trying to restructure how chunks hold voxels

This commit is contained in:
JISAUAY 2025-11-19 14:30:31 -06:00
parent fc4960f25d
commit 4925849747
6 changed files with 97 additions and 62 deletions

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@ -115,7 +115,7 @@ class Camera
for (int y = min.y; y < max.y && !collided; y++) { for (int y = min.y; y < max.y && !collided; y++) {
for (int z = min.z; z < max.z && !collided; z++) { for (int z = min.z; z < max.z && !collided; z++) {
glm::ivec3 calculated_position = glm::ivec3(x, y, z); glm::ivec3 calculated_position = glm::ivec3(x, y, z);
if (world->get_voxel(calculated_position).has_value()) { if (world->get_voxel(calculated_position) != VoxelKind::Air) {
collided = true; collided = true;
// std::cout << "Collided!!" << std::endl; // std::cout << "Collided!!" << std::endl;
} }

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@ -49,13 +49,13 @@ void addFace(glm::ivec3 pos, const float *faceVertices, float voxelKind, std::ve
float world_x = v[0] + pos.x; float world_x = v[0] + pos.x;
float world_y = v[1] + pos.y; float world_y = v[1] + pos.y;
float world_z = v[2] + pos.z; float world_z = v[2] + pos.z;
// Debug: Print first vertex of first face // Debug: Print first vertex of first face
if (vbo.empty() && i == 0) { if (vbo.empty() && i == 0) {
std::cout << "[MESH] First vertex - Local pos: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl; std::cout << "[MESH] First vertex - Local pos: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
std::cout << "[MESH] First vertex - World: (" << world_x << ", " << world_y << ", " << world_z << ")" << std::endl; std::cout << "[MESH] First vertex - World: (" << world_x << ", " << world_y << ", " << world_z << ")" << std::endl;
} }
vbo.push_back(world_x); vbo.push_back(world_x);
vbo.push_back(world_y); vbo.push_back(world_y);
vbo.push_back(world_z); vbo.push_back(world_z);
@ -73,16 +73,12 @@ void addFace(glm::ivec3 pos, const float *faceVertices, float voxelKind, std::ve
} }
Chunk::Chunk() { Chunk::Chunk() {
// mesh is initially null (nullptr) this->data.fill(VoxelKind::Air);
}
Chunk::Chunk(std::unordered_map<glm::ivec3, VoxelKind> voxels) {
this->voxels = voxels;
} }
Mesh* Chunk::getMesh() { Mesh* Chunk::getMesh() {
// Generate mesh on first access if not already generated // Generate mesh on first access if not already generated
if (!mesh && !voxels.empty()) { if (!mesh && !this->isEmpty()) {
generateMesh(); generateMesh();
} }
return mesh.get(); return mesh.get();
@ -103,14 +99,35 @@ void Chunk::generateMesh() {
std::pair(glm::ivec3(0, 0, -1), backFace) // back std::pair(glm::ivec3(0, 0, -1), backFace) // back
}; };
for (const std::pair<const glm::ivec3, VoxelKind>& pair : voxels) { for (int i = 0; i < TOTAL; ++i) {
const glm::ivec3& pos = pair.first; VoxelKind kind = this->data[i];
const VoxelKind& kind = pair.second; if (kind == VoxelKind::Air) continue;
for (const std::pair<glm::ivec3, const float*>& neighborPair : neighbors) { int x = i % SIZE;
int y = (i / SIZE) % SIZE;
int z = i / (SIZE * SIZE);
glm::ivec3 pos(x, y, z);
for (const auto& neighborPair : neighbors) {
glm::ivec3 dir = neighborPair.first; glm::ivec3 dir = neighborPair.first;
const float* face = neighborPair.second; const float* face = neighborPair.second;
if (voxels.count(pos + dir) == 0) { int nx = x + dir.x;
int ny = y + dir.y;
int nz = z + dir.z;
bool neighbour_is_solid = false;
// in-bounds neighbor -> check data
if (nx >= 0 && nx < SIZE && ny >= 0 && ny < SIZE && nz >= 0 && nz < SIZE) {
std::cout << "Accessing " << nx << ", " << ny << ", " << nz << std::endl;
neighbour_is_solid = (data[index(nx, ny, nz)] != VoxelKind::Air);
} else {
// neighbour out of this chunk: treat as air (exposed face)
// or call into World to query adjacent chunk here
neighbour_is_solid = false;
}
if (!neighbour_is_solid) {
addFace(pos, face, static_cast<float>(kind), vboData, eboData); addFace(pos, face, static_cast<float>(kind), vboData, eboData);
} }
} }
@ -127,10 +144,5 @@ void Chunk::generateMesh() {
} }
void Chunk::regenerateMesh() { void Chunk::regenerateMesh() {
std::cout << "[REGENERATE] Regenerating mesh with " << voxels.size() << " voxels" << std::endl;
if (!voxels.empty()) {
auto first = voxels.begin();
std::cout << "[REGENERATE] First voxel at local: (" << first->first.x << ", " << first->first.y << ", " << first->first.z << ")" << std::endl;
}
this->generateMesh(); this->generateMesh();
} }

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@ -1,14 +1,19 @@
#ifndef CHUNK_H #ifndef CHUNK_H
#define CHUNK_H #define CHUNK_H
#include <cstdint>
#include <unordered_map> #include <unordered_map>
#include <memory> #include <memory>
#include <array>
#include <algorithm>
#include <iostream>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "Mesh.h" #include "Mesh.h"
enum VoxelKind { enum class VoxelKind : uint8_t {
Air,
Dirt, Dirt,
Stone Stone
}; };
@ -16,6 +21,7 @@ enum VoxelKind {
const int CHUNK_SIZE = 32; const int CHUNK_SIZE = 32;
// Hash function for glm::ivec3 to use with unordered_set // Hash function for glm::ivec3 to use with unordered_set
// Still used in World.h
namespace std { namespace std {
template <> template <>
struct hash<glm::ivec3> { struct hash<glm::ivec3> {
@ -33,18 +39,49 @@ namespace std {
class Chunk { class Chunk {
public: public:
std::unordered_map<glm::ivec3, VoxelKind> voxels;
Chunk(); Chunk();
Chunk(std::unordered_map<glm::ivec3, VoxelKind> voxels);
Mesh* getMesh(); // Returns pointer, can be null if not generated yet Mesh* getMesh(); // Returns pointer, can be null if not generated yet
void generateMesh(); void generateMesh();
void regenerateMesh(); void regenerateMesh();
// Accessors
inline VoxelKind get(int x, int y, int z) const {
return data[index(x, y, z)];
}
inline VoxelKind get(glm::ivec3 pos) const {
std::cout << "Getting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
return data[index(pos.x, pos.y, pos.z)];
}
// Mutators
inline void set(int x, int y, int z, VoxelKind v) {
data[index(x, y, z)] = v;
}
inline void set(glm::ivec3 pos, VoxelKind v) {
// std::cout << "Setting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
data[index(pos.x, pos.y, pos.z)] = v;
}
// Other
inline bool isEmpty() const {
return std::all_of(data.begin(), data.end(), [](VoxelKind k){
return k == VoxelKind::Air;
});
}
private: private:
static constexpr int SIZE = CHUNK_SIZE;
static constexpr int TOTAL = SIZE * SIZE * SIZE;
std::array<VoxelKind, TOTAL + 1> data;
std::unique_ptr<Mesh> mesh; // Nullable mesh std::unique_ptr<Mesh> mesh; // Nullable mesh
static inline constexpr int index(int x, int y, int z) noexcept {
return x + (y * SIZE) + (z * SIZE * SIZE);
}
}; };
#endif CHUNK_H #endif // CHUNK_H

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@ -22,29 +22,26 @@ glm::ivec3 floor_divide(glm::ivec3 value, int divisor) {
World::World() {} World::World() {}
void World::set_voxel(glm::ivec3 position, std::optional<VoxelKind> kind) { void World::set_voxel(glm::ivec3 position, VoxelKind kind) {
glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE); glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE);
glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE); glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE);
std::cout << "[SET_VOXEL] World pos: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl; // std::cout << "[SET_VOXEL] World pos: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl;
std::cout << "[SET_VOXEL] Chunk pos: (" << chunk_position.x << ", " << chunk_position.y << ", " << chunk_position.z << ")" << std::endl; // std::cout << "[SET_VOXEL] Chunk pos: (" << chunk_position.x << ", " << chunk_position.y << ", " << chunk_position.z << ")" << std::endl;
std::cout << "[SET_VOXEL] Local pos: (" << local_position.x << ", " << local_position.y << ", " << local_position.z << ")" << std::endl; // std::cout << "[SET_VOXEL] Local pos: (" << local_position.x << ", " << local_position.y << ", " << local_position.z << ")" << std::endl;
Chunk * chunk = get_or_create_chunk(chunk_position); Chunk * chunk = get_or_create_chunk(chunk_position);
if (!kind.has_value()) { chunk->set(local_position, kind);
chunk->voxels.erase(chunk->voxels.find(local_position));
} else {
chunk->voxels[local_position] = kind.value();
}
chunk->regenerateMesh(); chunk->regenerateMesh();
} }
Chunk* World::get_or_create_chunk(glm::ivec3 chunk_position) { Chunk* World::get_or_create_chunk(glm::ivec3 chunk_position) {
if (this->chunks.count(chunk_position) == 0) {
// Fill in new chunk with a flat plane of voxels at y=0 // Fill in new chunk with a flat plane of voxels at y=0
std::unordered_map<glm::ivec3, VoxelKind> voxels; auto [it, inserted] = this->chunks.try_emplace(chunk_position);
Chunk& chunk = it->second;
if (inserted) {
if (chunk_position.y == 0) { if (chunk_position.y == 0) {
for (int z = 0; z < CHUNK_SIZE; z++) { for (int z = 0; z < CHUNK_SIZE; z++) {
for (int y = 0; y < CHUNK_SIZE; y++) { for (int y = 0; y < CHUNK_SIZE; y++) {
@ -52,19 +49,23 @@ Chunk* World::get_or_create_chunk(glm::ivec3 chunk_position) {
glm::ivec3 offset = glm::ivec3(x, y, z); glm::ivec3 offset = glm::ivec3(x, y, z);
glm::ivec3 world_voxel_position = chunk_position * CHUNK_SIZE + offset; glm::ivec3 world_voxel_position = chunk_position * CHUNK_SIZE + offset;
VoxelKind kind;
if (world_voxel_position.y == 0) { if (world_voxel_position.y == 0) {
voxels[offset] = VoxelKind::Dirt; kind = VoxelKind::Dirt;
} else if (world_voxel_position.y < 0) { } else if (world_voxel_position.y < 0) {
voxels[offset] = VoxelKind::Stone; kind = VoxelKind::Stone;
} else {
kind = VoxelKind::Air;
} }
chunk.set(offset, kind);
} }
} }
} }
} }
this->chunks[chunk_position] = Chunk(voxels);
} }
return &this->chunks[chunk_position];
return &chunk;
} }
std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist) { std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist) {
@ -133,7 +134,7 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
// std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl; // std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
if (this->get_voxel(pos).has_value()) { if (this->get_voxel(pos) != VoxelKind::Air) {
// std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl; // std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl;
// std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl; // std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl;
return std::make_pair(pos, -last_move); return std::make_pair(pos, -last_move);
@ -162,14 +163,11 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
return std::nullopt; return std::nullopt;
} }
std::optional<VoxelKind> World::get_voxel(glm::ivec3 position) { VoxelKind World::get_voxel(glm::ivec3 position) {
glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE); glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE);
glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE); glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE);
Chunk* chunk = this->get_or_create_chunk(chunk_position); Chunk* chunk = this->get_or_create_chunk(chunk_position);
auto it = chunk->voxels.find(local_position);
if (it != chunk->voxels.end()) { return chunk->get(position);
return it->second;
}
return std::nullopt;
} }

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@ -15,11 +15,11 @@ class World
World(); World();
void set_voxel(glm::ivec3 position, std::optional<VoxelKind> kind); void set_voxel(glm::ivec3 position, VoxelKind kind);
std::optional<std::pair<glm::ivec3, glm::ivec3>> raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist); std::optional<std::pair<glm::ivec3, glm::ivec3>> raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist);
std::optional<VoxelKind> get_voxel(glm::ivec3 position); VoxelKind get_voxel(glm::ivec3 position);
Chunk* get_or_create_chunk(glm::ivec3 chunk_position); Chunk* get_or_create_chunk(glm::ivec3 chunk_position);
}; };

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@ -248,7 +248,7 @@ void processInput(GLFWwindow *window)
auto [target_block, normal] = raycast_result.value(); auto [target_block, normal] = raycast_result.value();
std::cout << "Hit block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl; std::cout << "Hit block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl;
std::cout << "Removing block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl; std::cout << "Removing block at: (" << target_block.x << ", " << target_block.y << ", " << target_block.z << ")" << std::endl;
world.set_voxel(target_block, std::nullopt); world.set_voxel(target_block, VoxelKind::Air);
} else { } else {
std::cout << "No block hit within range" << std::endl; std::cout << "No block hit within range" << std::endl;
} }
@ -437,18 +437,6 @@ int main() {
Chunk* chunk = world.get_or_create_chunk(chunk_pos); Chunk* chunk = world.get_or_create_chunk(chunk_pos);
Mesh* chunk_mesh = chunk->getMesh(); Mesh* chunk_mesh = chunk->getMesh();
if (chunk_mesh) {
// Debug: Log when rendering chunks with your placed block
static bool logged_placed_block = false;
if (!logged_placed_block && chunk->voxels.count(glm::ivec3(0, 1, 31)) > 0) {
std::cout << "\n[RENDER] ===== FOUND PLACED BLOCK =====" << std::endl;
std::cout << "[RENDER] Drawing chunk at pos (" << chunk_pos.x << ", " << chunk_pos.y << ", " << chunk_pos.z << ")" << std::endl;
std::cout << "[RENDER] Translation: (" << (chunk_pos.x * CHUNK_SIZE) << ", " << (chunk_pos.y * CHUNK_SIZE) << ", " << (chunk_pos.z * CHUNK_SIZE) << ")" << std::endl;
std::cout << "[RENDER] Final world position should be: (" << (chunk_pos.x * CHUNK_SIZE + 0) << ", " << (chunk_pos.y * CHUNK_SIZE + 1) << ", " << (chunk_pos.z * CHUNK_SIZE + 31) << ")" << std::endl;
logged_placed_block = true;
}
chunk_mesh->draw();
}
} }
} }
} }