/* * Created by Brett on 11/02/23. * Licensed under GNU General Public License V3.0 * See LICENSE file for license detail */ #include void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) { // 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 = 1; i < CHUNK_SIZE - 1; i++) { for (int j = 1; j < CHUNK_SIZE - 1; j++) { for (int k = 1; k < CHUNK_SIZE - 1; k++) { auto block = chunk->storage->get({i, j, k}); // opaque visibility is always 0. Non-zero values (true) are what we care about since opaque blocks are completely hidden if (!fp::registry::get(block).visibility) { if (fp::registry::get(chunk->storage->getBounded(outside, {i - 1, j, k})).visibility && !outside) mesh->addFace(X_NEG, {i, j, k}); if (fp::registry::get(chunk->storage->getBounded(outside, {i + 1, j, k})).visibility && !outside) mesh->addFace(X_POS, {i, j, k}); if (fp::registry::get(chunk->storage->getBounded(outside, {i, j - 1, k})).visibility && !outside) mesh->addFace(Y_NEG, {i, j, k}); if (fp::registry::get(chunk->storage->getBounded(outside, {i, j + 1, k})).visibility && !outside) mesh->addFace(Y_POS, {i, j, k}); if (fp::registry::get(chunk->storage->getBounded(outside, {i, j, k - 1})).visibility && !outside) mesh->addFace(Z_NEG, {i, j, k}); if (fp::registry::get(chunk->storage->getBounded(outside, {i, j, k + 1})).visibility && !outside) mesh->addFace(Z_POS, {i, j, k}); } } } } chunk->dirtiness = PARTIAL_MESH; } 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 ) { auto block = chunk->storage->get(pos); if (!fp::registry::get(block).visibility) { if (fp::registry::get(neighbour->storage->get(neighbour_pos)).visibility) mesh->addFace(face, pos); } } void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) { BLT_TRACE("NOPE"); // 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) return; chunk_neighbours neighbours{}; getNeighbours(chunk->pos, neighbours); BLT_TRACE("GOODBYE"); // if none of the neighbours exist we cannot continue! for (auto* neighbour : neighbours.neighbours) { if (!neighbour) return; } for (int i = 0; i < CHUNK_SIZE; i++) { 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(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(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(mesh, chunk, neighbours[Z_POS], Z_POS, {i, j, CHUNK_SIZE-1}, {i, j, 0}); } } BLT_TRACE("HELLO"); chunk->status = NONE; chunk->dirtiness = REFRESH; } void fp::world::generateChunkMesh(fp::chunk* chunk) { if (chunk->mesh == nullptr) chunk->mesh = new mesh_storage; if (chunk->dirtiness == FULL_MESH) { // full chunk mesh generateFullMesh(chunk->mesh, chunk); } if (chunk->dirtiness == PARTIAL_MESH) { // partial chunk mesh (had null neighbours) generateEdgeMesh(chunk->mesh, chunk); } chunk->dirtiness = REFRESH; } 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 == nullptr) continue; if (chunk->dirtiness > REFRESH) { generateChunkMesh(chunk); } if (chunk->dirtiness == REFRESH) { auto& vertices = chunk->mesh->getVertices(); BLT_INFO("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(), 0, vertices.size() * sizeof(float), 0 * sizeof(unsigned int)); // upload the new vertices to the GPU chunk->chunk_vao->getVBO(0)->update(vertices); chunk->render_size = vertices.size() / 3; // delete the memory from the CPU. delete (chunk->mesh); chunk->mesh = nullptr; chunk->dirtiness = OKAY; } if (chunk->render_size > 0) { 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); glDrawArrays(GL_TRIANGLES, 0, (int) chunk->render_size); glDisableVertexAttribArray(0); } } }