Start of block raycasting

This commit is contained in:
Simon Lübeß
2021-02-26 10:58:11 +01:00
parent 4dcf1b5bec
commit cbfbd449ff
6 changed files with 210 additions and 38 deletions
+69 -24
View File
@@ -23,6 +23,8 @@ namespace Sandbox.VoxelFun
{
public int X, Y, Z;
public this() => this = default;
public this(int x, int y, int z)
{
X = x;
@@ -47,6 +49,8 @@ namespace Sandbox.VoxelFun
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 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()
{
@@ -70,7 +74,7 @@ namespace Sandbox.VoxelFun
private String _chunkBasePath ~ delete _;
Dictionary<Point3, Chunk> chunks = new .() ~ DeleteDictionaryAndValues!(_);
Dictionary<Point3, Chunk> _chunks = new .() ~ DeleteDictionaryAndValues!(_);
public Texture2D Texture ~ _?.ReleaseRef();
public Effect TextureEffect ~ _?.ReleaseRef();
@@ -105,7 +109,7 @@ namespace Sandbox.VoxelFun
voxelGeoGen.Context = _context;
voxelGeoGen.Layout = vertexLayout;
chunkLoader = new Thread(new => ChunkLoaderThread);
chunkLoader = new Thread(new => ChunkLoaderThread_Entry);
chunkLoader.Start();
}
@@ -116,9 +120,64 @@ namespace Sandbox.VoxelFun
chunkLoader.Join();
}
/**
* Returns whether or not the chunk with the given coordinate is currently loaded.
*/
[Inline]
public bool IsChunkLoaded(Point3 chunkCoordinate)
{
using(chunkListLock.Enter())
{
return _chunks.ContainsKey(chunkCoordinate);
}
}
/**
* Returns the chunk with the given chunk coordinate or null if the chunk isn't loaded.
*/
[Inline]
public Chunk GetChunk(Point3 chunkCoordinate)
{
using(chunkListLock.Enter())
{
return _chunks.TryGetValue(chunkCoordinate, let chunk) ? chunk : null;
}
}
/**
* Loads and returns the chunk with the given coordinate. If the chunk doesn't exist it will be generated.
*/
public Chunk LoadChunk(Point3 chunkCoordinate)
{
Chunk chunk = GetChunk(chunkCoordinate);
if(chunk == null)
{
chunk = new Chunk();
chunk.Position = chunkCoordinate * .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
chunk.Transform = .Translation(chunk.Position.X, chunk.Position.Y, chunk.Position.Z);
if(LoadChunkFromFile(chunkCoordinate, chunk) case .Err)
{
GenTestChunk(chunk);
SaveChunkToFile(chunkCoordinate, chunk);
}
GenChunkGeo(chunk);
using(chunkListLock.Enter())
{
_chunks.Add(chunkCoordinate, chunk);
}
}
return chunk;
}
void SetChunkPos(Point3 chunkPos)
{
chunkPosLock.Enter();
chunkPosition = chunkPos;
if(oldChunkPosition != chunkPosition)
@@ -137,7 +196,10 @@ namespace Sandbox.VoxelFun
SetChunkPos(p);
}
void ChunkLoaderThread()
/**
* Entrypoint for the chunk loader thread.
*/
void ChunkLoaderThread_Entry()
{
Point3 curChunkPosition = .(0, 0, 0);
Point3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
@@ -163,7 +225,7 @@ namespace Sandbox.VoxelFun
public void GenerateChunks(Point3 chunkPos)
{
for(var chunk in chunks)
for(var chunk in _chunks)
{
Point3 dist = (chunk.key - chunkPos).Abs();
@@ -171,7 +233,7 @@ namespace Sandbox.VoxelFun
{
chunkListLock.Enter();
delete chunk.value;
chunks.Remove(chunk.key);
_chunks.Remove(chunk.key);
chunkListLock.Exit();
}
}
@@ -183,24 +245,7 @@ namespace Sandbox.VoxelFun
int y = 0;
Point3 chunkCoordinate = (Point3)chunkPos + .(x, y, z);
if(!chunks.ContainsKey(chunkCoordinate))
{
var chunk = new Chunk();
chunk.Position = chunkCoordinate * .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
chunk.Transform = .Translation(chunk.Position.X, chunk.Position.Y, chunk.Position.Z);
if(LoadChunkFromFile(chunkCoordinate, chunk) case .Err)
{
GenTestChunk(chunk);
SaveChunkToFile(chunkCoordinate, chunk);
}
GenChunkGeo(chunk);
chunkListLock.Enter();
chunks.Add(chunkCoordinate, chunk);
chunkListLock.Exit();
}
LoadChunk(chunkCoordinate);
}
}
@@ -380,7 +425,7 @@ namespace Sandbox.VoxelFun
public void Draw()
{
chunkListLock.Enter();
for(let pair in chunks)
for(let pair in _chunks)
{
Chunk chunk = pair.value;
+2
View File
@@ -6,6 +6,8 @@ namespace Sandbox.VoxelFun
public const int SizeY = 256;
public const int SizeZ = 16;
public const Point3 Size = .(SizeX, SizeY, SizeZ);
public uint8[SizeX][SizeY][SizeZ] Data;
}
}
@@ -159,7 +159,7 @@ namespace Sandbox.VoxelFun
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)
public static void GenerateBlockModel(uint16 blockIndex, Vector3 blockPosition, BlockFace visibleFaces, List<VertexColorTexture> vertices, List<uint32> indices, ref uint32 lastIndex)
{
Color c = .Pink;
@@ -238,7 +238,7 @@ namespace Sandbox.VoxelFun
}
}
void AddQuadIndices(ref uint32 lastIndex, List<uint32> indices)
static void AddQuadIndices(ref uint32 lastIndex, List<uint32> indices)
{
uint32[6] inds;
inds[0] = lastIndex;
+47 -12
View File
@@ -6,6 +6,7 @@ using ImGui;
using GlitchyEngine.ImGui;
using GlitchyEngine.Events;
using System.Diagnostics;
using System.Collections;
namespace Sandbox.VoxelFun
{
@@ -52,7 +53,7 @@ namespace Sandbox.VoxelFun
VertexLayout _vertexLayout ~ delete _;
GeometryBinding _chunkGeoBinding ~ _?.ReleaseRef();
GeometryBinding _cubeGeo ~ _?.ReleaseRef();
GeometryBinding _geometryBinding ~ _?.ReleaseRef();
@@ -73,8 +74,6 @@ namespace Sandbox.VoxelFun
DepthStencilTarget _depthStencilTarget ~ _?.ReleaseRef();
ChunkManager _chunkManager ~ delete _;
World _world ~ delete _;
private Vector3 CircleCoord(float angle)
@@ -160,6 +159,32 @@ namespace Sandbox.VoxelFun
qib.ReleaseRef();
}
// Create Cube
{
_cubeGeo = new GeometryBinding(_context);
_cubeGeo.SetPrimitiveTopology(.TriangleList);
_cubeGeo.SetVertexLayout(_vertexLayout);
List<VertexColorTexture> vertices = new List<VertexColorTexture>();
defer delete vertices;
List<uint32> indices = new List<uint32>();
defer delete indices;
uint32 i = 0;
VoxelGeometryGenerator.GenerateBlockModel(0, .Zero, .All, vertices, indices, ref i);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData<VertexColorTexture>(vertices);
_cubeGeo.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable, .None, .Index32Bit);
qib.SetData<uint32>(indices);
_cubeGeo.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
rsDesc.DepthClipEnabled = true;
@@ -196,10 +221,10 @@ namespace Sandbox.VoxelFun
{
World.LoadWorld("test", _world);
}
_chunkManager = new ChunkManager(_context, _vertexLayout, _world);
_chunkManager.Texture = _texture..AddRef();
_chunkManager.TextureEffect = _textureEffect..AddRef();
_world.ChunkManager = new ChunkManager(_context, _vertexLayout, _world);
_world.ChunkManager.Texture = _texture..AddRef();
_world.ChunkManager.TextureEffect = _textureEffect..AddRef();
}
/*
void GenerateTerrain(ref VoxelChunk vc)
@@ -508,7 +533,7 @@ namespace Sandbox.VoxelFun
{
UpdateCamera(gameTime);
_chunkManager.Update(_camera.Position);
_world.ChunkManager.Update(_camera.Position);
//RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(null, .CornflowerBlue);
@@ -549,10 +574,16 @@ namespace Sandbox.VoxelFun
_ge_logo.Bind();
Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
_chunkManager.Draw();
Ray ray = .(_camera.Position, _camera.Transform.Forward);
//_texture.Bind();
//Renderer.Submit(_chunkGeoBinding, _textureEffect, .Identity);
Point3 lookedAtBlock = _world.RaycastBlock(ray, 10);
_effect.Variables["BaseColor"].SetData(.Red);
_texture.Bind();
Renderer.Submit(_cubeGeo, _textureEffect, .Translation((Vector3)lookedAtBlock));
_world.ChunkManager.Draw();
Renderer.EndScene();
}
@@ -579,13 +610,17 @@ namespace Sandbox.VoxelFun
private bool OnImGuiRender(ImGuiRenderEvent e)
{
_chunkManager.OnImGuiRender();
_world.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 fwd = _camera.Transform.Forward;
ImGui.DragFloat3("Forward", *(float[3]*)(void*)&fwd, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
Vector3 camPos = _camera.Position;
ImGui.DragFloat3("Position", *(float[3]*)(void*)&camPos, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
+74
View File
@@ -1,6 +1,8 @@
using System;
using System.IO;
using System.Collections;
using GlitchyEngine.Math;
using GlitchyEngine;
namespace Sandbox.VoxelFun
{
@@ -22,10 +24,18 @@ namespace Sandbox.VoxelFun
private String _name ~ delete _;
private String _directory ~ delete _;
private ChunkManager _chunkManager ~ delete _;
public int64 Seed => _seed;
public String Name => _name;
public String Directory => _directory;
public ChunkManager ChunkManager
{
get => _chunkManager;
set => _chunkManager = value;
}
const String WorldsDirectory = "worlds";
const String WorldFileName = "world.info";
@@ -84,5 +94,69 @@ namespace Sandbox.VoxelFun
return .Ok;
}
/*
public Point3 GetChunkCoordinate(Vector3 blockPosition)
{
Vector3 v = blockPosition / (Vector3)VoxelChunk.Size;
Point3 p = .();
p.X = (int)Math.Round(v.X);
p.Y = (int)Math.Round(v.Y);
p.Z = (int)Math.Round(v.Z);
p.Y = 0;
return p;
}
*/
public Point3 GetChunkCoordinate(Point3 blockCoordinate)
{
Point3 p = blockCoordinate;
if(p.X < 0)
p.X -= VoxelChunk.Size.X;
if(p.Y < 0)
p.Y -= VoxelChunk.Size.Y;
if(p.Z < 0)
p.Z -= VoxelChunk.Size.Z;
return .(p.X / VoxelChunk.Size.X, 0, p.Z / VoxelChunk.Size.Z);//p.Y / VoxelChunk.Size.Y
}
public Point3 RaycastBlock(Ray ray, float maxDistance)
{
Vector3 rayWalker = ray.Start;
Vector3 direction = ray.Direction.Normalized();
for(float walkedLength = 0; walkedLength < maxDistance; rayWalker += direction, walkedLength++)
{
Point3 blockCoordinate = (.)rayWalker;
Point3 chunkCoordinate = GetChunkCoordinate(blockCoordinate);
Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
Point3 coordInChunk = blockCoordinate - chunkCoordinate * VoxelChunk.Size;
int blockData = chunk.Data.Data[coordInChunk.X][coordInChunk.Y][coordInChunk.Z];
if(blockData != 0)
return blockCoordinate;
//Point3 chunkCoordinate = GetChunkCoordinate(rayWalker);
//Chunk chunk = _chunkManager.LoadChunk(chunkCoordinate);
//Point3 blockIndex = (Point3)rayWalker - chunkCoordinate * VoxelChunk.Size;
//int blockData = chunk.Data.Data[blockIndex.X][blockIndex.Y][blockIndex.Z];
//if(blockData != 0)
// return blockIndex;
}
return .(int.MaxValue, int.MaxValue, int.MaxValue);
}
}
}