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| author | Mel <einebeere@gmail.com> | 2023-07-11 04:13:18 +0200 |
|---|---|---|
| committer | Mel <einebeere@gmail.com> | 2023-07-11 04:13:18 +0200 |
| commit | e6812d2df6bd8a0a71375096abe46f8039d8c570 (patch) | |
| tree | 8fd1bb578f5a6e2edfc1b1dfffea32f9285c17c9 /src/World/Generation | |
| parent | 2c3ac8db3f539459166c801e61c5efdacf9150c3 (diff) | |
| download | meowcraft-e6812d2df6bd8a0a71375096abe46f8039d8c570.tar.zst meowcraft-e6812d2df6bd8a0a71375096abe46f8039d8c570.zip | |
Create MeshBuilder utility for comfy mesh building
Diffstat (limited to 'src/World/Generation')
| -rw-r--r-- | src/World/Generation/ChunkMeshing.cpp | 14 | ||||
| -rw-r--r-- | src/World/Generation/ChunkMeshing.hpp | 45 |
2 files changed, 28 insertions, 31 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp index 7158734..2e9f191 100644 --- a/src/World/Generation/ChunkMeshing.cpp +++ b/src/World/Generation/ChunkMeshing.cpp @@ -13,10 +13,10 @@ ChunkMesh mesh_chunk(Chunk& chunk, const ChunkNeighbors& neighbors) { namespace Detail { -std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_positions(BlockSide side, U32 x, U32 y, U32 z) { +Face<Vertex> DefaultMeshDecisions::face_positions(BlockSide side, U32 x, U32 y, U32 z) { // Winding order: (0, 1, 2) (2, 3, 0) // Note: OpenGL Coordinate system has a flipped z axis. - std::array<Vector<3, F32>, 4> face{}; + Face<Vertex> face{}; switch (side) { case BlockSide::Front: face = {{{0, 1, 1}, {0, 0, 1}, {1, 0, 1}, {1, 1, 1}}}; @@ -44,14 +44,14 @@ std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_positions(BlockSide sid return face; } -std::array<Vector<2, F32>, 4> DefaultMeshDecisions::face_tex_coords(BlockType type, BlockSide side) { +Face<TexCoord> DefaultMeshDecisions::face_tex_coords(BlockType type, BlockSide side) { U8 atlas_width = 4; U8 atlas_height = 4; Real width_step = 1.0f / atlas_width; Real height_step = 1.0f / atlas_height; - auto block_coords = [=](U8 x, U8 y) -> std::array<Vector<2, F32>, 4> { + auto block_coords = [=](U8 x, U8 y) -> Face<TexCoord> { auto t = y * height_step; auto l = x * width_step; auto b = t + height_step; @@ -119,12 +119,12 @@ std::array<Vector<2, F32>, 4> DefaultMeshDecisions::face_tex_coords(BlockType ty } } -std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_normals(BlockSide side) { +Face<Normal> DefaultMeshDecisions::face_normals(BlockSide side) { Vector<3, F32> normal{get_face_normal(side)}; return {normal, normal, normal, normal}; } -std::array<F32, 4> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) { +Face<AO> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) { std::array<Vector<3, I32>, 8> offsets{}; // Given a block position, these offsets can be added to it to get the 8 blocks necessary to calculate AO. // There are 4 corners and 4 sides, corners are visually distinguished by the lack of spaces and @@ -151,7 +151,7 @@ std::array<F32, 4> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const Chun break; } - std::array<F32, 4> vertex_ao{}; + Face<AO> vertex_ao{}; UInt offset_index = 0; for (UInt vertex = 0; vertex < 4; vertex++) { diff --git a/src/World/Generation/ChunkMeshing.hpp b/src/World/Generation/ChunkMeshing.hpp index 75023f5..7e202ab 100644 --- a/src/World/Generation/ChunkMeshing.hpp +++ b/src/World/Generation/ChunkMeshing.hpp @@ -1,6 +1,7 @@ #pragma once #include "../../GFX/Mesh.hpp" +#include "../../GFX/Util/MeshBuilder.hpp" #include "../Chunk.hpp" namespace MC::World::Generation::ChunkMeshing { @@ -15,13 +16,17 @@ ChunkMesh mesh_chunk(Chunk& chunk, const ChunkNeighbors& neighbors); namespace Detail { +using Vertex = Vector<3, F32>; +using Normal = Vector<3, F32>; +using TexCoord = Vector<2, F32>; +using AO = F32; + +template <typename T> +using Face = std::array<T, 4>; + template <typename Decisions> GFX::Mesh create_mesh(Chunk& chunk, const ChunkNeighbors& neighbors) { - std::vector<Vector<3, F32>> positions{}; - std::vector<Vector<3, F32>> normals{}; - std::vector<Vector<2, F32>> tex_coords{}; - std::vector<F32> ambient_occlusion_values{}; - std::vector<U32> indices{}; + GFX::Util::MeshBuilder<Normal, TexCoord, AO> builder; for (Int x = 0; x < Chunk::Width; x++) { for (Int y = 0; y < Chunk::Height; y++) { @@ -34,35 +39,27 @@ GFX::Mesh create_mesh(Chunk& chunk, const ChunkNeighbors& neighbors) { if (!Decisions::is_face_visible(chunk, neighbors, x, y, z, side)) continue; - auto side_positions = Decisions::face_positions(side, x, y, z); - auto side_normals = Decisions::face_normals(side); - auto side_tex_coords = Decisions::face_tex_coords(block.type, side); - auto side_ao = Decisions::face_ao_values(chunk, neighbors, x, y, z, side); - - U32 s = positions.size(); + U32 s = builder.vertex_count(); - positions.insert(positions.end(), side_positions.begin(), side_positions.end()); - normals.insert(normals.end(), side_normals.begin(), side_normals.end()); - tex_coords.insert(tex_coords.end(), side_tex_coords.begin(), side_tex_coords.end()); - ambient_occlusion_values.insert(ambient_occlusion_values.end(), side_ao.begin(), side_ao.end()); - indices.insert(indices.end(), {s + 0, s + 1, s + 2, s + 2, s + 3, s + 0 }); + builder.positions(Decisions::face_positions(side, x, y, z)); + builder.attributes<0>(Decisions::face_normals(side)); + builder.attributes<1>(Decisions::face_tex_coords(block.type, side)); + builder.attributes<2>(Decisions::face_ao_values(chunk, neighbors, x, y, z, side)); + builder.indices(std::array{ s + 0, s + 1, s + 2, s + 2, s + 3, s + 0 }); } } } } - return { - {positions, normals, tex_coords, ambient_occlusion_values}, - indices, - }; + return builder.mesh(); } class DefaultMeshDecisions { public: - static std::array<Vector<3, F32>, 4> face_positions(BlockSide side, U32 x, U32 y, U32 z); - static std::array<Vector<2, F32>, 4> face_tex_coords(BlockType type, BlockSide side); - static std::array<Vector<3, F32>, 4> face_normals(BlockSide side); - static std::array<F32, 4> face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side); + static Face<Vertex> face_positions(BlockSide side, U32 x, U32 y, U32 z); + static Face<TexCoord> face_tex_coords(BlockType type, BlockSide side); + static Face<Normal> face_normals(BlockSide side); + static Face<AO> face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side); static Chunk::BlockData get_block_wrapping(const Chunk& chunk, const ChunkNeighbors& neighbors, Vector<3, I32> pos); static Vector<3, I32> get_face_normal(BlockSide side); |
