text, float x, float& pos, text::font_size size = fp::text::FONT_14) {
|
||||||
auto text_size = fp::text::getTextSize(text, size);
|
auto text_size = fp::text::getTextSize(text, size);
|
||||||
|
|
|
@ -234,3 +234,8 @@ float fp::window::mouseDX() {
|
||||||
float fp::window::mouseDY() {
|
float fp::window::mouseDY() {
|
||||||
return (float)mouse_dy;
|
return (float)mouse_dy;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
long fp::window::getCurrentDelta() {
|
||||||
|
long currentFrame = blt::system::getCurrentTimeNanoseconds();
|
||||||
|
return currentFrame - lastFrame;
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,8 @@
|
||||||
|
/*
|
||||||
|
* Created by Brett on 05/03/23.
|
||||||
|
* Licensed under GNU General Public License V3.0
|
||||||
|
* See LICENSE file for license detail
|
||||||
|
*/
|
||||||
|
// purely for the implementation
|
||||||
|
#define STB_PERLIN_IMPLEMENTATION
|
||||||
|
#include <util/math.h>
|
|
@ -14,6 +14,8 @@ std::unordered_map<std::string, std::string> properties;
|
||||||
// will be overwritten if the file has something different.
|
// will be overwritten if the file has something different.
|
||||||
void write_default_values(){
|
void write_default_values(){
|
||||||
properties["TEXTURE_SIZE"] = std::to_string(128);
|
properties["TEXTURE_SIZE"] = std::to_string(128);
|
||||||
|
properties["FPS"] = std::to_string(60);
|
||||||
|
properties["VIEW_DISTANCE"] = std::to_string(12);
|
||||||
}
|
}
|
||||||
|
|
||||||
void fp::settings::load(const std::string& file) {
|
void fp::settings::load(const std::string& file) {
|
||||||
|
@ -24,10 +26,13 @@ void fp::settings::load(const std::string& file) {
|
||||||
try {
|
try {
|
||||||
auto lines = blt::fs::getLinesFromFile(file);
|
auto lines = blt::fs::getLinesFromFile(file);
|
||||||
for (const auto& line : lines) {
|
for (const auto& line : lines) {
|
||||||
|
// don't try to load empty lines
|
||||||
|
if (line.empty())
|
||||||
|
continue;
|
||||||
auto split_line = blt::string::split(line, "=");
|
auto split_line = blt::string::split(line, "=");
|
||||||
|
|
||||||
if (split_line.size() < 2) {
|
if (split_line.size() < 2) {
|
||||||
BLT_WARN("Unable to load line '%s' due to incomplete property (property = value)");
|
BLT_WARN("Unable to load line '%s' due to incomplete property (property = value)", line.c_str());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -5,60 +5,70 @@
|
||||||
*/
|
*/
|
||||||
#include <world/chunk/world.h>
|
#include <world/chunk/world.h>
|
||||||
#include <blt/profiling/profiler.h>
|
#include <blt/profiling/profiler.h>
|
||||||
|
#include <blt/std/queue.h>
|
||||||
|
#include <queue>
|
||||||
|
#include <render/camera.h>
|
||||||
|
#include "stb/stb_perlin.h"
|
||||||
|
|
||||||
void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
||||||
BLT_START_INTERVAL("Chunk Generator", "Full Mesh");
|
BLT_START_INTERVAL("Chunk Mesh", "Full Mesh");
|
||||||
// checks to outside the bounds of the chunk should not have faces added. this will be handled by the partial mesh!
|
// checks to outside the bounds of the chunk should not have faces added. this will be handled by the partial mesh!
|
||||||
bool outside = false;
|
bool outside = false;
|
||||||
|
|
||||||
for (int i = 0; i < CHUNK_SIZE; i++) {
|
for (int i = 0; i < CHUNK_SIZE; i++) {
|
||||||
for (int j = 0; j < CHUNK_SIZE; j++) {
|
for (int j = 0; j < CHUNK_SIZE; j++) {
|
||||||
for (int k = 0; k < CHUNK_SIZE; k++) {
|
for (int k = 0; k < CHUNK_SIZE; k++) {
|
||||||
auto& block = fp::registry::get(chunk->storage->get({i, j, k}));
|
auto*& storage = chunk->getBlockStorage();
|
||||||
|
|
||||||
|
auto& block = fp::registry::get(storage->get({i, j, k}));
|
||||||
|
|
||||||
auto texture_index = fp::registry::getTextureIndex(block.textureName);
|
auto texture_index = fp::registry::getTextureIndex(block.textureName);
|
||||||
|
|
||||||
// The main chunk mesh can handle opaque and transparent textures. (Transparency will be discarded)
|
// The main chunk mesh can handle opaque and transparent textures. (Transparency will be discarded)
|
||||||
if (block.visibility <= registry::TRANSPARENT_TEXTURE) {
|
if (block.visibility <= registry::TRANSPARENT_TEXTURE) {
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i - 1, j, k})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i - 1, j, k}))
|
||||||
mesh->addFace(X_NEG, {i, j, k}, texture_index);
|
mesh->addFace(X_NEG, {i, j, k}, texture_index);
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i + 1, j, k})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i + 1, j, k}))
|
||||||
mesh->addFace(X_POS, {i, j, k}, texture_index);
|
mesh->addFace(X_POS, {i, j, k}, texture_index);
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i, j - 1, k})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i, j - 1, k}))
|
||||||
mesh->addFace(Y_NEG, {i, j, k}, texture_index);
|
mesh->addFace(Y_NEG, {i, j, k}, texture_index);
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i, j + 1, k})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i, j + 1, k}))
|
||||||
mesh->addFace(Y_POS, {i, j, k}, texture_index);
|
mesh->addFace(Y_POS, {i, j, k}, texture_index);
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i, j, k - 1})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i, j, k - 1}))
|
||||||
mesh->addFace(Z_NEG, {i, j, k}, texture_index);
|
mesh->addFace(Z_NEG, {i, j, k}, texture_index);
|
||||||
if (fp::registry::get(chunk->storage->getBounded(outside, {i, j, k + 1})).visibility && !outside)
|
if (!storage->checkBlockVisibility({i, j, k + 1}))
|
||||||
mesh->addFace(Z_POS, {i, j, k}, texture_index);
|
mesh->addFace(Z_POS, {i, j, k}, texture_index);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
chunk->dirtiness = PARTIAL_MESH;
|
chunk->markPartialComplete();
|
||||||
BLT_END_INTERVAL("Chunk Generator", "Full Mesh");
|
BLT_END_INTERVAL("Chunk Mesh", "Full Mesh");
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void checkEdgeFaces(
|
inline void checkEdgeFaces(
|
||||||
fp::mesh_storage* mesh, fp::chunk* chunk, fp::chunk* neighbour, fp::face face, const fp::block_pos& pos, const fp::block_pos& neighbour_pos
|
fp::mesh_storage* mesh, fp::chunk* chunk, fp::chunk* neighbour, fp::face face,
|
||||||
|
const fp::block_pos& pos, const fp::block_pos& neighbour_pos
|
||||||
) {
|
) {
|
||||||
auto& block = fp::registry::get(chunk->storage->get(pos));
|
auto*& storage = chunk->getBlockStorage();
|
||||||
|
auto& block = fp::registry::get(storage->get(pos));
|
||||||
auto texture_index = fp::registry::getTextureIndex(block.textureName);
|
auto texture_index = fp::registry::getTextureIndex(block.textureName);
|
||||||
|
|
||||||
if (block.visibility <= fp::registry::TRANSPARENT_TEXTURE) {
|
if (block.visibility <= fp::registry::TRANSPARENT_TEXTURE) {
|
||||||
if (fp::registry::get(neighbour->storage->get(neighbour_pos)).visibility)
|
if (fp::registry::get(storage->get(neighbour_pos)).visibility)
|
||||||
mesh->addFace(face, pos, texture_index);
|
mesh->addFace(face, pos, texture_index);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
||||||
BLT_START_INTERVAL("Chunk Generator", "Edge Mesh");
|
BLT_START_INTERVAL("Chunk Mesh", "Edge Mesh");
|
||||||
// don't try to regen the chunk mesh unless there is a chance all neighbours are not null
|
// don't try to regen the chunk mesh unless there is a chance all neighbours are not null
|
||||||
if (chunk->status != chunk_update_status::NEIGHBOUR_CREATE)
|
if (chunk->getStatus() != chunk_update_status::NEIGHBOUR_CREATE)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
chunk_neighbours neighbours{};
|
chunk_neighbours neighbours{};
|
||||||
getNeighbours(chunk->pos, neighbours);
|
getNeighbours(chunk->getPos(), neighbours);
|
||||||
|
|
||||||
|
|
||||||
// if none of the neighbours exist we cannot continue!
|
// if none of the neighbours exist we cannot continue!
|
||||||
|
@ -69,35 +79,60 @@ void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
||||||
|
|
||||||
for (int i = 0; i < CHUNK_SIZE; i++) {
|
for (int i = 0; i < CHUNK_SIZE; i++) {
|
||||||
for (int j = 0; j < CHUNK_SIZE; j++) {
|
for (int j = 0; j < CHUNK_SIZE; j++) {
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[X_NEG], X_NEG, {0, i, j}, {CHUNK_SIZE - 1, i, j});
|
checkEdgeFaces(
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[X_POS], X_POS, {CHUNK_SIZE-1, i, j}, {0, i, j});
|
mesh, chunk, neighbours[X_NEG], X_NEG, {0, i, j}, {CHUNK_SIZE - 1, i, j}
|
||||||
|
);
|
||||||
|
checkEdgeFaces(
|
||||||
|
mesh, chunk, neighbours[X_POS], X_POS, {CHUNK_SIZE - 1, i, j}, {0, i, j}
|
||||||
|
);
|
||||||
|
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[Y_NEG], Y_NEG, {i, 0, j}, {i, CHUNK_SIZE - 1, j});
|
checkEdgeFaces(
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[Y_POS], Y_POS, {i, CHUNK_SIZE-1, j}, {i, 0, j});
|
mesh, chunk, neighbours[Y_NEG], Y_NEG, {i, 0, j}, {i, CHUNK_SIZE - 1, j}
|
||||||
|
);
|
||||||
|
checkEdgeFaces(
|
||||||
|
mesh, chunk, neighbours[Y_POS], Y_POS, {i, CHUNK_SIZE - 1, j}, {i, 0, j}
|
||||||
|
);
|
||||||
|
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[Z_NEG], Z_NEG, {i, j, 0}, {i, j, CHUNK_SIZE - 1});
|
checkEdgeFaces(
|
||||||
checkEdgeFaces(mesh, chunk, neighbours[Z_POS], Z_POS, {i, j, CHUNK_SIZE-1}, {i, j, 0});
|
mesh, chunk, neighbours[Z_NEG], Z_NEG, {i, j, 0}, {i, j, CHUNK_SIZE - 1}
|
||||||
|
);
|
||||||
|
checkEdgeFaces(
|
||||||
|
mesh, chunk, neighbours[Z_POS], Z_POS, {i, j, CHUNK_SIZE - 1}, {i, j, 0}
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
chunk->status = NONE;
|
chunk->getStatus() = NONE;
|
||||||
chunk->dirtiness = REFRESH;
|
chunk->markComplete();
|
||||||
BLT_END_INTERVAL("Chunk Generator", "Edge Mesh");
|
BLT_END_INTERVAL("Chunk Mesh", "Edge Mesh");
|
||||||
}
|
}
|
||||||
|
|
||||||
void fp::world::generateChunkMesh(fp::chunk* chunk) {
|
void fp::world::generateChunkMesh(fp::chunk* chunk) {
|
||||||
if (chunk->mesh == nullptr)
|
if (chunk->getMeshStorage() == nullptr)
|
||||||
chunk->mesh = new mesh_storage;
|
chunk->getMeshStorage() = new mesh_storage;
|
||||||
|
|
||||||
if (chunk->dirtiness == FULL_MESH) { // full chunk mesh
|
if (chunk->getDirtiness() == FULL_MESH) { // full chunk mesh
|
||||||
generateFullMesh(chunk->mesh, chunk);
|
generateFullMesh(chunk->getMeshStorage(), chunk);
|
||||||
}
|
}
|
||||||
if (chunk->dirtiness == PARTIAL_MESH) { // partial chunk mesh (had null neighbours)
|
if (chunk->getDirtiness() == PARTIAL_MESH) { // partial chunk mesh (had null neighbours)
|
||||||
generateEdgeMesh(chunk->mesh, chunk);
|
generateEdgeMesh(chunk->getMeshStorage(), chunk);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::queue<fp::chunk_pos> chunks_to_generate{};
|
||||||
|
|
||||||
void fp::world::update() {
|
void fp::world::update() {
|
||||||
|
auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
|
||||||
|
|
||||||
|
while (fp::window::getCurrentDelta() < target_delta) {
|
||||||
|
if (chunks_to_generate.empty())
|
||||||
|
break;
|
||||||
|
const auto& front = chunks_to_generate.front();
|
||||||
|
|
||||||
|
insertChunk(generateChunk(front));
|
||||||
|
|
||||||
|
chunks_to_generate.pop();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -107,48 +142,67 @@ void fp::world::render(fp::shader& shader) {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY, fp::registry::getTextureID());
|
glBindTexture(GL_TEXTURE_2D_ARRAY, fp::registry::getTextureID());
|
||||||
|
|
||||||
for (const auto& chunk_pair : chunk_storage) {
|
auto view_distance = std::stoi(fp::settings::get("VIEW_DISTANCE")) / 2;
|
||||||
auto chunk = chunk_pair.second;
|
|
||||||
|
|
||||||
if (chunk == nullptr)
|
for (int i = -view_distance; i <= view_distance; i++) {
|
||||||
|
for (int j = -view_distance; j <= view_distance; j++) {
|
||||||
|
for (int k = -view_distance; k <= view_distance; k++) {
|
||||||
|
// get the chunks around the player's camera
|
||||||
|
const auto& pos = fp::camera::getPosition();
|
||||||
|
int x = (int) pos.x();
|
||||||
|
int y = (int) pos.y();
|
||||||
|
int z = (int) pos.z();
|
||||||
|
auto camera_chunk_pos = fp::_static::world_to_chunk({x, y, z});
|
||||||
|
auto adjusted_chunk_pos = chunk_pos{camera_chunk_pos.x + i, // chunk x
|
||||||
|
camera_chunk_pos.y + j, // chunk y
|
||||||
|
camera_chunk_pos.z + k}; // chunk z
|
||||||
|
// generate chunk if it doesn't exist
|
||||||
|
auto* chunk = this->getChunk(adjusted_chunk_pos);
|
||||||
|
if (!chunk) {
|
||||||
|
chunks_to_generate.push(adjusted_chunk_pos);
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
if (chunk->dirtiness > REFRESH) {
|
|
||||||
BLT_START_INTERVAL("Chunk Generator", "Mesh");
|
|
||||||
generateChunkMesh(chunk);
|
|
||||||
BLT_END_INTERVAL("Chunk Generator", "Mesh");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (chunk->dirtiness == REFRESH) {
|
// check for mesh updates
|
||||||
auto& vertices = chunk->mesh->getVertices();
|
if (chunk->getDirtiness() > REFRESH) {
|
||||||
auto& indices = chunk->mesh->getIndices();
|
BLT_START_INTERVAL("Chunk Mesh", "Mesh");
|
||||||
|
generateChunkMesh(chunk);
|
||||||
|
BLT_END_INTERVAL("Chunk Mesh", "Mesh");
|
||||||
|
} else if (chunk->getDirtiness() == REFRESH) {
|
||||||
// 11436 vert, 137,232 bytes
|
// 11436 vert, 137,232 bytes
|
||||||
// 1908 vert, 11436 indices, 22896 + 45744 = 68,640 bytes
|
// 1908 vert, 11436 indices, 22896 + 45744 = 68,640 bytes
|
||||||
|
chunk->updateChunkMesh();
|
||||||
BLT_DEBUG("Chunk [%d, %d, %d] mesh updated with %d vertices and %d indices taking (%d, %d) bytes!",
|
|
||||||
chunk->pos.x, chunk->pos.y, chunk->pos.z,
|
|
||||||
vertices.size(), indices.size(), vertices.size() * sizeof(vertex), indices.size() * sizeof(unsigned int));
|
|
||||||
|
|
||||||
// upload the new vertices to the GPU
|
|
||||||
chunk->chunk_vao->getVBO(0)->update(vertices);
|
|
||||||
chunk->chunk_vao->getVBO(-1)->update(indices);
|
|
||||||
chunk->render_size = indices.size();
|
|
||||||
|
|
||||||
// delete the memory from the CPU.
|
|
||||||
delete (chunk->mesh);
|
|
||||||
chunk->mesh = nullptr;
|
|
||||||
chunk->dirtiness = OKAY;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (chunk->render_size > 0) {
|
chunk->render(shader);
|
||||||
blt::mat4x4 translation{};
|
|
||||||
translation.translate((float) chunk->pos.x * CHUNK_SIZE, (float) chunk->pos.y * CHUNK_SIZE, (float) chunk->pos.z * CHUNK_SIZE);
|
|
||||||
shader.setMatrix("translation", translation);
|
|
||||||
chunk->chunk_vao->bind();
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glDrawElements(GL_TRIANGLES, (int)chunk->render_size, GL_UNSIGNED_INT, nullptr);
|
|
||||||
glDisableVertexAttribArray(0);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
||||||
|
BLT_START_INTERVAL("Chunk Generate", "Instantiate");
|
||||||
|
auto* c = new chunk(pos);
|
||||||
|
block_storage*& storage = c->getBlockStorage();
|
||||||
|
|
||||||
|
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_x = pos.x + i;
|
||||||
|
auto block_y = pos.y + j;
|
||||||
|
auto block_z = pos.z + k;
|
||||||
|
storage->set(
|
||||||
|
{i, j, k},
|
||||||
|
(int) (stb_perlin_fbm_noise3(block_x / 8.0, block_y / 8.0,
|
||||||
|
block_z / 8.0, 2.0, 0.5, 6
|
||||||
|
) > 0.5 ? fp::registry::STONE : fp::registry::AIR));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
c->markDirty();
|
||||||
|
|
||||||
|
BLT_END_INTERVAL("Chunk Generate", "Instantiate");
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue