Replaced chunkpos struct with glm::ivec3 and chnaged function headers to take it as ref instead of copy for better memory usage

This commit is contained in:
finn franklin 2024-11-07 13:33:25 +01:00
parent 932eafe0a8
commit 4fd5c700ab
17 changed files with 134 additions and 74 deletions

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@ -158,7 +158,6 @@
<ClCompile Include="src\Camera.cpp" /> <ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\Chunk.cpp" /> <ClCompile Include="src\Chunk.cpp" />
<ClCompile Include="src\ChunkData.cpp" /> <ClCompile Include="src\ChunkData.cpp" />
<ClCompile Include="src\ChunkPos.cpp" />
<ClCompile Include="src\NoiseSettings.cpp" /> <ClCompile Include="src\NoiseSettings.cpp" />
<ClCompile Include="src\Physics.cpp" /> <ClCompile Include="src\Physics.cpp" />
<ClCompile Include="src\Planet.cpp" /> <ClCompile Include="src\Planet.cpp" />
@ -182,7 +181,6 @@
<ClInclude Include="src\Camera.h" /> <ClInclude Include="src\Camera.h" />
<ClInclude Include="src\Chunk.h" /> <ClInclude Include="src\Chunk.h" />
<ClInclude Include="src\ChunkData.h" /> <ClInclude Include="src\ChunkData.h" />
<ClInclude Include="src\ChunkPos.h" />
<ClInclude Include="src\NoiseSettings.h" /> <ClInclude Include="src\NoiseSettings.h" />
<ClInclude Include="src\Physics.h" /> <ClInclude Include="src\Physics.h" />
<ClInclude Include="src\Planet.h" /> <ClInclude Include="src\Planet.h" />

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@ -75,9 +75,6 @@
<ClCompile Include="src\Physics.cpp"> <ClCompile Include="src\Physics.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\ChunkPos.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\ChunkData.cpp"> <ClCompile Include="src\ChunkData.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@ -146,9 +143,6 @@
<ClInclude Include="src\Physics.h"> <ClInclude Include="src\Physics.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\ChunkPos.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\ChunkData.h"> <ClInclude Include="src\ChunkData.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>

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@ -441,7 +441,7 @@ int main(int argc, char* argv[])
int localBlockY = blockY - (chunkY * CHUNK_SIZE); int localBlockY = blockY - (chunkY * CHUNK_SIZE);
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE); int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ)); Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
if (chunk != nullptr) if (chunk != nullptr)
{ {
unsigned int blockType = chunk->GetBlockAtPos( unsigned int blockType = chunk->GetBlockAtPos(
@ -640,7 +640,7 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
int localBlockY = blockY - (chunkY * CHUNK_SIZE); int localBlockY = blockY - (chunkY * CHUNK_SIZE);
int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE); int localBlockZ = blockZ - (chunkZ * CHUNK_SIZE);
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ)); Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
uint16_t blockToReplace = chunk->GetBlockAtPos(localBlockX, localBlockY, localBlockZ); uint16_t blockToReplace = chunk->GetBlockAtPos(localBlockX, localBlockY, localBlockZ);
if (chunk != nullptr && (blockToReplace == 0 || Blocks::blocks[blockToReplace].blockType == Block::LIQUID)) if (chunk != nullptr && (blockToReplace == 0 || Blocks::blocks[blockToReplace].blockType == Block::LIQUID))
chunk->UpdateBlock(localBlockX, localBlockY, localBlockZ, selectedBlock); chunk->UpdateBlock(localBlockX, localBlockY, localBlockZ, selectedBlock);

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@ -10,7 +10,7 @@
#include "Blocks.h" #include "Blocks.h"
#include "WorldGen.h" #include "WorldGen.h"
Chunk::Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader) Chunk::Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader) // We are not using the passed shaders ??
: chunkPos(chunkPos) : chunkPos(chunkPos)
{ {
worldPos = glm::vec3(chunkPos.x * (float)CHUNK_SIZE, chunkPos.y * (float)CHUNK_SIZE, chunkPos.z * (float)CHUNK_SIZE); worldPos = glm::vec3(chunkPos.x * (float)CHUNK_SIZE, chunkPos.y * (float)CHUNK_SIZE, chunkPos.z * (float)CHUNK_SIZE);

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@ -6,13 +6,12 @@
#include "Shader.h" #include "Shader.h"
#include "Vertex.h" #include "Vertex.h"
#include "ChunkPos.h"
#include "ChunkData.h" #include "ChunkData.h"
class Chunk class Chunk
{ {
public: public:
Chunk(ChunkPos chunkPos, Shader* shader, Shader* waterShader); Chunk(const glm::ivec3& chunkPos, Shader* shader, Shader* waterShader);
~Chunk(); ~Chunk();
void GenerateChunkMesh(); void GenerateChunkMesh();
@ -30,7 +29,7 @@ public:
ChunkData* downData; ChunkData* downData;
ChunkData* eastData; ChunkData* eastData;
ChunkData* westData; ChunkData* westData;
ChunkPos chunkPos; glm::ivec3 chunkPos; // why do we have 2 position with the same byte layout and why is worldpos not a int type
bool ready; bool ready;
bool generated; bool generated;

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@ -18,12 +18,12 @@ inline int ChunkData::GetIndex(int x, int y, int z) const
return x * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + y; return x * CHUNK_SIZE * CHUNK_SIZE + z * CHUNK_SIZE + y;
} }
inline int ChunkData::GetIndex(ChunkPos localBlockPos) const inline int ChunkData::GetIndex(const glm::ivec3& localBlockPos) const
{ {
return localBlockPos.x * CHUNK_SIZE * CHUNK_SIZE + localBlockPos.z * CHUNK_SIZE + localBlockPos.y; return localBlockPos.x * CHUNK_SIZE * CHUNK_SIZE + localBlockPos.z * CHUNK_SIZE + localBlockPos.y;
} }
uint16_t ChunkData::GetBlock(ChunkPos blockPos) uint16_t ChunkData::GetBlock(const glm::ivec3& blockPos)
{ {
return data[GetIndex(blockPos)]; return data[GetIndex(blockPos)];
} }

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@ -1,8 +1,7 @@
#pragma once #pragma once
#include <cstdint> #include <cstdint>
#include <glm/glm.hpp>
#include "ChunkPos.h"
struct ChunkData struct ChunkData
{ {
@ -12,9 +11,9 @@ struct ChunkData
~ChunkData(); ~ChunkData();
inline int GetIndex(int x, int y, int z) const; inline int GetIndex(int x, int y, int z) const;
inline int GetIndex(ChunkPos localBlockPos) const; inline int GetIndex(const glm::ivec3& localBlockPos) const;
uint16_t GetBlock(ChunkPos blockPos); uint16_t GetBlock(const glm::ivec3& blockPos);
uint16_t GetBlock(int x, int y, int z); uint16_t GetBlock(int x, int y, int z);
void SetBlock(int x, int y, int z, uint16_t block); void SetBlock(int x, int y, int z, uint16_t block);
}; };

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@ -1,18 +0,0 @@
#include "ChunkPos.h"
ChunkPos::ChunkPos()
: x(0), y(0), z(0)
{
}
ChunkPos::ChunkPos(int x, int y, int z)
: x(x), y(y), z(z)
{
}
bool ChunkPos::operator==(const ChunkPos& other) const
{
return other.x == x && other.y == y && other.z == z;
}

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@ -1,13 +0,0 @@
#pragma once
struct ChunkPos
{
int x;
int y;
int z;
ChunkPos();
ChunkPos(int x, int y, int z);
bool operator==(const ChunkPos& other) const;
};

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@ -1,9 +1,11 @@
#include "ChunkPos.h" #pragma once
#include <unordered_map> #include <unordered_map>
#include <glm/glm.hpp>
struct ChunkPosHash struct ChunkPosHash
{ {
std::size_t operator()(const ChunkPos& key) const std::size_t operator()(const glm::ivec3& key) const
{ {
std::size_t hx = std::hash<int>()(key.x); std::size_t hx = std::hash<int>()(key.x);
std::size_t hy = std::hash<int>()(key.y); std::size_t hy = std::hash<int>()(key.y);

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@ -0,0 +1,68 @@
#include "KeyInput.h"
#include <algorithm>
std::vector<KeyInput*> KeyInput::instances;
glm::vec2 KeyInput::cursorPos;
glm::vec2 KeyInput::mouseScroll;
KeyInput::KeyInput(const std::vector<int>& keysToMonitor)
{
for (int key : keysToMonitor)
keys[key] = false;
// Add this instance to the list of instances
KeyInput::instances.push_back(this);
}
KeyInput::~KeyInput()
{
// Remove this instance from the list of instances
instances.erase(std::remove(instances.begin(), instances.end(), this), instances.end());
}
bool KeyInput::isKeyDown(int key)
{
std::map<int, bool>::iterator it = keys.find(key);
if (it != keys.end())
return keys[key];
}
void KeyInput::setKeyDown(int key, bool isDown)
{
std::map<int, bool>::iterator it = keys.find(key);
if (it != keys.end())
keys[key] = isDown;
}
void KeyInput::setupCallbacks(GLFWwindow*& window)
{
glfwSetKeyCallback(window, KeyInput::keyCallback);
glfwSetCursorPosCallback(window, KeyInput::cursorPosCallback);
glfwSetMouseButtonCallback(window, KeyInput::mouseButtonCallBack);
}
void KeyInput::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
// Send key event to all KeyInput instances
for (KeyInput* keyInput : instances)
keyInput->setKeyDown(key, action != GLFW_RELEASE);
}
void KeyInput::mouseButtonCallBack(GLFWwindow* window, int button, int action, int mods)
{
// Send key event to all KeyInput instances
for (KeyInput* keyInput : instances)
keyInput->setKeyDown(button, action != GLFW_RELEASE);
}
void KeyInput::cursorPosCallback(GLFWwindow* window, double xpos, double ypos)
{
cursorPos.x = xpos;
cursorPos.y = ypos;
}
void KeyInput::scrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
mouseScroll.x = xoffset;
mouseScroll.y = yoffset;
}

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@ -0,0 +1,32 @@
#pragma once
#include <glm/glm.hpp>
#include <GLFW/glfw3.h>
#include <map>
#include <vector>
// The naming conventions of this project do not seems to be 100% clear
// but I guess that member functions start with a uppercase letters and
// functions with lowercase
class KeyInput
{
private:
std::map<int, bool> keys;
static std::vector<KeyInput*> instances;
public:
static glm::vec2 cursorPos;
static glm::vec2 mouseScroll;
public:
/// This takes in a vector containing all keys that should be monitord by this instance
KeyInput(const std::vector<int>& keysToMonitor);
~KeyInput();
bool isKeyDown(int key);
// This function should only be called once after OpenGL and glfw are all set up and ready to go
static void setupCallbacks(GLFWwindow*& window);
private:
void setKeyDown(int key, bool isDown);
static void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void mouseButtonCallBack(GLFWwindow* window, int button, int action, int mods);
static void cursorPosCallback(GLFWwindow* window, double xpos, double ypos);
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset);
};

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@ -17,7 +17,7 @@ Physics::RaycastResult Physics::Raycast(const glm::vec3 startPos, const glm::vec
int chunkX = resultPos.x >= 0 ? resultPos.x / CHUNK_SIZE : resultPos.x / CHUNK_SIZE - 1; int chunkX = resultPos.x >= 0 ? resultPos.x / CHUNK_SIZE : resultPos.x / CHUNK_SIZE - 1;
int chunkY = resultPos.y >= 0 ? resultPos.y / CHUNK_SIZE : resultPos.y / CHUNK_SIZE - 1; int chunkY = resultPos.y >= 0 ? resultPos.y / CHUNK_SIZE : resultPos.y / CHUNK_SIZE - 1;
int chunkZ = resultPos.z >= 0 ? resultPos.z / CHUNK_SIZE : resultPos.z / CHUNK_SIZE - 1; int chunkZ = resultPos.z >= 0 ? resultPos.z / CHUNK_SIZE : resultPos.z / CHUNK_SIZE - 1;
Chunk* chunk = Planet::planet->GetChunk(ChunkPos(chunkX, chunkY, chunkZ)); Chunk* chunk = Planet::planet->GetChunk(glm::ivec3(chunkX, chunkY, chunkZ));
if (chunk == nullptr) if (chunk == nullptr)
continue; continue;

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@ -92,7 +92,7 @@ void Planet::ChunkThreadUpdate()
{ {
for (auto it = chunkData.begin(); it != chunkData.end(); ) for (auto it = chunkData.begin(); it != chunkData.end(); )
{ {
ChunkPos pos = it->first; glm::ivec3 pos = it->first;
if (chunks.find(pos) == chunks.end() && if (chunks.find(pos) == chunks.end() &&
chunks.find({ pos.x + 1, pos.y, pos.z }) == chunks.end() && chunks.find({ pos.x + 1, pos.y, pos.z }) == chunks.end() &&
@ -200,7 +200,7 @@ void Planet::ChunkThreadUpdate()
chunkMutex.lock(); chunkMutex.lock();
if (!chunkDataQueue.empty()) if (!chunkDataQueue.empty())
{ {
ChunkPos chunkPos = chunkDataQueue.front(); glm::ivec3 chunkPos = chunkDataQueue.front();
if (chunkData.find(chunkPos) != chunkData.end()) if (chunkData.find(chunkPos) != chunkData.end())
{ {
@ -226,7 +226,7 @@ void Planet::ChunkThreadUpdate()
if (!chunkQueue.empty()) if (!chunkQueue.empty())
{ {
// Check if chunk exists // Check if chunk exists
ChunkPos chunkPos = chunkQueue.front(); glm::ivec3 chunkPos = chunkQueue.front();
if (chunks.find(chunkPos) != chunks.end()) if (chunks.find(chunkPos) != chunks.end())
{ {
chunkQueue.pop(); chunkQueue.pop();
@ -266,7 +266,7 @@ void Planet::ChunkThreadUpdate()
// Set top data // Set top data
{ {
ChunkPos topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z); glm::ivec3 topPos(chunkPos.x, chunkPos.y + 1, chunkPos.z);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(topPos) == chunkData.end()) if (chunkData.find(topPos) == chunkData.end())
{ {
@ -292,7 +292,7 @@ void Planet::ChunkThreadUpdate()
// Set bottom data // Set bottom data
{ {
ChunkPos bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z); glm::ivec3 bottomPos(chunkPos.x, chunkPos.y - 1, chunkPos.z);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(bottomPos) == chunkData.end()) if (chunkData.find(bottomPos) == chunkData.end())
{ {
@ -318,7 +318,7 @@ void Planet::ChunkThreadUpdate()
// Set north data // Set north data
{ {
ChunkPos northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1); glm::ivec3 northPos(chunkPos.x, chunkPos.y, chunkPos.z - 1);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(northPos) == chunkData.end()) if (chunkData.find(northPos) == chunkData.end())
{ {
@ -344,7 +344,7 @@ void Planet::ChunkThreadUpdate()
// Set south data // Set south data
{ {
ChunkPos southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1); glm::ivec3 southPos(chunkPos.x, chunkPos.y, chunkPos.z + 1);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(southPos) == chunkData.end()) if (chunkData.find(southPos) == chunkData.end())
{ {
@ -370,7 +370,7 @@ void Planet::ChunkThreadUpdate()
// Set east data // Set east data
{ {
ChunkPos eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z); glm::ivec3 eastPos(chunkPos.x + 1, chunkPos.y, chunkPos.z);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(eastPos) == chunkData.end()) if (chunkData.find(eastPos) == chunkData.end())
{ {
@ -396,7 +396,7 @@ void Planet::ChunkThreadUpdate()
// Set west data // Set west data
{ {
ChunkPos westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z); glm::ivec3 westPos(chunkPos.x - 1, chunkPos.y, chunkPos.z);
chunkMutex.lock(); chunkMutex.lock();
if (chunkData.find(westPos) == chunkData.end()) if (chunkData.find(westPos) == chunkData.end())
{ {
@ -440,7 +440,7 @@ void Planet::ChunkThreadUpdate()
} }
} }
Chunk* Planet::GetChunk(ChunkPos chunkPos) Chunk* Planet::GetChunk(const glm::ivec3& chunkPos)
{ {
chunkMutex.lock(); chunkMutex.lock();
if (chunks.find(chunkPos) == chunks.end()) if (chunks.find(chunkPos) == chunks.end())

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@ -8,7 +8,6 @@
#include <thread> #include <thread>
#include <mutex> #include <mutex>
#include "ChunkPos.h"
#include "ChunkData.h" #include "ChunkData.h"
#include "Chunk.h" #include "Chunk.h"
#include "ChunkPosHash.h" #include "ChunkPosHash.h"
@ -22,10 +21,10 @@ public:
Planet(Shader* solidShader, Shader* waterShader, Shader* billboardShader); Planet(Shader* solidShader, Shader* waterShader, Shader* billboardShader);
~Planet(); ~Planet();
ChunkData* GetChunkData(ChunkPos chunkPos); ChunkData* GetChunkData(glm::ivec3& chunkPos);
void Update(glm::vec3 cameraPos); void Update(glm::vec3 cameraPos);
Chunk* GetChunk(ChunkPos chunkPos); Chunk* GetChunk(const glm::ivec3& chunkPos);
void ClearChunkQueue(); void ClearChunkQueue();
private: private:
@ -39,11 +38,11 @@ public:
int renderHeight = 3; int renderHeight = 3;
private: private:
std::unordered_map<ChunkPos, Chunk*, ChunkPosHash> chunks; std::unordered_map<glm::ivec3, Chunk*, ChunkPosHash> chunks;
std::unordered_map<ChunkPos, ChunkData*, ChunkPosHash> chunkData; std::unordered_map<glm::ivec3, ChunkData*, ChunkPosHash> chunkData;
std::queue<ChunkPos> chunkQueue; std::queue<glm::ivec3> chunkQueue;
std::queue<ChunkPos> chunkDataQueue; std::queue<glm::ivec3> chunkDataQueue;
std::queue<ChunkPos> chunkDataDeleteQueue; std::queue<glm::ivec3> chunkDataDeleteQueue;
unsigned int chunksLoading = 0; unsigned int chunksLoading = 0;
int lastCamX = -100, lastCamY = -100, lastCamZ = -100; int lastCamX = -100, lastCamY = -100, lastCamZ = -100;
int camChunkX = -100, camChunkY = -100, camChunkZ = -100; int camChunkX = -100, camChunkY = -100, camChunkZ = -100;

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@ -7,7 +7,7 @@
#include "Blocks.h" #include "Blocks.h"
#include "Planet.h" #include "Planet.h"
void WorldGen::GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData) void WorldGen::GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData)
{ {
static int chunkSize = CHUNK_SIZE; static int chunkSize = CHUNK_SIZE;

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@ -8,5 +8,5 @@
namespace WorldGen namespace WorldGen
{ {
void GenerateChunkData(ChunkPos chunkPos, uint16_t* chunkData); void GenerateChunkData(const glm::ivec3& chunkPos, uint16_t* chunkData);
} }