implement greedy meshing
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5cf2933210
commit
5c7f996eb6
4 changed files with 103 additions and 148 deletions
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@ -11,6 +11,8 @@ const RawQuad = struct {
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bottom_right: raylib.Vector3,
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bottom_left: raylib.Vector3,
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normal: raylib.Vector3,
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width: f32,
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height: f32,
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};
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pub const Chunk = struct {
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@ -38,148 +40,76 @@ pub const Chunk = struct {
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self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)] = tile;
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}
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fn getTileRaw(self: Chunk, x: u5, y: u5, z: u5) i32 {
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return self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)];
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}
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inline fn getTileRawShifted(self: Chunk, x: u5, y: u5, z: u5, comptime d: comptime_int) i32 {
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if (d % 3 == 0) {
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return self.getTileRaw(x, y, z);
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} else if (d % 3 == 1) {
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return self.getTileRaw(y, z, x);
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} else if (d % 3 == 2) {
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return self.getTileRaw(z, x, y);
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}
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}
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pub fn createMesh(chunk: Chunk) !raylib.Mesh {
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var raw_quads = try std.ArrayList(RawQuad).initCapacity(chunk.a7r, 4096);
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defer raw_quads.deinit();
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for (0..32) |raw_x| {
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const x: u5 = @intCast(raw_x);
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var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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for (0..32) |raw_y| for (0..32) |raw_z| {
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const y: u5 = @intCast(raw_y);
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const z: u5 = @intCast(raw_z);
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const tile: i32 = chunk.getTile(x, y, z);
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if (tile == 0) continue;
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if (x == 31 or chunk.getTile(x + 1, y, z) == 0) positive_tile_surfaces[y][z] = tile;
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if (x == 0 or chunk.getTile(x - 1, y, z) == 0) negative_tile_surfaces[y][z] = tile;
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};
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const xf: f32 = @floatFromInt(raw_x);
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for (0..32) |y| for (0..32) |z| {
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const surface = positive_tile_surfaces[y][z];
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if (surface == 0) continue;
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positive_tile_surfaces[y][z] = 0;
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const yf: f32 = @floatFromInt(y);
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const zf: f32 = @floatFromInt(z);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
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.top_right = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
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.bottom_left = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
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.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
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.normal = v3.new(1, 0, 0),
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};
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try raw_quads.append(raw_quad);
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};
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for (0..32) |y| for (0..32) |z| {
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const surface = negative_tile_surfaces[y][z];
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if (surface == 0) continue;
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negative_tile_surfaces[y][z] = 0;
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const yf: f32 = @floatFromInt(y);
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const zf: f32 = @floatFromInt(z);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
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.top_right = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
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.bottom_left = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
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.bottom_right = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
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.normal = v3.new(-1, 0, 0),
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};
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try raw_quads.append(raw_quad);
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};
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}
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for (0..32) |raw_z| {
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const z: u5 = @intCast(raw_z);
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var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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for (0..32) |raw_y| for (0..32) |raw_x| {
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const y: u5 = @intCast(raw_y);
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inline for (0..3) |d| {
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for (0..32) |raw_x| {
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const x: u5 = @intCast(raw_x);
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const tile: i32 = chunk.getTile(x, y, z);
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if (tile == 0) continue;
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if (z == 31 or chunk.getTile(x, y, z + 1) == 0) positive_tile_surfaces[y][x] = tile;
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if (z == 0 or chunk.getTile(x, y, z - 1) == 0) negative_tile_surfaces[y][x] = tile;
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};
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const zf: f32 = @floatFromInt(raw_z);
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for (0..32) |y| for (0..32) |x| {
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const surface = positive_tile_surfaces[y][x];
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if (surface == 0) continue;
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positive_tile_surfaces[y][x] = 0;
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const yf: f32 = @floatFromInt(y);
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const xf: f32 = @floatFromInt(x);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
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.top_right = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
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.bottom_left = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
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.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
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.normal = v3.new(0, 0, 1),
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var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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for (0..32) |raw_y| for (0..32) |raw_z| {
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const y: u5 = @intCast(raw_y);
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const z: u5 = @intCast(raw_z);
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const tile: i32 = chunk.getTileRawShifted(x, y, z, d);
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if (tile == 0) continue;
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if (x == 31 or chunk.getTileRawShifted(x + 1, y, z, d) == 0) positive_tile_surfaces[y][z] = tile;
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if (x == 0 or chunk.getTileRawShifted(x - 1, y, z, d) == 0) negative_tile_surfaces[y][z] = tile;
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};
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try raw_quads.append(raw_quad);
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};
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for (0..32) |y| for (0..32) |x| {
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const surface = negative_tile_surfaces[y][x];
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if (surface == 0) continue;
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negative_tile_surfaces[y][x] = 0;
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const yf: f32 = @floatFromInt(y);
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const xf: f32 = @floatFromInt(x);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
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.top_right = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
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.bottom_left = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
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.bottom_right = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
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.normal = v3.new(0, 0, -1),
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};
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try raw_quads.append(raw_quad);
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};
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}
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for (0..32) |raw_y| {
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const y: u5 = @intCast(raw_y);
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var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
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for (0..32) |raw_x| for (0..32) |raw_z| {
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const x: u5 = @intCast(raw_x);
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const z: u5 = @intCast(raw_z);
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const tile: i32 = chunk.getTile(x, y, z);
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if (tile == 0) continue;
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if (y == 31 or chunk.getTile(x, y + 1, z) == 0) positive_tile_surfaces[x][z] = tile;
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if (y == 0 or chunk.getTile(x, y - 1, z) == 0) negative_tile_surfaces[x][z] = tile;
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};
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const yf: f32 = @floatFromInt(raw_y);
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for (0..32) |x| for (0..32) |z| {
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const surface = positive_tile_surfaces[x][z];
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if (surface == 0) continue;
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positive_tile_surfaces[x][z] = 0;
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const xf: f32 = @floatFromInt(x);
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const zf: f32 = @floatFromInt(z);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
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.top_right = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
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.bottom_left = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
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.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
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.normal = v3.new(0, 1, 0),
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};
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try raw_quads.append(raw_quad);
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};
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for (0..32) |x| for (0..32) |z| {
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const surface = negative_tile_surfaces[x][z];
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if (surface == 0) continue;
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negative_tile_surfaces[x][z] = 0;
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const xf: f32 = @floatFromInt(x);
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const zf: f32 = @floatFromInt(z);
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
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.top_right = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
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.bottom_left = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
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.bottom_right = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
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.normal = v3.new(0, -1, 0),
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};
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try raw_quads.append(raw_quad);
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};
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const xf: f32 = @floatFromInt(raw_x);
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inline for (.{ -1, 1 }) |sign| {
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var tile_surfaces = if (sign == 1) positive_tile_surfaces else negative_tile_surfaces;
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for (0..32) |y| for (0..32) |z| {
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const surface = tile_surfaces[y][z];
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if (surface == 0) continue;
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var y2 = y + 1;
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while (y2 <= 31 and tile_surfaces[y2][z] == surface) : (y2 += 1) {
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tile_surfaces[y2][z] = 0;
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}
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var z2 = z + 1;
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zloop: while (z2 <= 31) : (z2 += 1) {
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for (y..y2) |ytmp| if (tile_surfaces[ytmp][z2] != surface) break :zloop;
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for (y..y2) |ytmp| tile_surfaces[ytmp][z2] = 0;
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tile_surfaces[y][z2] = 0;
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}
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y2 -= 1;
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z2 -= 1;
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tile_surfaces[y][z] = 0;
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const ymin: f32 = @as(f32, @floatFromInt(y)) - 0.5;
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const ymax: f32 = @as(f32, @floatFromInt(y2)) + 0.5;
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const zmin: f32 = @as(f32, @floatFromInt(z)) - 0.5;
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const zmax: f32 = @as(f32, @floatFromInt(z2)) + 0.5;
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const yleft: f32 = if (sign == 1) ymin else ymax;
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const yright: f32 = if (sign == 1) ymax else ymin;
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const raw_quad: RawQuad = .{
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.tile = surface,
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.top_left = v3.newShifted(xf + 0.5 * sign, yleft, zmin, d),
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.top_right = v3.newShifted(xf + 0.5 * sign, yright, zmin, d),
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.bottom_left = v3.newShifted(xf + 0.5 * sign, yleft, zmax, d),
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.bottom_right = v3.newShifted(xf + 0.5 * sign, yright, zmax, d),
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.normal = v3.newShifted(sign, 0, 0, d),
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.width = ymax - ymin,
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.height = zmax - zmin,
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};
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try raw_quads.append(raw_quad);
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};
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}
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}
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}
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const triangle_count: c_int = @intCast(raw_quads.items.len * 2);
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@ -206,31 +136,31 @@ pub const Chunk = struct {
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vertices[18 * i + 3] = raw_quad.top_right.x;
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vertices[18 * i + 4] = raw_quad.top_right.y;
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vertices[18 * i + 5] = raw_quad.top_right.z;
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texcoords[12 * i + 2] = 1.0;
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texcoords[12 * i + 2] = raw_quad.width;
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texcoords[12 * i + 3] = 0.0;
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vertices[18 * i + 6] = raw_quad.bottom_left.x;
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vertices[18 * i + 7] = raw_quad.bottom_left.y;
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vertices[18 * i + 8] = raw_quad.bottom_left.z;
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texcoords[12 * i + 4] = 0.0;
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texcoords[12 * i + 5] = 1.0;
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texcoords[12 * i + 5] = raw_quad.height;
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vertices[18 * i + 9] = raw_quad.bottom_right.x;
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vertices[18 * i + 10] = raw_quad.bottom_right.y;
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vertices[18 * i + 11] = raw_quad.bottom_right.z;
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texcoords[12 * i + 6] = 1.0;
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texcoords[12 * i + 7] = 1.0;
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texcoords[12 * i + 6] = raw_quad.width;
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texcoords[12 * i + 7] = raw_quad.height;
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vertices[18 * i + 12] = raw_quad.bottom_left.x;
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vertices[18 * i + 13] = raw_quad.bottom_left.y;
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vertices[18 * i + 14] = raw_quad.bottom_left.z;
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texcoords[12 * i + 8] = 0.0;
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texcoords[12 * i + 9] = 1.0;
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texcoords[12 * i + 9] = raw_quad.height;
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vertices[18 * i + 15] = raw_quad.top_right.x;
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vertices[18 * i + 16] = raw_quad.top_right.y;
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vertices[18 * i + 17] = raw_quad.top_right.z;
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texcoords[12 * i + 10] = 1.0;
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texcoords[12 * i + 10] = raw_quad.width;
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texcoords[12 * i + 11] = 0.0;
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}
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