initial VoxelGame commit

This commit is contained in:
Simon Lübeß
2021-02-24 14:55:12 +01:00
parent 0461669e13
commit afc7594df9
8 changed files with 3730 additions and 1 deletions
+4 -1
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@@ -8,6 +8,8 @@ using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using Sandbox.VoxelFun;
namespace Sandbox
{
class ExampleLayer : Layer
@@ -292,7 +294,8 @@ namespace Sandbox
{
public this()
{
PushLayer(new ExampleLayer());
PushLayer(new VoxelTestLayer());
//PushLayer(new ExampleLayer());
}
[Export, LinkName("CreateApplication")]
+367
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@@ -0,0 +1,367 @@
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using System.Diagnostics;
using System;
using System.Collections;
using System.Threading;
using System.Collections;
using GlitchyEngine.ImGui;
using ImGui;
namespace Sandbox.VoxelFun
{
public class Chunk
{
public GeometryBinding Geometry ~ _?.ReleaseRef();
public VoxelChunk Data;
public Matrix Transform;
public Point3 Position;
}
public struct Point3 : IHashable
{
public int X, Y, Z;
public this(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
public int GetHashCode()
{
return (((X * 39) ^ Y) * 39) ^ Z;
}
public static int DistanceSq(Point3 value1, Point3 value2)
{
int dstX = value1.X - value2.X;
int dstY = value1.Y - value2.Y;
int dstZ = value1.Z - value2.Z;
return dstX * dstX + dstY * dstY + dstZ * dstZ;
}
public static Point3 operator +(Point3 left, Point3 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static Point3 operator -(Point3 left, Point3 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static Point3 operator *(Point3 left, Point3 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public Point3 Abs()
{
return .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z));
}
public static explicit operator Vector3(Point3 point) => .(point.X, point.Y, point.Z);
public static explicit operator Point3(Vector3 point) => .((int)point.X, (int)point.Y, (int)point.Z);
public static bool operator ==(Point3 left, Point3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Point3 left, Point3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
}
public class ChunkManager
{
GraphicsContext _context ~ _?.ReleaseRef();
int _viewDistance = 8;
Dictionary<Point3, Chunk> chunks = new .() ~ DeleteDictionaryAndValues!(_);
public Texture2D Texture ~ _?.ReleaseRef();
public Effect TextureEffect ~ _?.ReleaseRef();
VoxelGeometryGenerator voxelGeoGen = new VoxelGeometryGenerator() ~ delete _;
Thread chunkLoader;
bool stopChunkLoader;
Monitor chunkListLock = new Monitor() ~ delete _;
Point3 chunkPosition;
Point3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
Monitor chunkPosLock = new Monitor() ~ delete _;
Monitor chunkPosChanged = new Monitor()..Enter() ~ delete _;
public this(GraphicsContext context, VertexLayout vertexLayout)
{
_context = context..AddRef();
voxelGeoGen.Context = _context;
voxelGeoGen.Layout = vertexLayout;
chunkLoader = new Thread(new => ChunkLoaderThread);
chunkLoader.Start();
}
public ~this()
{
stopChunkLoader = true;
chunkLoader.Join();
}
void SetChunkPos(Point3 chunkPos)
{
chunkPosLock.Enter();
chunkPosition = chunkPos;
if(oldChunkPosition != chunkPosition)
chunkPosChanged.Exit();
chunkPosLock.Exit();
}
public void Update(Vector3 cameraPosition)
{
Vector3 chunkPosition = cameraPosition / .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
Point3 p = (Point3)chunkPosition;
p.Y = 0;
SetChunkPos(p);
}
void ChunkLoaderThread()
{
Point3 curChunkPosition = .(0, 0, 0);
Point3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
while(!stopChunkLoader)
{
// Wait for chunkPos to change
chunkPosChanged.Enter();
chunkPosLock.Enter();
curChunkPosition = chunkPosition;
chunkPosLock.Exit();
// Position didn't change -> skip
if(curChunkPosition == oldChunkPosition)
continue;
GenerateChunks(curChunkPosition);
oldChunkPosition = curChunkPosition;
}
}
public void GenerateChunks(Point3 chunkPos)
{
for(var chunk in chunks)
{
Point3 dist = (chunk.key - chunkPos).Abs();
if(dist.X > _viewDistance || dist.Z > _viewDistance)
{
chunkListLock.Enter();
delete chunk.value;
chunks.Remove(chunk.key);
chunkListLock.Exit();
}
}
for(int x = -_viewDistance; x < _viewDistance; x++)
//for(int y = -_viewDistance; y < _viewDistance; y++)
for(int z = -_viewDistance; z < _viewDistance; z++)
{
int y = 0;
Point3 chunkCoordinate = (Point3)chunkPos + .(x, y, z);
if(!chunks.ContainsKey(chunkCoordinate))
{
var chunk = new Chunk();
if(LoadChunkFromFile(chunkCoordinate, chunk) case .Err)
{
chunk.Position = chunkCoordinate * .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
chunk.Transform = .Translation(chunk.Position.X, chunk.Position.Y, chunk.Position.Z);
GenTestChunk(chunk);
}
chunkListLock.Enter();
chunks.Add(chunkCoordinate, chunk);
chunkListLock.Exit();
}
}
}
Result<void> LoadChunkFromFile(Point3 chunkCoordinate, Chunk outChunk)
{
return .Err;
}
Result<void> SaveChunkToFile(Point3 chunkCoordinate, Chunk outChunk)
{
return .Ok;
}
struct GeneratorSettings
{
public int32 ElevationOctaves = 5;
public float ElevationFrequency = 0.0075f;
public float ElevationLacunarity = 2f;
public float ElevationGain = 0.5f;
public Vector2 DetailAmplitude = .(32, 32);
public int32 TerrainFloorHeight = 128;
// The amplitude of the hills (eg. how high hills are and how deep valleys are)
public int32 TerrainAmplitude = 48;
}
void GenerateTerrain(Chunk chunk)
{
Stopwatch sw = .StartNew();
GeneratorSettings settings = .();
//settings.ElevationFrequency
let groundNoise = scope FastNoiseLite.FastNoiseLite();
groundNoise.SetFractalType(.FBm);
groundNoise.SetFractalOctaves(settings.ElevationOctaves);
groundNoise.SetFractalLacunarity(settings.ElevationLacunarity);
groundNoise.SetFractalGain(settings.ElevationGain);
groundNoise.SetFrequency(settings.ElevationFrequency);
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
float cx = x + chunk.Position.X;
float cy = y + chunk.Position.Y;
float cz = z + chunk.Position.Z;
cx += groundNoise.GetNoise(cz * 0.5f, cy) * settings.DetailAmplitude.X;
cz += groundNoise.GetNoise(cy, cx * 0.5f) * settings.DetailAmplitude.Y;
cy += groundNoise.GetNoise(cx, cz) * settings.TerrainAmplitude;
float gradientValue = cy / (float)(settings.TerrainFloorHeight * 2 - 1);
// determine whether or not gradient value is air
uint8 stepValue = gradientValue < 0.5f ? 1 : 0;
chunk.Data.Data[x][y][z] = stepValue;
}
sw.Stop();
Debug.WriteLine($"Terrain Generation: {sw.ElapsedMilliseconds}ms");
delete sw;
}
struct GroundLayer
{
public int Depth;
public uint8 BlockType;
}
void GroundLayers(Chunk chunk)
{
GroundLayer[3] layers;
layers[0] = .()
{
Depth = 1,
BlockType = 3
};
layers[1] = .()
{
Depth = 4,
BlockType = 2
};
layers[2] = .()
{
Depth = 0,
BlockType = 1
};
for(int x < VoxelChunk.SizeX)
for(int z < VoxelChunk.SizeZ)
{
int currentLayer = 0;
int currentDepth = 0;
for(int y = VoxelChunk.SizeY - 1; y > 0; y--)
{
if(chunk.Data.Data[x][y][z] == 0)
{
currentDepth--;
if(currentDepth < 0)
{
currentDepth = 0;
currentLayer--;
if(currentLayer < 0)
currentLayer = 0;
}
}
else
{
chunk.Data.Data[x][y][z] = layers[currentLayer].BlockType;
currentDepth++;
if(currentDepth >= layers[currentLayer].Depth)
{
if(currentLayer >= layers.Count - 1)
{
currentLayer = layers.Count - 1;
}
else
{
currentDepth = 0;
currentLayer++;
}
}
}
}
}
}
void GenTestChunk(Chunk chunk)
{
GenerateTerrain(chunk);
GroundLayers(chunk);
chunk.Geometry?.ReleaseRef();
chunk.Geometry = voxelGeoGen.GenerateGeometry(chunk.Data);
}
public void Draw()
{
chunkListLock.Enter();
for(let pair in chunks)
{
Chunk chunk = pair.value;
if(chunk?.Geometry == null)
continue;
Texture.Bind();
Renderer.Submit(chunk.Geometry, TextureEffect, chunk.Transform);
}
chunkListLock.Exit();
}
public void OnImGuiRender()
{
ImGui.Begin("Voxel Manager");
int32 oldVd = (.)_viewDistance;
ImGui.DragInt("View distance", (.)&_viewDistance, 1.0f, 1, 1000);
if(oldVd != _viewDistance)
chunkPosChanged.Exit();
ImGui.End();
}
}
}
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+11
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@@ -0,0 +1,11 @@
namespace Sandbox.VoxelFun
{
public struct VoxelChunk
{
public const int SizeX = 16;
public const int SizeY = 256;
public const int SizeZ = 16;
public uint8[SizeX][SizeY][SizeZ] Data;
}
}
@@ -0,0 +1,256 @@
using System.Collections;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using System;
using System.Diagnostics;
using static Sandbox.VoxelFun.VoxelTestLayer;
namespace Sandbox.VoxelFun
{
enum BlockFace
{
case None = 0;
case Front = 1;
case Back = 2;
case Left = 4;
case Right = 8;
case Top = 16;
case Bottom = 32;
case All = Bottom | Top | Right | Left | Back | Front;
public BlockFace Opposite
{
get
{
switch(this)
{
case Front:
return Back;
case Back:
return Front;
case Left:
return Right;
case Right:
return Left;
case Top:
return Bottom;
case Bottom:
return Top;
default:
return None;
}
}
}
}
class VoxelGeometryGenerator
{
public GraphicsContext Context;
public VertexLayout Layout;
[Inline]
Color HtoRGB(float h)
{
var h;
h = h % 360.0f;
float x = (1 - Math.Abs((h / 60.0f) % 2 - 1));
Vector3 cStrich;
if(h < 60)
cStrich = .(1, x, 0);
else if(h < 120)
cStrich = .(x, 1, 0);
else if(h < 180)
cStrich = .(0, 1, x);
else if(h < 240)
cStrich = .(0, x, 1);
else if(h < 300)
cStrich = .(x, 0, 1);
else
cStrich = .(1, 0, x);
cStrich *= 255.0f;
return .((uint8)cStrich.X, (uint8)cStrich.Y, (uint8)cStrich.Z);
}
//[/Inline]
BlockFace GetVisibleFaces(VoxelChunk chunk, int x, int y, int z)
{
BlockFace visibleFaces = .None;
if(z == 0 || chunk.Data[x][y][z - 1] == 0)
visibleFaces |= .Back;
if(z == VoxelChunk.SizeZ - 1 || chunk.Data[x][y][z + 1] == 0)
visibleFaces |= .Front;
if(x == 0 || chunk.Data[x - 1][y][z] == 0)
visibleFaces |= .Left;
if(x == VoxelChunk.SizeX - 1 || chunk.Data[x + 1][y][z] == 0)
visibleFaces |= .Right;
if(y == 0 || chunk.Data[x][y - 1][z] == 0)
visibleFaces |= .Bottom;
if(y == VoxelChunk.SizeY - 1 || chunk.Data[x][y + 1][z] == 0)
visibleFaces |= .Top;
return visibleFaces;
}
public GeometryBinding GenerateGeometry(VoxelChunk chunk)
{
List<VertexColorTexture> vertices = scope List<VertexColorTexture>();
List<uint32> indices = scope List<uint32>();
uint32 lastIndex = 0;
Stopwatch sw = .StartNew();
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
uint16 blockIndex = chunk.Data[x][y][z];
Vector3 blockPos = .(x, y, z);
if(blockIndex != 0)
{
BlockFace visibleFaces = GetVisibleFaces(chunk, x, y, z);
if(visibleFaces != .None)
GenerateBlockModel(blockIndex, blockPos, visibleFaces, vertices, indices, ref lastIndex);
}
}
GeometryBinding gb;
if(indices.Count > 0)
{
VertexBuffer vb = new VertexBuffer(Context, typeof(VertexColorTexture), (.)vertices.Count, .Default, .None);
vb.SetData<VertexColorTexture>(vertices);
IndexBuffer ib = new IndexBuffer(Context, (.)indices.Count, .Default, .None, .Index32Bit);
ib.SetData<uint32>(indices);
gb = new GeometryBinding(Context);
gb.SetVertexBufferSlot(vb, 0);
gb.SetIndexBuffer(ib);
gb.SetPrimitiveTopology(.TriangleList);
gb.SetVertexLayout(Layout);
vb.ReleaseRef();
ib.ReleaseRef();
}
else
{
gb = null;
}
sw.Stop();
Debug.WriteLine($"Generation: {sw.ElapsedMilliseconds}");
delete sw;
return gb;
}
Random r = new Random(1337) ~ delete _;
float f = 0.0f;
void GenerateBlockModel(uint16 blockIndex, Vector3 blockPosition, BlockFace visibleFaces, List<VertexColorTexture> vertices, List<uint32> indices, ref uint32 lastIndex)
{
Color c = .Pink;
if(blockIndex == 1)
c = .Gray;
else if(blockIndex == 2)
c = .SaddleBrown;
else if(blockIndex == 3)
c = .Green;
//Color c = .(blockIndex, blockIndex, blockIndex);
//c = HtoRGB(f += r.Next(0, 0xBEEF));
if(blockPosition.Y == 63)
c = .Red;
if(visibleFaces.HasFlag(.Back))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Top))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Bottom))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Front))
{
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Right))
{
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
if(visibleFaces.HasFlag(.Left))
{
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), c, .UnitY));
vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), c, .One));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), c, .UnitX));
vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), c, .Zero));
AddQuadIndices(ref lastIndex, indices);
}
}
void AddQuadIndices(ref uint32 lastIndex, List<uint32> indices)
{
uint32[6] inds;
inds[0] = lastIndex;
inds[1] = lastIndex + 1;
inds[2] = lastIndex + 2;
inds[3] = lastIndex + 2;
inds[4] = lastIndex + 3;
inds[5] = lastIndex;
indices.AddRange(inds);
lastIndex += 4;
}
}
}
+605
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@@ -0,0 +1,605 @@
using System;
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using ImGui;
using GlitchyEngine.ImGui;
using GlitchyEngine.Events;
using System.Diagnostics;
namespace Sandbox.VoxelFun
{
public class VoxelTestLayer : Layer
{
private PerspectiveCamera _camera ~ delete _;
[Ordered]
public struct VertexColorTexture : IVertexData
{
public Vector3 Position;
public Color Color;
public Vector2 TexCoord;
public this() => this = default;
public this(Vector3 pos, Color color)
{
Position = pos;
Color = color;
TexCoord = .();
}
public this(Vector3 pos, Color color, Vector2 texCoord)
{
Position = pos;
Color = color;
TexCoord = texCoord;
}
public static readonly VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[](
VertexElement(.R32G32B32_Float, "POSITION"),
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
VertexElement(.R32G32_Float, "TEXCOORD"),
);
}
}
VertexLayout _vertexLayout ~ delete _;
GeometryBinding _chunkGeoBinding ~ _?.ReleaseRef();
GeometryBinding _geometryBinding ~ _?.ReleaseRef();
GeometryBinding _quadGeometryBinding ~ _?.ReleaseRef();
RasterizerState _rasterizerState ~ delete _;
Effect _effect ~ _?.ReleaseRef();
Effect _textureEffect ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef();
Texture2D _ge_logo ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
DepthStencilTarget _depthStencilTarget ~ _?.ReleaseRef();
ChunkManager _chunkManager ~ delete _;
World _world ~ delete _;
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
}
[AllowAppend]
public this() : base("VoxelTest")
{
_context = Application.Get().Window.Context..AddRef();
_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl");
_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl");
// Create Input Layout
_vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, _textureEffect.VertexShader);
// Create hexagon
{
_geometryBinding = new GeometryBinding(_context);
_geometryBinding.SetPrimitiveTopology(.TriangleList);
_geometryBinding.SetVertexLayout(_vertexLayout);
float pO3 = Math.PI_f / 3.0f;
VertexColorTexture[?] vertices = .(
VertexColorTexture(.Zero, Color(255,255,255)),
VertexColorTexture(CircleCoord(0), Color(255, 0, 0)),
VertexColorTexture(CircleCoord(pO3), Color(255,255, 0)),
VertexColorTexture(CircleCoord(pO3*2), Color( 0,255, 0)),
VertexColorTexture(CircleCoord(Math.PI_f), Color( 0,255,255)),
VertexColorTexture(CircleCoord(-pO3*2), Color( 0, 0,255)),
VertexColorTexture(CircleCoord(-pO3), Color(255, 0,255)),
);
let vb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
vb.SetData(vertices);
_geometryBinding.SetVertexBufferSlot(vb, 0);
vb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 1);
let ib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
ib.SetData(indices);
_geometryBinding.SetIndexBuffer(ib);
ib.ReleaseRef();
}
// Create Quad
{
_quadGeometryBinding = new GeometryBinding(_context);
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
VertexColorTexture[?] vertices = .(
VertexColorTexture(Vector3(-0.75f, 0.75f, 0), Color.White, .(0, 0)),
VertexColorTexture(Vector3(-0.75f, -0.75f, 0), Color.White, .(0, 1)),
VertexColorTexture(Vector3(0.75f, -0.75f, 0), Color.White, .(1, 1)),
VertexColorTexture(Vector3(0.75f, 0.75f, 0), Color.White, .(1, 0)),
);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData(vertices);
_quadGeometryBinding.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
2, 3, 0);
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
qib.SetData(indices);
_quadGeometryBinding.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
rsDesc.DepthClipEnabled = true;
_rasterizerState = new RasterizerState(_context, rsDesc);
// Camera
_camera = new PerspectiveCamera();
_camera.NearPlane = 0.1f;
_camera.FarPlane = 1000.0f;
_camera.FovY = Math.PI_f / 4;
_camera.Position = .(0, 128, 0);//-320
_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
let sampler = SamplerStateManager.GetSampler(
SamplerStateDescription()
{
MagFilter = .Point
});
_texture.SamplerState = sampler;
_ge_logo.SamplerState = sampler;
sampler.ReleaseRef();
BlendStateDescription blendDesc = .();
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(_context, blendDesc);
_opaqueBlendState = new BlendState(_context, .Default);
_chunkManager = new ChunkManager(_context, _vertexLayout);
_chunkManager.Texture = _texture..AddRef();
_chunkManager.TextureEffect = _textureEffect..AddRef();
_world = new World();
if(World.CreateWorld("test", 1337, _world) case .Err(.WorldAlreadyExists))
{
World.LoadWorld("test", _world);
}
}
/*
void GenerateTerrain(ref VoxelChunk vc)
{
Stopwatch sw = .StartNew();
/*
float[] gradient = scope .[VoxelChunk.SizeY](?);
for(int y = 0; y < VoxelChunk.SizeY; y++)
{
gradient[y] = y / (float)(VoxelChunk.SizeY - 1);
}
*/
//Random r = scope Random();
let groundNoise = scope FastNoiseLite.FastNoiseLite();
groundNoise.SetFractalOctaves(6);
groundNoise.SetFractalType(.FBm);
groundNoise.SetFrequency(0.0075f);
let perturbNoise = scope FastNoiseLite.FastNoiseLite();
perturbNoise.SetFractalOctaves(6);
perturbNoise.SetFractalType(.FBm);
perturbNoise.SetFrequency(0.005f);
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
//(int X, int Y, int Z) coordinate = (x, y, z);
// randomize coordinate
//coordinate.Y += (int)(groundNoise.GetNoise(x, 0, z) * VoxelChunk.SizeY / 4);//r.Next(-VoxelChunk.SizeY / 4, VoxelChunk.SizeY / 4);
//float pertubation = perturbNoise.GetNoise(y * 0.5f, -y * 0.5f) * 30;
//coordinate.Y += (int)(groundNoise.GetNoise(x + pertubation, z + pertubation) * VoxelChunk.SizeY / 4);//r.Next(-VoxelChunk.SizeY / 4, VoxelChunk.SizeY / 4);
//coordinate.Y = Math.Clamp(coordinate.Y, 0, VoxelChunk.SizeY - 1);
// get Gradient for coordinate
//float gradientValue = gradient[coordinate.Y];
float cy = (float)y;
cy += groundNoise.GetNoise(x, cy * 0.5f, z) * (VoxelChunk.SizeY / 4.0f);
float gradientValue = cy / (float)(VoxelChunk.SizeY - 1);
// determine whether or not gradient value is air
uint8 stepValue = gradientValue < 0.5f ? 1 : 0;
vc.Data[x][y][z] = stepValue;
}
sw.Stop();
Debug.WriteLine($"Terrain Generation: {sw.ElapsedMilliseconds}ms");
delete sw;
/*
let elevationNoise = scope FastNoiseLite.FastNoiseLite();
//elevationNoise.
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
/*
float elevation = elevationNoise.GetNoise(x, z);
int height = (int)((elevation) * 64 + 64);
for(int y < height)
{
vc.Data[x][y][z] = 1;
}
*/
vc.Data[x][y][z] = ((elevationNoise.GetNoise(x, y, z) * 64) + y) < 64 ? 1 : 0;
//vc.Data[x][y][z] = elevationNoise.GetNoise(x, y, z) > 0.0f ? 1 : 0;
//vc.Data[x][y][z] = (noise.GetNoise(x, y, z) + 0.5f) < 0 ? 0 : 1;
}
*/
/*
for(int x < VoxelChunk.SizeX)
for(int z < VoxelChunk.SizeZ)
{
float f = noise.GetNoise(x, z);
int yMax = (int)(f * VoxelChunk.SizeY);
for(int y < yMax)
{
vc.Data[x][y][z] = 1;
}
}
*/
}
struct GroundLayer
{
public int Depth;
public uint8 BlockType;
}
void GroundLayers(ref VoxelChunk vc)
{
GroundLayer[3] layers;
layers[0] = .()
{
Depth = 1,
BlockType = 3
};
layers[1] = .()
{
Depth = 4,
BlockType = 2
};
layers[2] = .()
{
Depth = 0,
BlockType = 1
};
for(int x < VoxelChunk.SizeX)
for(int z < VoxelChunk.SizeZ)
{
int currentLayer = 0;
int currentDepth = 0;
for(int y = VoxelChunk.SizeY - 1; y > 0; y--)
{
if(vc.Data[x][y][z] == 0)
{
currentDepth--;
if(currentDepth < 0)
{
currentDepth = 0;
currentLayer--;
if(currentLayer < 0)
currentLayer = 0;
}
}
else
{
vc.Data[x][y][z] = layers[currentLayer].BlockType;
currentDepth++;
if(currentDepth >= layers[currentLayer].Depth)
{
if(currentLayer >= layers.Count - 1)
{
currentLayer = layers.Count - 1;
}
else
{
currentDepth = 0;
currentLayer++;
}
}
}
}
}
}
void GenTestChunk()
{
VoxelChunk* vc = new .();
GenerateTerrain(ref *vc);
GroundLayers(ref *vc);
/*
Random r = scope Random();
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
vc.Data[x][y][z] = (.)y;//(.)r.Next(0, 2);
}
for(int x < VoxelChunk.SizeX)
for(int y < VoxelChunk.SizeY)
for(int z < VoxelChunk.SizeZ)
{
if(vc.Data[x][y][z] < VoxelChunk.SizeY / 2)
vc.Data[x][y][z] = 1;
else
vc.Data[x][y][z] = 0;
}
*/
/*
vc.Data[8][VoxelChunk.SizeY / 2][8] = 1;
vc.Data[8][VoxelChunk.SizeY / 2 + 1][8] = 1;
vc.Data[8][VoxelChunk.SizeY / 2 + 2][8] = 1;
vc.Data[8][VoxelChunk.SizeY / 2 + 3][8] = 1;
for(int x = 6; x < 11; x++)
for(int y = VoxelChunk.SizeY / 2 + 2; y < VoxelChunk.SizeY / 2 + 5; y++)
for(int z = 6; z < 11; z++)
{
vc.Data[x][y][z] = 1;
}
*/
_chunkGeoBinding = voxelGeoGen.GenerateGeometry(*vc);
delete vc;
}
*/
void UpdateCamera(GameTime gameTime)
{
UpdateCameraRotation(gameTime);
UpdateCameraMovement(gameTime);
//_camera.Width = _context.SwapChain.BackbufferViewport.Width / 256;
//_camera.Height = _context.SwapChain.BackbufferViewport.Height / 256;
_camera.AspectRatio = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
_camera.Update();
}
double cameraRotationSpeedX = 0.0001f;
double cameraRotationSpeedY = 0.0001f;
bool b = true;
void UpdateCameraRotation(GameTime gameTime)
{
if(b)
{
b = false;
return;
}
let mouseMovement = Input.GetMouseMovement();
if(mouseMovement.X == 0 && mouseMovement.Y == 0)
return;
Vector3 rotation = _camera.Rotation;
rotation.Y = (float)(rotation.Y + mouseMovement.X * cameraRotationSpeedX * gameTime.FrameTime.TotalMilliseconds);
rotation.X = (float)(rotation.X + mouseMovement.Y * cameraRotationSpeedY * gameTime.FrameTime.TotalMilliseconds);
rotation.X = Math.Clamp(rotation.X, -Math.PI_f / 2, Math.PI_f / 2);
_camera.Rotation = rotation;
}
float movementSpeed = 2;
float movementSpeedFast = 20;
void UpdateCameraMovement(GameTime gameTime)
{
Vector3 movement = .();
if(Input.IsKeyPressed(Key.W))
{
movement.Z += 1;
}
if(Input.IsKeyPressed(Key.S))
{
movement.Z -= 1;
}
if(Input.IsKeyPressed(Key.A))
{
movement.X -= 1;
}
if(Input.IsKeyPressed(Key.D))
{
movement.X += 1;
}
if(Input.IsKeyPressed(Key.Space))
{
movement.Y += 1;
}
if(Input.IsKeyPressed(Key.Control))
{
movement.Y -= 1;
}
if(movement != .Zero)
movement.Normalize();
movement *= (float)(gameTime.FrameTime.TotalSeconds);
Matrix rot = .RotationY(_camera.Rotation.Y) * .RotationX(_camera.Rotation.X);
movement = ((Vector4)(rot * Vector4(movement, 1.0f))).XYZ;
float speed = Input.IsKeyPressed(Key.Shift) ? movementSpeedFast : movementSpeed;
_camera.Position += movement * speed;
}
public override void Update(GameTime gameTime)
{
UpdateCamera(gameTime);
_chunkManager.Update(_camera.Position);
//RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(null, .CornflowerBlue);
RenderCommand.Clear(_depthStencilTarget, 1.0f, 0, .Depth);
// Draw test geometry
_depthStencilTarget.Bind();
_context.SetRenderTarget(null);
_context.BindRenderTargets();
_context.SetRasterizerState(_rasterizerState);
_context.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer.BeginScene(_camera);
_opaqueBlendState.Bind();
for(int x < 20)
for(int y < 20)
{
if((x + y) % 2 == 0)
_effect.Variables["BaseColor"].SetData(_squareColor0);
else
_effect.Variables["BaseColor"].SetData(_squareColor1);
Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
Renderer.Submit(_quadGeometryBinding, _effect, transform);
}
_effect.Variables["BaseColor"].SetData(_squareColor1);
_texture.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
_alphaBlendState.Bind();
_ge_logo.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
_chunkManager.Draw();
//_texture.Bind();
//Renderer.Submit(_chunkGeoBinding, _textureEffect, .Identity);
Renderer.EndScene();
}
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
ColorRGBA _squareColor1;
public override void OnEvent(Event event)
{
EventDispatcher dispatcher = scope EventDispatcher(event);
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
}
private bool OnWindowResize(WindowResizeEvent e)
{
_depthStencilTarget?.ReleaseRef();
_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
return false;
}
private bool OnImGuiRender(ImGuiRenderEvent e)
{
_chunkManager.OnImGuiRender();
ImGui.Begin("Test");
ImGui.DragFloat("Slow Speed", &movementSpeed, 1.0f, 0.01f, 100.0f);
ImGui.DragFloat("Fast Speed", &movementSpeedFast, 1.0f, 1f, 10000.0f);
Vector3 camPos = _camera.Position;
ImGui.DragFloat3("Position", *(float[3]*)(void*)&camPos, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
_camera.Position = camPos;
ImGui.ColorEdit3("Square Color", ref _squareColor0);
_squareColor1 = ColorRGBA.White - _squareColor0;
ImGui.End();
return false;
}
}
}
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using System;
using System.IO;
using System.Collections;
namespace Sandbox.VoxelFun
{
public class World
{
public enum CreateError
{
case WorldAlreadyExists;
case CreateDirectoryError(Platform.BfpFileResult error);
}
public enum LoadError
{
case WorldDoesNotExist;
case DirectoryError(Platform.BfpFileResult error);
}
private int64 _seed;
private String _name ~ delete _;
private String _directory ~ delete _;
public int64 Seed => _seed;
public String Name => _name;
public String Directory => _directory;
const String WorldsDirectory = "worlds";
const String WorldFileName = "world.info";
public static Result<void, CreateError> CreateWorld(String name, int64 seed, World outWorld)
{
String worldPath = new String();
Path.InternalCombine(worldPath, WorldsDirectory, name);
if(Directory.Exists(worldPath))
{
delete worldPath;
return .Err(.WorldAlreadyExists);
}
if(Directory.CreateDirectory(worldPath) case .Err(let error))
{
delete worldPath;
return .Err(.CreateDirectoryError(error));
}
String worldFilePath = Path.InternalCombine(.. scope .(), worldPath, WorldFileName);
MemoryStream str = scope MemoryStream();
str.Write(seed);
Span<uint8> data = .(str.[Friend]mMemory.Ptr, str.Length);
File.WriteAll(worldFilePath, data);
outWorld._name = new String(name);
outWorld._directory = worldPath;
outWorld._seed = seed;
return .Ok;
}
public static Result<void, LoadError> LoadWorld(String name, World outWorld)
{
String worldPath = new String();
Path.InternalCombine(worldPath, WorldsDirectory, name);
if(!Directory.Exists(worldPath))
return .Err(.WorldDoesNotExist);
String worldFilePath = Path.InternalCombine(.. scope .(), worldPath, WorldFileName);
List<uint8> data = scope .();
File.ReadAll(worldFilePath, data);
int64 seed = *(int64*)data.Ptr;
outWorld._name = new String(name);
outWorld._directory = worldPath;
outWorld._seed = seed;
return .Ok;
}
}
}
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