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, width: f32, height: f32, }; pub const Chunk = struct { tiles: []i32, a7r: A7r, pub fn init(a7r: A7r) !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 { self.a7r.free(self.tiles); } pub fn getTile(self: Chunk, x: u5, y: u5, z: u5) i32 { return self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)]; } pub fn setTile(self: Chunk, x: u5, y: u5, z: u5, tile: i32) void { self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)] = tile; } fn getTileRaw(self: Chunk, x: u5, y: u5, z: u5) i32 { return self.tiles[@as(u15, x) << 10 | @as(u15, y) << 5 | @as(u15, z)]; } inline fn getTileRawShifted(self: Chunk, x: u5, y: u5, z: u5, comptime d: comptime_int) i32 { if (d % 3 == 0) { return self.getTileRaw(x, y, z); } else if (d % 3 == 1) { return self.getTileRaw(y, z, x); } else if (d % 3 == 2) { return self.getTileRaw(z, x, y); } } pub fn createMesh(chunk: Chunk) !raylib.Mesh { var raw_quads = try std.ArrayList(RawQuad).initCapacity(chunk.a7r, 4096); defer raw_quads.deinit(); inline for (0..3) |d| { 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.getTileRawShifted(x, y, z, d); if (tile == 0) continue; if (x == 31 or chunk.getTileRawShifted(x + 1, y, z, d) == 0) positive_tile_surfaces[y][z] = tile; if (x == 0 or chunk.getTileRawShifted(x - 1, y, z, d) == 0) negative_tile_surfaces[y][z] = tile; }; const xf: f32 = @floatFromInt(raw_x); inline for (.{ -1, 1 }) |sign| { var tile_surfaces = if (sign == 1) positive_tile_surfaces else negative_tile_surfaces; for (0..32) |y| for (0..32) |z| { const surface = tile_surfaces[y][z]; if (surface == 0) continue; var y2 = y + 1; while (y2 <= 31 and tile_surfaces[y2][z] == surface) : (y2 += 1) { tile_surfaces[y2][z] = 0; } var z2 = z + 1; zloop: while (z2 <= 31) : (z2 += 1) { for (y..y2) |ytmp| if (tile_surfaces[ytmp][z2] != surface) break :zloop; for (y..y2) |ytmp| tile_surfaces[ytmp][z2] = 0; tile_surfaces[y][z2] = 0; } y2 -= 1; z2 -= 1; tile_surfaces[y][z] = 0; const ymin: f32 = @as(f32, @floatFromInt(y)) - 0.5; const ymax: f32 = @as(f32, @floatFromInt(y2)) + 0.5; const zmin: f32 = @as(f32, @floatFromInt(z)) - 0.5; const zmax: f32 = @as(f32, @floatFromInt(z2)) + 0.5; const yleft: f32 = if (sign == 1) ymin else ymax; const yright: f32 = if (sign == 1) ymax else ymin; const raw_quad: RawQuad = .{ .tile = surface, .top_left = v3.newShifted(xf + 0.5 * sign, yleft, zmin, d), .top_right = v3.newShifted(xf + 0.5 * sign, yright, zmin, d), .bottom_left = v3.newShifted(xf + 0.5 * sign, yleft, zmax, d), .bottom_right = v3.newShifted(xf + 0.5 * sign, yright, zmax, d), .normal = v3.newShifted(sign, 0, 0, d), .width = ymax - ymin, .height = zmax - zmin, }; 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))); 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[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[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] = raw_quad.width; 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] = raw_quad.height; 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] = raw_quad.width; texcoords[12 * i + 7] = raw_quad.height; 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] = raw_quad.height; 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] = raw_quad.width; texcoords[12 * i + 11] = 0.0; } var mesh = raylib.Mesh{ .triangleCount = triangle_count, .vertexCount = triangle_count * 3, .vertices = vertices, .texcoords = texcoords, .texcoords2 = null, .normals = normals, .tangents = null, .colors = null, .indices = null, .animVertices = null, .animNormals = null, .boneIds = null, .boneWeights = null, .vaoId = 0, .vboId = null, }; raylib.UploadMesh(@ptrCast(&mesh), false); return mesh; } };