118 lines
2.8 KiB
C++
118 lines
2.8 KiB
C++
#pragma once
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#include <vector>
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#include <unordered_map>
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#include <memory>
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#include <queue>
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#include <mutex>
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#include <condition_variable>
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#include <thread>
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#include <algorithm>
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#include <random>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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// world dimensions
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static constexpr int CHUNK_SIZE = 16;
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static constexpr int CHUNK_HEIGHT = 64;
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struct ChunkKey {
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int x,z;
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bool operator==(ChunkKey const& o) const { return x==o.x && z==o.z; }
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};
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struct ChunkKeyHash {
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std::size_t operator()(ChunkKey const& k) const noexcept {
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return std::hash<long long>()(((long long)k.x<<32)|(unsigned)k.z);
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}
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};
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struct Chunk {
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int x,z;
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// voxels[x][y][z], y ∈ [0,CHUNK_HEIGHT)
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std::vector<std::vector<std::vector<int>>> voxels;
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};
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struct ChunkMesh {
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GLuint vao,vbo,ibo;
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GLsizei indexCount;
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};
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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};
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struct RawMesh {
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ChunkKey key;
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std::vector<Vertex> verts;
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std::vector<uint32_t> indices;
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};
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class VoxelGame {
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public:
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VoxelGame();
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~VoxelGame();
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// initialize with screen size (for cascades)
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bool init(int screenW,int screenH);
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void update(float dt, glm::vec3 const& camPos);
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void render(glm::mat4 const& view, glm::mat4 const& proj);
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void debugUI();
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private:
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// chunk generation
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Chunk generateChunk(int cx,int cz);
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void updateChunks(glm::vec3 const& camPos);
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// CPU meshing
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void workerLoop();
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void greedyMesh(Chunk const&, std::vector<Vertex>&, std::vector<uint32_t>&);
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void destroyMesh(ChunkMesh*);
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std::unordered_map<ChunkKey,Chunk,ChunkKeyHash> chunks;
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std::unordered_map<ChunkKey,std::unique_ptr<ChunkMesh>,ChunkKeyHash> meshes;
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std::mutex queueMutex;
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std::condition_variable queueCV;
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std::queue<ChunkKey> toBuild;
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std::queue<RawMesh> readyToUpload;
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bool stopWorkers=false;
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std::vector<std::thread> workers;
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// stats
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int totalChunksLoaded=0, totalChunksEverLoaded=0;
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int chunkGenCount=0;
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double totalChunkGenTime=0, lastChunkGenTime=0;
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float fps=0, lastDeltaTime=0;
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double frameTimeSum=0; int frameCount=0;
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int lastFaceCount=0, lastGLCalls=0;
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// textures
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GLuint textureDirt, textureGrass, textureWood;
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// cascaded shadow maps
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static constexpr int NUM_CASCADES = 3;
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static constexpr int SHADOW_MAP_SIZE = 1024;
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GLuint depthFBO[NUM_CASCADES];
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GLuint depthTex[NUM_CASCADES];
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float cascadeSplits[NUM_CASCADES];
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glm::mat4 lightSpaceMat[NUM_CASCADES];
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// shaders
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GLuint depthProg, mainProg;
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// light & camera
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, 0.5f));
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glm::vec3 cameraPos;
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int screenW, screenH;
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int renderDistance = 2;
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bool loadTextures();
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bool loadShaders();
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void initShadowMaps();
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void renderScene(GLuint prog);
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};
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