refactor: split large functions into smaller ones

This commit is contained in:
catangent 2025-08-03 18:52:11 +01:00
parent c7a194c0d3
commit 35a81340b1
2 changed files with 121 additions and 121 deletions

View file

@ -1,4 +1,5 @@
const std = @import("std");
const Allocator = std.mem.Allocator;
const raylib_helper = @import("lib_helpers/raylib_helper.zig");
const raylib = raylib_helper.raylib;
@ -9,7 +10,6 @@ const chunks = @import("world/chunk.zig");
const TILE_TEXTURE_RESOLUTION = 16;
const benchmark_chunk_meshing = false;
const debug = true;
pub fn drawCameraPosition(camera: raylib.Camera3D, x: i32, y: i32) !void {
@ -29,6 +29,26 @@ pub fn moveCamera(camera: *raylib.Camera3D, vec: raylib.Vector3) void {
camera.target = v3.add(camera.target, vec);
}
pub fn createDefaultChunk(a7r: Allocator) !chunks.Chunk {
var chunk = try chunks.Chunk.init(a7r);
// const height_generator = znoise.FnlGenerator{ .seed = 413445 };
const tile_type_generator = znoise.FnlGenerator{ .seed = 4435, .frequency = 0.1 };
for (0..32) |raw_x| for (0..32) |raw_y| for (0..32) |raw_z| {
const x: u5 = @intCast(raw_x);
const y: u5 = @intCast(raw_y);
const z: u5 = @intCast(raw_z);
const xf: f32 = @floatFromInt(raw_x);
const yf: f32 = @floatFromInt(raw_y);
const zf: f32 = @floatFromInt(raw_z);
const tile_type: u32 = if (tile_type_generator.noise3(xf, yf, zf) > 0) 1 else 2;
// const height: f32 = (height_generator.noise2(xf, zf) + 1) * 16 + @as(f32, if(x > 24) 4.0 else 0.0) + @as(f32, if(z < 8) 4.0 else 0.0);
// if (height >= yf) chunk.setTile(x, y, z, tile_type);
if((xf-16)*(xf-16)+(yf-16)*(yf-16)+(zf-16)*(zf-16) < 16*16) chunk.setTile(x, y, z, tile_type);
};
return chunk;
}
pub fn main() !void {
if (!debug) raylib.SetTraceLogLevel(raylib.LOG_ERROR);
@ -73,38 +93,9 @@ pub fn main() !void {
defer raylib.UnloadShader(shader);
raylib.SetShaderValue(shader, raylib.GetShaderLocation(shader, "textureTiling"), &.{ @as(f32, @floatFromInt(tile_columns)), @as(f32, @floatFromInt(tile_rows)) }, raylib.SHADER_UNIFORM_VEC2);
var chunk = try chunks.Chunk.init(a7r);
var chunk = try createDefaultChunk(a7r);
defer chunk.deinit();
// const height_generator = znoise.FnlGenerator{ .seed = 413445 };
const tile_type_generator = znoise.FnlGenerator{ .seed = 4435, .frequency = 0.1 };
for (0..32) |raw_x| for (0..32) |raw_y| for (0..32) |raw_z| {
const x: u5 = @intCast(raw_x);
const y: u5 = @intCast(raw_y);
const z: u5 = @intCast(raw_z);
const xf: f32 = @floatFromInt(raw_x);
const yf: f32 = @floatFromInt(raw_y);
const zf: f32 = @floatFromInt(raw_z);
const tile_type: u32 = if (tile_type_generator.noise3(xf, yf, zf) > 0) 2 else 2;
// const height: f32 = (height_generator.noise2(xf, zf) + 1) * 16 + @as(f32, if(x > 24) 4.0 else 0.0) + @as(f32, if(z < 8) 4.0 else 0.0);
// if (height >= yf) chunk.setTile(x, y, z, tile_type);
if((xf-16)*(xf-16)+(yf-16)*(yf-16)+(zf-16)*(zf-16) < 16*16) chunk.setTile(x, y, z, tile_type);
};
if (benchmark_chunk_meshing) {
var tmp: u64 = 0;
for (0..500) |_| {
const start = try std.time.Instant.now();
const model = raylib.LoadChunkModelFromMesh(try chunk.createMesh(tile_rows, tile_columns));
defer raylib.UnloadChunkModel(model);
const end = try std.time.Instant.now();
tmp += end.since(start);
}
std.debug.print("\nchunk meshing time: {d:.3}ms\n\n", .{
@as(f64, @floatFromInt(tmp)) / std.time.ns_per_ms / 500,
});
}
const model = raylib.LoadChunkModelFromMesh(try chunk.createMesh(tile_rows, tile_columns));
defer raylib.UnloadChunkModel(model);
model.materials[0].maps[raylib.MATERIAL_MAP_DIFFUSE].texture = texture;

View file

@ -198,11 +198,100 @@ pub const Chunk = struct {
}
return raw_quad;
}
fn packMeshFromRawQuads(raw_quads: std.ArrayList(RawQuad), tile_columns: u32, tile_rows: u32) raylib.ChunkMesh {
// Create OpenGL buffers
const triangle_count: i32 = @as(i32, @intCast(raw_quads.items.len)) * 2;
// Create mesh of a chunk. tile_rows and tile_columns are the dimensions of the tiles.png file, in terms of individual tile textures.
pub fn createMesh(chunk: Chunk, tile_rows: u32, tile_columns: u32) !raylib.ChunkMesh {
const arr_size: u32 = @as(u32, @intCast(triangle_count)) * 3 * @sizeOf(f32);
const vertices: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 3)));
const texcoords: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 2)));
const tiletexcoords: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 2)));
const normals: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 3)));
const metadata1_packed: [*]u32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 4)));
const occlusion_sides: [*]u32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 4)));
for (raw_quads.items, 0..) |raw_quad, i| {
if (raw_quad.tile <= 0) continue; // air tile, no texture
const tile = raw_quad.tile;
// Set normals for the quads (same as the triangles.)
for (0..6) |j| {
normals[18 * i + 3 * j + 0] = raw_quad.normal.x;
normals[18 * i + 3 * j + 1] = raw_quad.normal.y;
normals[18 * i + 3 * j + 2] = raw_quad.normal.z;
}
// Find UV coordinates of corresponding tiles.
const left_uv = @as(f32, @floatFromInt(tile % tile_columns)) / @as(f32, @floatFromInt(tile_columns));
const right_uv = @as(f32, @floatFromInt(tile % tile_columns + 1)) / @as(f32, @floatFromInt(tile_columns));
const top_uv = @as(f32, @floatFromInt(tile / tile_columns)) / @as(f32, @floatFromInt(tile_rows));
const bottom_uv = @as(f32, @floatFromInt(tile / tile_columns + 1)) / @as(f32, @floatFromInt(tile_rows));
// Unwrap raw quads vertex coordinates and UV coordinates into OpenGL buffers.
const vertex_corners = .{ raw_quad.top_left, raw_quad.bottom_left, raw_quad.top_right, raw_quad.bottom_right, raw_quad.top_right, raw_quad.bottom_left };
const texcoords_x = .{ left_uv, left_uv, right_uv, right_uv, right_uv, left_uv };
const texcoords_y = .{ top_uv, bottom_uv } ** 3;
const tiletexcoords_x = if(raw_quad.flip_x)
.{raw_quad.width, raw_quad.width, 0.0, 0.0, 0.0, raw_quad.width} else
.{ 0.0, 0.0, raw_quad.width, raw_quad.width, raw_quad.width, 0.0 };
const tiletexcoords_y = if(raw_quad.flip_y) .{ raw_quad.height, 0.0 } ** 3 else .{ 0.0, raw_quad.height } ** 3;
inline for (0..6) |corner_id| {
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 0] = vertex_corners[corner_id].x;
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 1] = vertex_corners[corner_id].y;
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 2] = vertex_corners[corner_id].z;
texcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 0] = texcoords_x[corner_id];
texcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 1] = texcoords_y[corner_id];
tiletexcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 0] = tiletexcoords_x[corner_id];
tiletexcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 1] = tiletexcoords_y[corner_id];
}
// Store metadata into OpenGL buffers.
for (0..6) |j| {
const metadata1 = Metadata1{
.top_left_obscured = raw_quad.top_left_obscured,
.top_right_obscured = raw_quad.top_right_obscured,
.bottom_left_obscured = raw_quad.bottom_left_obscured,
.bottom_right_obscured = raw_quad.bottom_right_obscured,
.quad_height = @intFromFloat(raw_quad.height),
.quad_width = @intFromFloat(raw_quad.width),
};
const metadata1_baked: [4]u32 = @bitCast(metadata1);
for (0..4) |k| {
metadata1_packed[24 * i + 4 * j + k] = metadata1_baked[k];
}
}
// Store ambient occlusion sides into OpenGL buffers.
for (0..6) |j| {
occlusion_sides[24 * i + 4 * j + 0] = raw_quad.left_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 1] = raw_quad.right_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 2] = raw_quad.top_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 3] = raw_quad.bottom_obscuring_pattern;
}
}
// Create mesh using the buffers.
return raylib.ChunkMesh{
.triangleCount = triangle_count,
.vertexCount = triangle_count * 3,
.vertices = vertices,
.texcoords = texcoords,
.tiletexcoords = tiletexcoords,
.normals = normals,
.metadata1 = metadata1_packed,
.occlusion_sides = occlusion_sides,
.vaoId = 0,
.vboId = null,
};
}
fn scanForRawQuads(chunk: Chunk) !std.ArrayList(RawQuad) {
var raw_quads = try std.ArrayList(RawQuad).initCapacity(chunk.a7r, 4096);
defer raw_quads.deinit();
// Begin scanning the chunk for tile surfaces to make raw quads.
inline for (0..3) |dimension| { // Iterate over the 3 dimensions, X, Y and Z.
@ -290,95 +379,15 @@ pub const Chunk = struct {
}
}
}
return raw_quads;
}
// Create OpenGL buffers
const triangle_count: i32 = @as(i32, @intCast(raw_quads.items.len)) * 2;
// Create mesh of a chunk. tile_rows and tile_columns are the dimensions of the tiles.png file, in terms of individual tile textures.
pub fn createMesh(chunk: Chunk, tile_rows: u32, tile_columns: u32) !raylib.ChunkMesh {
var raw_quads = try scanForRawQuads(chunk);
defer raw_quads.deinit();
const arr_size: u32 = @as(u32, @intCast(triangle_count)) * 3 * @sizeOf(f32);
const vertices: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 3)));
const texcoords: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 2)));
const tiletexcoords: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 2)));
const normals: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 3)));
const metadata1_packed: [*]u32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 4)));
const occlusion_sides: [*]u32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 4)));
for (raw_quads.items, 0..) |raw_quad, i| {
if (raw_quad.tile <= 0) continue; // air tile, no texture
const tile = raw_quad.tile;
// Set normals for the quads (same as the triangles.)
for (0..6) |j| {
normals[18 * i + 3 * j + 0] = raw_quad.normal.x;
normals[18 * i + 3 * j + 1] = raw_quad.normal.y;
normals[18 * i + 3 * j + 2] = raw_quad.normal.z;
}
// Find UV coordinates of corresponding tiles.
const left_uv = @as(f32, @floatFromInt(tile % tile_columns)) / @as(f32, @floatFromInt(tile_columns));
const right_uv = @as(f32, @floatFromInt(tile % tile_columns + 1)) / @as(f32, @floatFromInt(tile_columns));
const top_uv = @as(f32, @floatFromInt(tile / tile_columns)) / @as(f32, @floatFromInt(tile_rows));
const bottom_uv = @as(f32, @floatFromInt(tile / tile_columns + 1)) / @as(f32, @floatFromInt(tile_rows));
// Unwrap raw quads vertex coordinates and UV coordinates into OpenGL buffers.
const vertex_corners = .{ raw_quad.top_left, raw_quad.bottom_left, raw_quad.top_right, raw_quad.bottom_right, raw_quad.top_right, raw_quad.bottom_left };
const texcoords_x = .{ left_uv, left_uv, right_uv, right_uv, right_uv, left_uv };
const texcoords_y = .{ top_uv, bottom_uv } ** 3;
const tiletexcoords_x = if(raw_quad.flip_x)
.{raw_quad.width, raw_quad.width, 0.0, 0.0, 0.0, raw_quad.width} else
.{ 0.0, 0.0, raw_quad.width, raw_quad.width, raw_quad.width, 0.0 };
const tiletexcoords_y = if(raw_quad.flip_y) .{ raw_quad.height, 0.0 } ** 3 else .{ 0.0, raw_quad.height } ** 3;
inline for (0..6) |corner_id| {
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 0] = vertex_corners[corner_id].x;
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 1] = vertex_corners[corner_id].y;
vertices[VERTICES_BLOCK_SIZE * i + corner_id * 3 + 2] = vertex_corners[corner_id].z;
texcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 0] = texcoords_x[corner_id];
texcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 1] = texcoords_y[corner_id];
tiletexcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 0] = tiletexcoords_x[corner_id];
tiletexcoords[TEXCOORDS_BLOCK_SIZE * i + corner_id * 2 + 1] = tiletexcoords_y[corner_id];
}
// Store metadata into OpenGL buffers.
for (0..6) |j| {
const metadata1 = Metadata1{
.top_left_obscured = raw_quad.top_left_obscured,
.top_right_obscured = raw_quad.top_right_obscured,
.bottom_left_obscured = raw_quad.bottom_left_obscured,
.bottom_right_obscured = raw_quad.bottom_right_obscured,
.quad_height = @intFromFloat(raw_quad.height),
.quad_width = @intFromFloat(raw_quad.width),
};
const metadata1_baked: [4]u32 = @bitCast(metadata1);
for (0..4) |k| {
metadata1_packed[24 * i + 4 * j + k] = metadata1_baked[k];
}
}
// Store ambient occlusion sides into OpenGL buffers.
for (0..6) |j| {
occlusion_sides[24 * i + 4 * j + 0] = raw_quad.left_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 1] = raw_quad.right_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 2] = raw_quad.top_obscuring_pattern;
occlusion_sides[24 * i + 4 * j + 3] = raw_quad.bottom_obscuring_pattern;
}
}
// Create mesh using the buffers.
var mesh = raylib.ChunkMesh{
.triangleCount = triangle_count,
.vertexCount = triangle_count * 3,
.vertices = vertices,
.texcoords = texcoords,
.tiletexcoords = tiletexcoords,
.normals = normals,
.metadata1 = metadata1_packed,
.occlusion_sides = occlusion_sides,
.vaoId = 0,
.vboId = null,
};
var mesh = packMeshFromRawQuads(raw_quads, tile_columns, tile_rows);
raylib.UploadChunkMesh(@ptrCast(&mesh), false);