working on fixing large memory consumption
parent
9a2d9ee759
commit
fcd32181e8
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[13:11:03] [INFO]: Using GLAD GL 4.6
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[13:41:22] [INFO]: Using GLAD GL 4.6
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[13:41:24] [DEBUG]: R Key is pressed!
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[13:41:24] [TRACE]: R Key Single Press!
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[13:41:24] [DEBUG]: R Key is pressed!
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[13:41:26] [TRACE]: R Key Single Press!
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[13:41:30] [DEBUG]: R Key is pressed!
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[13:41:30] [TRACE]: R Key Single Press!
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[13:41:31] [DEBUG]: R Key is pressed!
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[13:41:31] [TRACE]: R Key Single Press!
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[13:41:33] [TRACE]: R Key Single Press!
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[13:41:35] [DEBUG]: R Key is pressed!
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[13:41:35] [TRACE]: R Key Single Press!
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//Choose the type of build, options are: None Debug Release RelWithDebInfo
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//Choose the type of build, options are: None Debug Release RelWithDebInfo
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// MinSizeRel ...
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// MinSizeRel ...
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CMAKE_BUILD_TYPE:STRING=Debug
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CMAKE_BUILD_TYPE:STRING=Release
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//Enable/Disable color output during build.
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//Enable/Disable color output during build.
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CMAKE_COLOR_MAKEFILE:BOOL=ON
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CMAKE_COLOR_MAKEFILE:BOOL=ON
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CMAKE_PROJECT_NAME:STATIC=FinalProject
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CMAKE_PROJECT_NAME:STATIC=FinalProject
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//Value Computed by CMake
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//Value Computed by CMake
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CMAKE_PROJECT_VERSION:STATIC=0.4.0
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CMAKE_PROJECT_VERSION:STATIC=0.5.1
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//Value Computed by CMake
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//Value Computed by CMake
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CMAKE_PROJECT_VERSION_MAJOR:STATIC=0
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CMAKE_PROJECT_VERSION_MAJOR:STATIC=0
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//Value Computed by CMake
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//Value Computed by CMake
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CMAKE_PROJECT_VERSION_MINOR:STATIC=4
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CMAKE_PROJECT_VERSION_MINOR:STATIC=5
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//Value Computed by CMake
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//Value Computed by CMake
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CMAKE_PROJECT_VERSION_PATCH:STATIC=0
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CMAKE_PROJECT_VERSION_PATCH:STATIC=1
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//Value Computed by CMake
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//Value Computed by CMake
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CMAKE_PROJECT_VERSION_TWEAK:STATIC=
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set(CMAKE_HOST_SYSTEM "Linux-6.1.0-3-amd64")
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set(CMAKE_HOST_SYSTEM "Linux-6.1.0-5-amd64")
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set(CMAKE_HOST_SYSTEM_NAME "Linux")
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set(CMAKE_HOST_SYSTEM_NAME "Linux")
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set(CMAKE_HOST_SYSTEM_VERSION "6.1.0-3-amd64")
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set(CMAKE_HOST_SYSTEM_VERSION "6.1.0-5-amd64")
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set(CMAKE_HOST_SYSTEM_PROCESSOR "x86_64")
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|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [TRACE]: R Key Single Press!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:15] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:16] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [TRACE]: R Key Single Press!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:20] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
||||||
[13:08:21] [DEBUG]: R Key is pressed!
|
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
||||||
Start testing: Mar 05 15:16 EST
|
Start testing: Mar 05 17:41 EST
|
||||||
----------------------------------------------------------
|
----------------------------------------------------------
|
||||||
End testing: Mar 05 15:16 EST
|
End testing: Mar 05 17:41 EST
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -62,6 +62,8 @@ namespace fp {
|
||||||
*/
|
*/
|
||||||
void addFace(face face, const block_pos& pos, unsigned char texture_index);
|
void addFace(face face, const block_pos& pos, unsigned char texture_index);
|
||||||
|
|
||||||
|
void optimizeFaces();
|
||||||
|
|
||||||
inline std::vector<vertex>& getVertices() {
|
inline std::vector<vertex>& getVertices() {
|
||||||
return vertices;
|
return vertices;
|
||||||
}
|
}
|
||||||
|
|
|
@ -26,7 +26,8 @@ namespace fp {
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline block_pos world_to_internal(const block_pos& coord) {
|
static inline block_pos world_to_internal(const block_pos& coord) {
|
||||||
return {world_to_internal(coord.x), world_to_internal(coord.y), world_to_internal(coord.z)};
|
return {world_to_internal(coord.x), world_to_internal(coord.y),
|
||||||
|
world_to_internal(coord.z)};
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -85,48 +86,9 @@ namespace fp {
|
||||||
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
|
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void render(shader& shader){
|
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(){
|
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
|
* Mark the chunk as completely dirty and in need of a full check refresh
|
||||||
|
@ -181,6 +143,10 @@ namespace fp {
|
||||||
return status;
|
return status;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline void setStatus(const chunk_update_status& new_status) {
|
||||||
|
status = new_status;
|
||||||
|
}
|
||||||
|
|
||||||
~chunk() {
|
~chunk() {
|
||||||
delete storage;
|
delete storage;
|
||||||
delete chunk_vao;
|
delete chunk_vao;
|
||||||
|
@ -206,7 +172,7 @@ namespace fp {
|
||||||
|
|
||||||
void generateChunkMesh(chunk* chunk);
|
void generateChunkMesh(chunk* chunk);
|
||||||
|
|
||||||
static chunk* generateChunk(const chunk_pos& pos);
|
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});
|
||||||
|
@ -218,6 +184,8 @@ namespace fp {
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void insertChunk(chunk* chunk) {
|
inline void insertChunk(chunk* chunk) {
|
||||||
|
if (chunk == nullptr)
|
||||||
|
return;
|
||||||
chunk_storage.insert({chunk->getPos(), chunk});
|
chunk_storage.insert({chunk->getPos(), chunk});
|
||||||
|
|
||||||
chunk_neighbours chunkNeighbours{};
|
chunk_neighbours chunkNeighbours{};
|
||||||
|
@ -225,7 +193,7 @@ namespace fp {
|
||||||
|
|
||||||
for (auto* p : chunkNeighbours.neighbours) {
|
for (auto* p : chunkNeighbours.neighbours) {
|
||||||
if (p)
|
if (p)
|
||||||
p->getStatus() = NEIGHBOUR_CREATE;
|
p->setStatus(NEIGHBOUR_CREATE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1 +1 @@
|
||||||
Subproject commit 063a67927811339f70f4664c1a32dfeed0b6e9a2
|
Subproject commit d50e13dcb6b026b34ee7f902d6eb94fa35a32176
|
16
src/main.cpp
16
src/main.cpp
|
@ -39,7 +39,7 @@ void loop(){
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
auto logging_properties = blt::logging::LOG_PROPERTIES{true, true, true, "./"};
|
auto logging_properties = blt::logging::LOG_PROPERTIES{true, true, false, "./"};
|
||||||
logging_properties.m_logFullPath = true;
|
logging_properties.m_logFullPath = true;
|
||||||
|
|
||||||
#ifdef __EMSCRIPTEN__
|
#ifdef __EMSCRIPTEN__
|
||||||
|
@ -57,20 +57,6 @@ 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}, fp::registry::STONE);
|
|
||||||
|
|
||||||
for (int i = 0; i < CHUNK_SIZE; i++) {
|
|
||||||
for (int j = 0; j < CHUNK_SIZE; j++) {
|
|
||||||
for (int k = 0; k < CHUNK_SIZE; k++) {
|
|
||||||
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));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
world->setBlock({-2, 2, 2}, fp::registry::STONE);
|
|
||||||
world->setBlock({-2, 2, -2}, fp::registry::STONE);
|
|
||||||
world->setBlock({-5, 6, -5}, fp::registry::COBBLE);
|
|
||||||
world->setBlock({2, 2, -2}, fp::registry::STONE);
|
|
||||||
|
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
|
|
|
@ -80,7 +80,8 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
|
||||||
|
|
||||||
// generate translated vertices
|
// generate translated vertices
|
||||||
for (int i = 0; i < VTX_ARR_SIZE; i++) {
|
for (int i = 0; i < VTX_ARR_SIZE; i++) {
|
||||||
// first copy all the information over, since there is extra information we need to preserve like index and UV / normal
|
// first copy all the default vertex information over,
|
||||||
|
// since there is extra information we need to preserve like UVs and normals
|
||||||
translated_face_vertices[i] = face_vertices[i];
|
translated_face_vertices[i] = face_vertices[i];
|
||||||
translated_face_vertices[i].index = (float) texture_index;
|
translated_face_vertices[i].index = (float) texture_index;
|
||||||
// then we can apply the translation, since the face_vertex value is already there we can add the translation raw
|
// then we can apply the translation, since the face_vertex value is already there we can add the translation raw
|
||||||
|
@ -100,7 +101,7 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
|
||||||
auto current_index_pos = vertices.size();
|
auto current_index_pos = vertices.size();
|
||||||
vertices.push_back(index_vertex);
|
vertices.push_back(index_vertex);
|
||||||
// Since we are inserting using the order of the face_indices this will ensure that the triangle vertices are ordered correctly (outward facing)
|
// Since we are inserting using the order of the face_indices this will ensure that the triangle vertices are ordered correctly (outward facing)
|
||||||
created_vertices_index.insert({index_vertex, current_index_pos});
|
created_vertices_index[index_vertex] = current_index_pos;
|
||||||
indices.push_back(current_index_pos);
|
indices.push_back(current_index_pos);
|
||||||
} else {
|
} else {
|
||||||
// does exist in the face_vertices we can use that knowledge to reduce the total # of vertices
|
// does exist in the face_vertices we can use that knowledge to reduce the total # of vertices
|
||||||
|
@ -108,3 +109,7 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void fp::mesh_storage::optimizeFaces() {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
|
@ -9,11 +9,10 @@
|
||||||
#include <queue>
|
#include <queue>
|
||||||
#include <render/camera.h>
|
#include <render/camera.h>
|
||||||
#include "stb/stb_perlin.h"
|
#include "stb/stb_perlin.h"
|
||||||
|
#include <blt/std/format.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 Mesh", "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!
|
|
||||||
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++) {
|
||||||
|
@ -109,7 +108,7 @@ void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) {
|
||||||
|
|
||||||
void fp::world::generateChunkMesh(fp::chunk* chunk) {
|
void fp::world::generateChunkMesh(fp::chunk* chunk) {
|
||||||
if (chunk->getMeshStorage() == nullptr)
|
if (chunk->getMeshStorage() == nullptr)
|
||||||
chunk->getMeshStorage() = new mesh_storage;
|
chunk->getMeshStorage() = new mesh_storage();
|
||||||
|
|
||||||
if (chunk->getDirtiness() == FULL_MESH) { // full chunk mesh
|
if (chunk->getDirtiness() == FULL_MESH) { // full chunk mesh
|
||||||
generateFullMesh(chunk->getMeshStorage(), chunk);
|
generateFullMesh(chunk->getMeshStorage(), chunk);
|
||||||
|
@ -181,6 +180,8 @@ void fp::world::render(fp::shader& shader) {
|
||||||
}
|
}
|
||||||
|
|
||||||
fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
||||||
|
if (this->getChunk(pos))
|
||||||
|
return nullptr;
|
||||||
BLT_START_INTERVAL("Chunk Generate", "Instantiate");
|
BLT_START_INTERVAL("Chunk Generate", "Instantiate");
|
||||||
auto* c = new chunk(pos);
|
auto* c = new chunk(pos);
|
||||||
block_storage*& storage = c->getBlockStorage();
|
block_storage*& storage = c->getBlockStorage();
|
||||||
|
@ -206,3 +207,46 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
||||||
|
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void fp::chunk::render(fp::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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void fp::chunk::updateChunkMesh() {
|
||||||
|
auto& vertices = mesh->getVertices();
|
||||||
|
auto& indices = mesh->getIndices();
|
||||||
|
|
||||||
|
BLT_DEBUG(
|
||||||
|
"Chunk [%d, %d, %d] mesh updated with %d vertices and %d indices taking (%s, %s) bytes!",
|
||||||
|
pos.x, pos.y, pos.z,
|
||||||
|
vertices.size(), indices.size(), blt::string::fromBytes(vertices.size() * sizeof(vertex)).c_str(),
|
||||||
|
blt::string::fromBytes(indices.size() * sizeof(unsigned int)).c_str());
|
||||||
|
|
||||||
|
// 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();
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue