implement basic meshing

This commit is contained in:
catAngent 2024-09-12 22:51:16 +01:00
parent af82bb5bd9
commit 5cf2933210
2 changed files with 228 additions and 46 deletions

View file

@ -29,9 +29,10 @@ pub fn main() !void {
if (status == .leak) std.debug.print("MEMORY LEAK DETECTED!!!!!!!!!!!!!!!!!!!!!!\n", .{}) else std.debug.print("no leaks detected.\n", .{});
}
raylib.SetConfigFlags(raylib.FLAG_WINDOW_RESIZABLE);
raylib.SetConfigFlags(raylib.FLAG_WINDOW_RESIZABLE | raylib.FLAG_FULLSCREEN_MODE);
raylib.InitWindow(1024, 768, "voxel test");
const display = raylib.GetCurrentMonitor();
raylib.InitWindow(raylib.GetMonitorWidth(display), raylib.GetMonitorHeight(display), "voxel test");
defer raylib.CloseWindow();
raylib.DisableCursor();
@ -45,18 +46,34 @@ pub fn main() !void {
.projection = raylib.CAMERA_PERSPECTIVE,
};
const checked = raylib.GenImageChecked(2, 2, 1, 1, raylib.BLUE, raylib.GREEN);
const texture = raylib.LoadTextureFromImage(checked);
defer raylib.UnloadTexture(texture);
raylib.UnloadImage(checked);
var chunk = try chunks.Chunk.init(a7r);
defer chunk.deinit();
for (0..32) |x| for (0..32) |z| {
chunk.setTile(@intCast(x), 0, @intCast(z), 1);
chunk.setTile(@intCast(x), 31, @intCast(z), 1);
for (0..32) |raw_x| for (0..32) |raw_z| {
const x: u5 = @intCast(raw_x);
const z: u5 = @intCast(raw_z);
chunk.setTile(x, 0, z, 1);
chunk.setTile(x, 31, z, 1);
};
for (0..32) |raw_a| {
const a: u5 = @intCast(raw_a);
chunk.setTile(a, a, a, 1);
chunk.setTile(a, 31 - a, a, 1);
chunk.setTile(31 - a, a, a, 1);
chunk.setTile(31 - a, 31 - a, a, 1);
}
const mesh = chunk.createMesh();
defer raylib.UnloadMesh(mesh);
const model = raylib.LoadModelFromMesh(try chunk.createMesh());
defer raylib.UnloadModel(model);
model.materials[0].maps[raylib.MATERIAL_MAP_DIFFUSE].texture = texture;
while (!raylib.WindowShouldClose()) {
raylib.ClearBackground(raylib.GRAY);
raylib.ClearBackground(raylib.BLACK);
const right = v3.neg(v3.nor(v3.cross(camera.up, v3.sub(camera.target, camera.position))));
const forward = v3.cross(right, v3.new(0, -1, 0));
@ -81,20 +98,13 @@ pub fn main() !void {
raylib.BeginDrawing();
defer raylib.EndDrawing();
const model_position = v3.new(0, 0, 0);
{
raylib.BeginMode3D(camera);
defer raylib.EndMode3D();
var x: f32 = 0;
while (x < 16) : (x += 1) {
var y: f32 = 0;
while (y < 16) : (y += 1) {
var z: f32 = 0;
while (z < 16) : (z += 1) {
raylib.DrawCube(v3.new(x - 48, y, z), 1, 1, 1, raylib.RED);
}
}
}
raylib.DrawModel(model, model_position, 0.5, raylib.WHITE);
}
raylib.DrawFPS(10, 10);

View file

@ -1,17 +1,29 @@
const std = @import("std");
const rh = @import("../util/raylib_helper.zig");
const raylib = rh.raylib;
const v3 = rh.v3;
const A7r = std.mem.Allocator;
const RawQuad = struct {
tile: i32,
top_left: raylib.Vector3,
top_right: raylib.Vector3,
bottom_right: raylib.Vector3,
bottom_left: raylib.Vector3,
normal: raylib.Vector3,
};
pub const Chunk = struct {
tiles: []i32,
a7r: A7r,
pub fn init(a7r: A7r) !Chunk {
return Chunk{
const self = Chunk{
.a7r = a7r,
.tiles = try a7r.alloc(i32, 32 * 32 * 32),
};
@memset(self.tiles, 0);
return self;
}
pub fn deinit(self: Chunk) void {
@ -26,41 +38,201 @@ pub const Chunk = struct {
self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)] = tile;
}
pub fn createMesh(_: Chunk) raylib.Mesh {
const triangle_count: u32 = 1;
pub fn createMesh(chunk: Chunk) !raylib.Mesh {
var raw_quads = try std.ArrayList(RawQuad).initCapacity(chunk.a7r, 4096);
defer raw_quads.deinit();
for (0..32) |raw_x| {
const x: u5 = @intCast(raw_x);
var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
for (0..32) |raw_y| for (0..32) |raw_z| {
const y: u5 = @intCast(raw_y);
const z: u5 = @intCast(raw_z);
const tile: i32 = chunk.getTile(x, y, z);
if (tile == 0) continue;
if (x == 31 or chunk.getTile(x + 1, y, z) == 0) positive_tile_surfaces[y][z] = tile;
if (x == 0 or chunk.getTile(x - 1, y, z) == 0) negative_tile_surfaces[y][z] = tile;
};
const xf: f32 = @floatFromInt(raw_x);
for (0..32) |y| for (0..32) |z| {
const surface = positive_tile_surfaces[y][z];
if (surface == 0) continue;
positive_tile_surfaces[y][z] = 0;
const yf: f32 = @floatFromInt(y);
const zf: f32 = @floatFromInt(z);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
.top_right = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
.bottom_left = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
.normal = v3.new(1, 0, 0),
};
try raw_quads.append(raw_quad);
};
for (0..32) |y| for (0..32) |z| {
const surface = negative_tile_surfaces[y][z];
if (surface == 0) continue;
negative_tile_surfaces[y][z] = 0;
const yf: f32 = @floatFromInt(y);
const zf: f32 = @floatFromInt(z);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
.top_right = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
.bottom_left = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
.bottom_right = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
.normal = v3.new(-1, 0, 0),
};
try raw_quads.append(raw_quad);
};
}
const arr_size: c_uint = triangle_count * 3 * @sizeOf(f32);
for (0..32) |raw_z| {
const z: u5 = @intCast(raw_z);
var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
for (0..32) |raw_y| for (0..32) |raw_x| {
const y: u5 = @intCast(raw_y);
const x: u5 = @intCast(raw_x);
const tile: i32 = chunk.getTile(x, y, z);
if (tile == 0) continue;
if (z == 31 or chunk.getTile(x, y, z + 1) == 0) positive_tile_surfaces[y][x] = tile;
if (z == 0 or chunk.getTile(x, y, z - 1) == 0) negative_tile_surfaces[y][x] = tile;
};
const zf: f32 = @floatFromInt(raw_z);
for (0..32) |y| for (0..32) |x| {
const surface = positive_tile_surfaces[y][x];
if (surface == 0) continue;
positive_tile_surfaces[y][x] = 0;
const yf: f32 = @floatFromInt(y);
const xf: f32 = @floatFromInt(x);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
.top_right = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
.bottom_left = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
.normal = v3.new(0, 0, 1),
};
try raw_quads.append(raw_quad);
};
for (0..32) |y| for (0..32) |x| {
const surface = negative_tile_surfaces[y][x];
if (surface == 0) continue;
negative_tile_surfaces[y][x] = 0;
const yf: f32 = @floatFromInt(y);
const xf: f32 = @floatFromInt(x);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
.top_right = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
.bottom_left = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
.bottom_right = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
.normal = v3.new(0, 0, -1),
};
try raw_quads.append(raw_quad);
};
}
for (0..32) |raw_y| {
const y: u5 = @intCast(raw_y);
var positive_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
var negative_tile_surfaces: [32][32]i32 = .{.{0} ** 32} ** 32;
for (0..32) |raw_x| for (0..32) |raw_z| {
const x: u5 = @intCast(raw_x);
const z: u5 = @intCast(raw_z);
const tile: i32 = chunk.getTile(x, y, z);
if (tile == 0) continue;
if (y == 31 or chunk.getTile(x, y + 1, z) == 0) positive_tile_surfaces[x][z] = tile;
if (y == 0 or chunk.getTile(x, y - 1, z) == 0) negative_tile_surfaces[x][z] = tile;
};
const yf: f32 = @floatFromInt(raw_y);
for (0..32) |x| for (0..32) |z| {
const surface = positive_tile_surfaces[x][z];
if (surface == 0) continue;
positive_tile_surfaces[x][z] = 0;
const xf: f32 = @floatFromInt(x);
const zf: f32 = @floatFromInt(z);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf - 0.5, yf + 0.5, zf - 0.5),
.top_right = v3.new(xf - 0.5, yf + 0.5, zf + 0.5),
.bottom_left = v3.new(xf + 0.5, yf + 0.5, zf - 0.5),
.bottom_right = v3.new(xf + 0.5, yf + 0.5, zf + 0.5),
.normal = v3.new(0, 1, 0),
};
try raw_quads.append(raw_quad);
};
for (0..32) |x| for (0..32) |z| {
const surface = negative_tile_surfaces[x][z];
if (surface == 0) continue;
negative_tile_surfaces[x][z] = 0;
const xf: f32 = @floatFromInt(x);
const zf: f32 = @floatFromInt(z);
const raw_quad: RawQuad = .{
.tile = surface,
.top_left = v3.new(xf + 0.5, yf - 0.5, zf - 0.5),
.top_right = v3.new(xf + 0.5, yf - 0.5, zf + 0.5),
.bottom_left = v3.new(xf - 0.5, yf - 0.5, zf - 0.5),
.bottom_right = v3.new(xf - 0.5, yf - 0.5, zf + 0.5),
.normal = v3.new(0, -1, 0),
};
try raw_quads.append(raw_quad);
};
}
const triangle_count: c_int = @intCast(raw_quads.items.len * 2);
const arr_size: c_uint = @as(c_uint, @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 normals: [*]f32 = @ptrCast(@alignCast(raylib.MemAlloc(arr_size * 3)));
vertices[0] = 0.0;
vertices[1] = 0.0;
vertices[2] = 0.0;
normals[0] = 0.0;
normals[1] = 1.0;
normals[2] = 0.0;
texcoords[0] = 0.0;
texcoords[1] = 0.0;
for (raw_quads.items, 0..) |raw_quad, i| {
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;
}
vertices[3] = 1.0;
vertices[4] = 0.0;
vertices[5] = 2.0;
normals[3] = 0.0;
normals[4] = 1.0;
normals[5] = 0.0;
texcoords[2] = 0.5;
texcoords[3] = 1.0;
vertices[18 * i + 0] = raw_quad.top_left.x;
vertices[18 * i + 1] = raw_quad.top_left.y;
vertices[18 * i + 2] = raw_quad.top_left.z;
texcoords[12 * i + 0] = 0.0;
texcoords[12 * i + 1] = 0.0;
vertices[6] = 2.0;
vertices[7] = 0.0;
vertices[8] = 0.0;
normals[6] = 0.0;
normals[7] = 1.0;
normals[8] = 0.0;
texcoords[4] = 1.0;
texcoords[5] = 0.0;
vertices[18 * i + 3] = raw_quad.top_right.x;
vertices[18 * i + 4] = raw_quad.top_right.y;
vertices[18 * i + 5] = raw_quad.top_right.z;
texcoords[12 * i + 2] = 1.0;
texcoords[12 * i + 3] = 0.0;
vertices[18 * i + 6] = raw_quad.bottom_left.x;
vertices[18 * i + 7] = raw_quad.bottom_left.y;
vertices[18 * i + 8] = raw_quad.bottom_left.z;
texcoords[12 * i + 4] = 0.0;
texcoords[12 * i + 5] = 1.0;
vertices[18 * i + 9] = raw_quad.bottom_right.x;
vertices[18 * i + 10] = raw_quad.bottom_right.y;
vertices[18 * i + 11] = raw_quad.bottom_right.z;
texcoords[12 * i + 6] = 1.0;
texcoords[12 * i + 7] = 1.0;
vertices[18 * i + 12] = raw_quad.bottom_left.x;
vertices[18 * i + 13] = raw_quad.bottom_left.y;
vertices[18 * i + 14] = raw_quad.bottom_left.z;
texcoords[12 * i + 8] = 0.0;
texcoords[12 * i + 9] = 1.0;
vertices[18 * i + 15] = raw_quad.top_right.x;
vertices[18 * i + 16] = raw_quad.top_right.y;
vertices[18 * i + 17] = raw_quad.top_right.z;
texcoords[12 * i + 10] = 1.0;
texcoords[12 * i + 11] = 0.0;
}
var mesh = raylib.Mesh{
.triangleCount = triangle_count,