Naive chunk meshing
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@@ -71,6 +71,7 @@ void Game::Setup(int w, int h) {
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// Load OpenGL
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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glEnable(GL_MULTISAMPLE);
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// glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -91,7 +92,8 @@ void Game::Setup(int w, int h) {
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Texture texture;
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m_world->TextureID = texture.LoadTextures(BlockDictionary->Textures);
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for (int x = 0; x < 3; x++)
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for (int x = 0; x < 2; x++)
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for (int y = 0; y < 3; y++) {
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m_world->Chunks.push_back(std::make_shared<Chunk>(x, y));
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@@ -7,25 +7,31 @@
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#include "../world/block.hpp"
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#include <random>
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Chunk::Chunk(int x, int z) {
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m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
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std::default_random_engine generator;
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// [x + WIDTH * (y + HEIGHT * z)]
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for (int x = 0; x < CHUNK_WIDTH; x++)
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for (int y = 0; y < CHUNK_HEIGHT; y++)
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for (int z = 0; z < CHUNK_DEPTH; z++) {
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if (y > 15) {
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Voxels.push_back((uint8_t)EBlockType::Air);
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continue;
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}
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// Grass on the top layer
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if (y == CHUNK_HEIGHT - 1) {
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std::uniform_real_distribution<float> distribution(0, 1);
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float r = distribution(generator);
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if (r > 0.5f)
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Voxels.push_back((uint8_t)EBlockType::Grass);
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} else {
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Voxels.push_back((uint8_t)EBlockType::Dirt);
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}
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else
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Voxels.push_back((uint8_t)EBlockType::Air);
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}
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@@ -58,7 +64,7 @@ void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shade
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GLint uniProj = glGetUniformLocation(shader->Program, "proj");
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(camera->GetProjectionMatrix()));
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glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
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glDrawArrays(GL_TRIANGLES, 0, m_numVerts);
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}
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@@ -70,12 +76,21 @@ void Chunk::Update() {
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uint8_t Chunk::BlockAt(int x, int y, int z) {
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if (x > CHUNK_WIDTH - 1) return 0;
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if (y > CHUNK_HEIGHT - 1) return 0;
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if (z > CHUNK_DEPTH - 1) return 0;
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if (x < 0) return 0;
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if (y < 0) return 0;
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if (z < 0) return 0;
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return Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)];
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}
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void Chunk::m_mesh() {
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// TODO: Use greedy meshing for MAXIMUM performance
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for (int x = 0; x < CHUNK_WIDTH; x++)
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for (int y = 0; y < CHUNK_HEIGHT; y++)
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for (int z = 0; z < CHUNK_DEPTH; z++) {
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@@ -85,15 +100,28 @@ void Chunk::m_mesh() {
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uint8_t block = BlockAt(x, y, z);
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Voxel tmp({x, y, z}, BlockAt(x, y, z));
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if (block == EBlockType::Air) continue;
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tmp.AddFace(EFaceType::Top);
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tmp.AddFace(EFaceType::Bottom);
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tmp.AddFace(EFaceType::Left);
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tmp.AddFace(EFaceType::Right);
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tmp.AddFace(EFaceType::Front);
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tmp.AddFace(EFaceType::Back);
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Voxel tmp({x, y, z}, block);
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if (BlockAt(x + 1, y, z) == EBlockType::Air)
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tmp.AddFace(EFaceType::Right);
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if (BlockAt(x - 1, y, z) == EBlockType::Air)
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tmp.AddFace(EFaceType::Left);
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if (BlockAt(x, y + 1, z) == EBlockType::Air)
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tmp.AddFace(EFaceType::Top);
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if (BlockAt(x, y - 1, z) == EBlockType::Air)
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tmp.AddFace(EFaceType::Bottom);
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if (BlockAt(x, y, z + 1) == EBlockType::Air)
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tmp.AddFace(EFaceType::Front);
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if (BlockAt(x, y, z - 1) == EBlockType::Air)
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tmp.AddFace(EFaceType::Back);
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tmp.GetMesh(tempVerts, tempUVs);
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m_vertices.insert(m_vertices.end(), tempVerts.begin(), tempVerts.end());
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@@ -111,6 +139,8 @@ void Chunk::m_mesh() {
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data.insert(data.end(), m_vertices.begin(), m_vertices.end());
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data.insert(data.end(), m_uvs.begin(), m_uvs.end());
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m_numVerts = m_vertices.size();
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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@@ -119,6 +149,9 @@ void Chunk::m_mesh() {
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
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m_vertices.clear();
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m_uvs.clear();
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glBindVertexArray(0);
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}
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@@ -3,7 +3,7 @@
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#include "../common.hpp"
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#define CHUNK_HEIGHT 32
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#define CHUNK_HEIGHT 128
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#define CHUNK_WIDTH 16
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#define CHUNK_DEPTH 16
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@@ -40,6 +40,8 @@ private:
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glm::mat4 m_model;
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std::vector<glm::vec3> m_vertices;
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int m_numVerts = 0;
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std::vector<glm::vec3> m_uvs;
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@@ -21,8 +21,8 @@ Voxel::Voxel(glm::vec3 coordsInChunk, uint8_t block) {
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void Voxel::AddFace(EFaceType::Face face) {
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std::vector<glm::vec3> verts;
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std::vector<glm::vec2> uvs;
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std::vector<glm::vec3> verts;
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std::vector<glm::vec2> uvs;
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switch (face) {
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@@ -86,18 +86,18 @@ void Voxel::AddFace(EFaceType::Face face) {
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verts = m_translateIntoChunk(verts, m_coordsInChunk);
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m_vertices.insert(m_vertices.end(), verts.begin(), verts.end());
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std::shared_ptr<CBlockEntry> block = CBlockDictionary::GetInstance()->BlockEntries[Block];
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uint16_t tex = block->FaceTextures[(uint16_t)face];
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std::vector<glm::vec3> uvws;
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for (auto& uv : uvs) {
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uvws.push_back({ uv.x, uv.y, (float)tex });
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}
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std::vector<glm::vec3> uvws = {
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{ uvs[0].x, uvs[0].y, (float)tex },
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{ uvs[1].x, uvs[1].y, (float)tex },
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{ uvs[2].x, uvs[2].y, (float)tex },
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{ uvs[3].x, uvs[3].y, (float)tex },
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{ uvs[4].x, uvs[4].y, (float)tex },
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{ uvs[5].x, uvs[5].y, (float)tex },
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};
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m_uvs.insert(m_uvs.end(), uvws.begin(), uvws.end());
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@@ -111,7 +111,7 @@ void Voxel::GetMesh(std::vector<glm::vec3>& verts, std::vector<glm::vec3>& uvs)
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}
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std::vector<glm::vec3> Voxel::m_translateIntoChunk(std::vector<glm::vec3> verts, glm::vec3 trans) {
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for (int i = 0; i < verts.size(); i++) {
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verts[i].x += trans.x;
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