greedy meshing
This commit is contained in:
parent
915469e0f3
commit
5d3b1bc175
6 changed files with 162 additions and 113 deletions
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@ -265,9 +265,9 @@ void Image::createTextureSampler(bool anisotropic) {
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samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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samplerInfo.magFilter = VK_FILTER_NEAREST;
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samplerInfo.minFilter = VK_FILTER_NEAREST;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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samplerInfo.anisotropyEnable = anisotropic ? VK_TRUE : VK_FALSE;
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samplerInfo.maxAnisotropy = xeDevice.getAnisotropy();
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samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
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193
src/chunk.cpp
193
src/chunk.cpp
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@ -35,11 +35,11 @@ Chunk* Chunk::newChunk(int32_t gridX, int32_t gridZ, uint32_t world_seed) {
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}
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Chunk* Chunk::getChunk(int32_t gridX, int32_t gridZ) {
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if(chunks.count({gridX, gridZ})) {
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return chunks[{gridX, gridZ}];
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} else {
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return nullptr;
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auto it = chunks.find({gridX, gridZ});
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if(it != chunks.end()) {
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return it->second;
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}
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return nullptr;
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}
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void Chunk::deleteChunk(int32_t gridX, int32_t gridZ) {
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@ -106,6 +106,57 @@ void Chunk::createMeshAsync(Chunk* c) {
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c->worker = std::thread(createMesh, c);
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}
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struct FMask {
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int block;
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int normal;
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};
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bool CompareMask(FMask a, FMask b){
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if(a.block == INVALID || b.block == INVALID) return false;
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return a.block == b.block && a.normal == b.normal;
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}
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void AddVertex(xe::Model::Data& data, glm::vec3 Pos, glm::vec3 Nor, FMask Mask, glm::vec3 AxisMask, float Uv[2]) {
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data.write<float>(Pos[0]);
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data.write<float>(Pos[1]);
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data.write<float>(Pos[2]);
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data.write<float>(Nor[0]);
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data.write<float>(Nor[1]);
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data.write<float>(Nor[2]);
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data.write<float>(Uv[0]);
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data.write<float>(Uv[1]);
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int i = AxisMask[1]*2+AxisMask[2]*4+(Mask.normal<0?1:0);
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data.write<uint32_t>(blocks[Mask.block].textures[i]);
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}
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void CreateQuad(xe::Model::Data& data, FMask Mask, glm::vec3 AxisMask, glm::vec3 V1, glm::vec3 V2, glm::vec3 V3, glm::vec3 V4, uint32_t width, uint32_t height) {
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const auto Normal = glm::vec3(AxisMask) * glm::vec3(Mask.normal);
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std::vector<glm::vec3> verticies = {V1, V2, V3, V4};
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float uv[4][2];
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if (AxisMask[0] == 1) {
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uv[0][0] = width; uv[0][1] = height;
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uv[1][0] = 0; uv[1][1] = height;
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uv[2][0] = width; uv[2][1] = 0;
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uv[3][0] = 0; uv[3][1] = 0;
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} else {
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uv[0][0] = height; uv[0][1] = width;
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uv[1][0] = height; uv[1][1] = 0;
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uv[2][0] = 0; uv[2][1] = width;
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uv[3][0] = 0; uv[3][1] = 0;
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}
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AddVertex(data, verticies[0], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[2 + Mask.normal], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[2 - Mask.normal], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[3], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[1 - Mask.normal], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[1 + Mask.normal], Normal, Mask, AxisMask, uv[1]);
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}
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void Chunk::createMesh(Chunk* c) {
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if(c == nullptr) return;
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if(!isGenerated(c->gridX-1, c->gridZ) ||
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@ -116,50 +167,114 @@ void Chunk::createMesh(Chunk* c) {
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return;
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}
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c->vertexData.data.clear();
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for(int32_t x=0;x<16;x++) {
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for(int32_t y=0; y<256; y++) {
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for(int32_t z=0; z<16; z++) {
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uint8_t block = c->getBlock(x,y,z);
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if(block == AIR) continue;
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if(c->getBlock(x+1,y,z) == AIR) {
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c->addVerticies(c, 0, x, y, z, block);
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for (int Axis = 0; Axis < 3; ++Axis) {
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const int Axis1 = (Axis + 1) % 3;
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const int Axis2 = (Axis + 2) % 3;
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const int MainAxisLimit = Axis == 1 ? 256 : 16;
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int Axis1Limit = Axis1 == 1 ? 256 : 16;
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int Axis2Limit = Axis2 == 1 ? 256 : 16;
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auto DeltaAxis1 = glm::vec3(0.f);
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auto DeltaAxis2 = glm::vec3(0.f);
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auto ChunkItr = glm::vec3(0.f);
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auto AxisMask = glm::vec3(0.f);
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AxisMask[Axis] = 1;
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std::vector<FMask> Mask;
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Mask.resize(Axis1Limit * Axis2Limit);
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for (ChunkItr[Axis] = -1; ChunkItr[Axis] < MainAxisLimit;) {
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int N = 0;
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for (ChunkItr[Axis2] = 0; ChunkItr[Axis2] < Axis2Limit; ++ChunkItr[Axis2]) {
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for (ChunkItr[Axis1] = 0; ChunkItr[Axis1] < Axis1Limit; ++ChunkItr[Axis1]) {
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const auto CurrentBlock = c->getBlock(ChunkItr[0], ChunkItr[1], ChunkItr[2]);
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const auto CompareBlock = c->getBlock(ChunkItr[0] + AxisMask[0], ChunkItr[1] + AxisMask[1] , ChunkItr[2] + AxisMask[2]);
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const bool CurrentBlockOpaque = CurrentBlock != AIR;
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const bool CompareBlockOpaque = CompareBlock != AIR;
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if (CurrentBlockOpaque == CompareBlockOpaque) {
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Mask[N++] = FMask { INVALID, 0 };
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} else if (CurrentBlockOpaque) {
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Mask[N++] = FMask { CurrentBlock, 1};
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} else {
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Mask[N++] = FMask { CompareBlock, -1};
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}
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}
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if(c->getBlock(x-1,y,z) == AIR) {
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c->addVerticies(c, 1, x, y, z, block);
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}
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if(c->getBlock(x,y+1,z) == AIR) {
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c->addVerticies(c, 2, x, y, z, block);
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}
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if(c->getBlock(x,y-1,z) == AIR) {
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c->addVerticies(c, 3, x, y, z, block);
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}
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if(c->getBlock(x,y,z+1) == AIR) {
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c->addVerticies(c, 4, x, y, z, block);
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}
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if(c->getBlock(x,y,z-1) == AIR) {
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c->addVerticies(c, 5, x, y, z, block);
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}
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++ChunkItr[Axis];
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N = 0;
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for (int j = 0; j < Axis2Limit; ++j) {
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for (int i = 0; i < Axis1Limit;) {
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if(Mask[N].normal != 0) {
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const auto CurrentMask = Mask[N];
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ChunkItr[Axis1] = i;
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ChunkItr[Axis2] = j;
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int width;
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for(width = 1; i + width < Axis1Limit && CompareMask(Mask[N + width], CurrentMask); ++width) {}
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int height;
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bool done = false;
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for (height = 1; j + height < Axis2Limit; ++height) {
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for(int k = 0; k < width; ++k) {
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if(CompareMask(Mask[N + k + height * Axis1Limit], CurrentMask)) continue;
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done = true;
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break;
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}
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if(done) break;
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}
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DeltaAxis1[Axis1] = width;
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DeltaAxis2[Axis2] = height;
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CreateQuad(c->vertexData, CurrentMask, AxisMask,
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ChunkItr,
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ChunkItr + DeltaAxis1,
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ChunkItr + DeltaAxis2,
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ChunkItr + DeltaAxis1 + DeltaAxis2,
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height,
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width
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);
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DeltaAxis1 = glm::vec3(0.f);
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DeltaAxis2 = glm::vec3(0.f);
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for (int l = 0; l < height; ++l) {
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for(int k = 0; k < width; ++k) {
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Mask[N + k + l * Axis1Limit] = FMask { INVALID, 0 };
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}
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}
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i += width;
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N += width;
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} else {
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i++;
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N++;
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}
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}
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}
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}
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}
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c->reload = true;
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c->working = false;
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}
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void Chunk::addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block) {
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for(int i = 0; i < 6; i ++) {
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c->vertexData.write<float>(px[side * 6 + i][0] + x);
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c->vertexData.write<float>(px[side * 6 + i][1] + y);
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c->vertexData.write<float>(px[side * 6 + i][2] + z);
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c->vertexData.write<float>(nm[side][0]);
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c->vertexData.write<float>(nm[side][1]);
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c->vertexData.write<float>(nm[side][2]);
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c->vertexData.write<float>(uv[i][0]);
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c->vertexData.write<float>(uv[i][1]);
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c->vertexData.write<uint32_t>(static_cast<uint32_t>(blocks[block].textures[side]));
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}
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}
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//
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// CHUNK GENERATION FOR BOTH SYNC AND ASYNC
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//
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@ -77,81 +77,15 @@ class Chunk {
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Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed);
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~Chunk();
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static void addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block);
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bool generated{false};
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bool reload{false};
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bool working{false};
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xe::Model* chunkMesh;
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xe::Model::Data vertexData;
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std::vector<uint8_t> cubes;
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std::vector<uint8_t> cubes{};
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std::thread worker;
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};
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const float px[36][3] = {
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// POS X
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{0.5f,0.5f,0.5f},
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{0.5f,-0.5f,0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,0.5f,-0.5f},
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{0.5f,0.5f,0.5f},
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// NEG X
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{-0.5f,0.5f,-0.5f},
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{-0.5f,-0.5f,-0.5f},
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{-0.5f,-0.5f,0.5f},
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{-0.5f,-0.5f,0.5f},
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{-0.5f,0.5f,0.5f},
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{-0.5f,0.5f,-0.5f},
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// POS Y
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{0.5f,0.5f,-0.5f},
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{-0.5f,0.5f,-0.5f},
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{-0.5f,0.5f,0.5f},
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{-0.5f,0.5f,0.5f},
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{0.5f,0.5f,0.5f},
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{0.5f,0.5f,-0.5f},
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// NEG Y
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{-0.5f,-0.5f,0.5f},
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{-0.5f,-0.5f,-0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,-0.5f,-0.5f},
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{0.5f,-0.5f,0.5f},
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{-0.5f,-0.5f,0.5f},
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// POS Z
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{-0.5f,0.5f,0.5f},
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{-0.5f,-0.5f,0.5f},
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{0.5f,-0.5f,0.5f},
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{0.5f,-0.5f,0.5f},
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{0.5f,0.5f,0.5f},
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{-0.5f,0.5f,0.5f},
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// NEG Z
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{0.5f,0.5f,-0.5f},
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{0.5f,-0.5f,-0.5f},
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{-0.5f,-0.5f,-0.5f},
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{-0.5f,-0.5f,-0.5f},
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{-0.5f,0.5f,-0.5f},
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{0.5f,0.5f,-0.5f}
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};
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const float nm[6][3] = {
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{1.f,0.f,0.f},
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{-1.f,0.f,0.f},
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{0.f,1.f,0.f},
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{0.f,-1.f,0.f},
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{0.f,0.f,1.f},
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{0.f,0.f,-1.f}
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};
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const float uv[6][2] = {
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{1.f,0.f},
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{1.f,1.f},
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{0.f,1.f},
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{0.f,1.f},
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{0.f,0.f},
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{1.f,0.f}
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};
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}
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@ -11,7 +11,7 @@ void FirstApp::run() {
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Chunk::load();
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auto viewerObject = xe::GameObject::createGameObject();
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viewerObject.transform.translation = {0.f, 10.f, 0.f};
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viewerObject.transform.translation = {0.f, 40.f, 0.f};
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viewerObject.transform.rotation.y = glm::radians(45.f);
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createGameObjects(viewerObject);
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@ -78,7 +78,7 @@ void FirstApp::reloadLoadedChunks(xe::GameObject& viewer) {
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Chunk* chunk = Chunk::getChunk(newGridX, newGridZ);
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if(chunk == nullptr) {
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chunk = Chunk::newChunk(newGridX, newGridZ, 12345);
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Chunk::generateAsync(chunk);
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Chunk::generate(chunk);
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}
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if(chunk->getMesh() == nullptr){
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Chunk::createMeshAsync(chunk);
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@ -32,7 +32,7 @@ class FirstApp {
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static constexpr int WIDTH = 800;
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static constexpr int HEIGHT = 600;
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static constexpr int RENDER_DISTANCE = 25;
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static constexpr int RENDER_DISTANCE = 45;
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void createGameObjects(xe::GameObject& viewer);
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void reloadLoadedChunks(xe::GameObject& viewer);
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@ -13,7 +13,7 @@ SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, std::vector<xe::Image*> &im
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.addPushConstant(sizeof(PushConstant))
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.addUniformBinding(0, sizeof(UniformBuffer))
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.addTextureArrayBinding(1, images)
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.setCulling(true)
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.setCulling(false)
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.build();
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}
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