Added the OOP infastructure to work on rendering chunks.
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38b1d8c92e
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28cd790e31
6 changed files with 97 additions and 8 deletions
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@ -1,8 +1,10 @@
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#include "Chunk.h"
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Chunk::Chunk(FastNoise::SmartNode<> &noiseGenerator, TerrainInfo ti) {
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this->terrainInfo = ti;
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this->fnGenerator = &noiseGenerator;
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// Create location to store noise values.
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// Create location to store noise values temporarily.
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std::vector<float> noiseOutput((ti.xRange[1] - ti.xRange[0]) *
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(ti.yRange[1] - ti.yRange[0]) *
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(ti.zRange[1] - ti.zRange[0]));
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@ -13,15 +15,25 @@ Chunk::Chunk(FastNoise::SmartNode<> &noiseGenerator, TerrainInfo ti) {
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ti.xRange[1] - ti.xRange[0], ti.yRange[1] - ti.yRange[0],
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ti.zRange[1] - ti.zRange[0], ti.frequency, ti.seed);
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// do stuff with values
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// Place noise into 3D vector array for easy access.
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int index = 0;
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for (int z = 0; z < 16; z++) {
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for (int y = 0; y < 16; y++) {
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for (int x = 0; x < 16; x++) {
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std::vector<std::vector<float>> yArray;
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std::vector<float> xArray;
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for (int z = 0; z < ti.zRange[1] - ti.zRange[0]; z++) {
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for (int y = 0; y < ti.yRange[1] - ti.yRange[0]; y++) {
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for (int x = 0; x < ti.xRange[1] - ti.xRange[0]; x++) {
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error.log(std::to_string(x) + " " + std::to_string(y) + " " +
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std::to_string(z) + ": " +
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std::to_string(noiseOutput[index++]));
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}
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}
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std::to_string(noiseOutput[index]));
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xArray.push_back(noiseOutput[index++]);
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}
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yArray.push_back(xArray);
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xArray.clear();
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}
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this->noise.push_back(yArray);
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yArray.clear();
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}
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}
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float Chunk::getNoise(int x, int y, int z) { return this->noise[x][y][z]; }
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TerrainInfo Chunk::getTerrainInfo() { return this->terrainInfo; }
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11
src/Chunk.h
11
src/Chunk.h
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@ -15,9 +15,18 @@ class Chunk {
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private:
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Error error = Error("Chunk");
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// Favourite noise generated values using the NoiseTool for now:
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// Pointer to the noise generator that generated this chunk
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FastNoise::SmartNode<> *fnGenerator;
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// Values that initialised the chunk
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TerrainInfo terrainInfo;
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// 3D vector of noise values
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std::vector<std::vector<std::vector<float>>> noise;
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public:
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Chunk(FastNoise::SmartNode<> &noiseGenerator, TerrainInfo ti);
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float getNoise(int x, int y, int z);
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TerrainInfo getTerrainInfo();
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};
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13
src/MarchingCubeChunkRenderer.cpp
Normal file
13
src/MarchingCubeChunkRenderer.cpp
Normal file
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@ -0,0 +1,13 @@
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#include "MarchingCubeChunkRenderer.h"
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MarchingCubeChunkRenderer::MarchingCubeChunkRenderer(
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std::vector<Chunk> &chunks, std::vector<Model> models) {
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this->chunks = &chunks;
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this->models = models;
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}
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void MarchingCubeChunkRenderer::draw(ShaderLoader &shader) {
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for (int i = 0; i < chunks->size(); i++) {
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// Render Chunk
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}
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}
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24
src/MarchingCubeChunkRenderer.h
Normal file
24
src/MarchingCubeChunkRenderer.h
Normal file
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@ -0,0 +1,24 @@
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#pragma once
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#include "Chunk.h"
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#include "Error.h"
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#include "Model.h"
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#include <vector>
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class MarchingCubeChunkRenderer {
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private:
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Error error = Error("MarchingCubeChunkRenderer");
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// Chunks to render
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std::vector<Chunk> *chunks;
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// Here we will store a model corresponding to ease polygon of the marching
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// cubes algorithm plus maybe more if models become orientation specific:
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// https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.545.613
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std::vector<Model> models;
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public:
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MarchingCubeChunkRenderer(std::vector<Chunk> &chunks,
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std::vector<Model> models);
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void draw(ShaderLoader &shader);
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};
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@ -1,6 +1,7 @@
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#include "Terrain.h"
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Terrain::Terrain() {
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Terrain::Terrain() : renderer(nullptr) {
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// Create chunk
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TerrainInfo ti;
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ti.xRange[0] = 0;
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ti.xRange[1] = 16;
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@ -12,4 +13,24 @@ Terrain::Terrain() {
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ti.seed = 0;
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chunks.push_back(Chunk(fnGenerator, ti));
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// Create chunks renderer.
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std::vector<Model> models = {
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Model(ROOT_DIR "data/models/wooden_boxbarrel/wooden_box_and_barrel.obj")};
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renderer = new MarchingCubeChunkRenderer(this->chunks, models);
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}
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Terrain::~Terrain() {
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// Since we created our renderer member in our constructer it has to be a
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// nullptr before being updated to the created object, which means it's
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// lifecycle needs to be managed by this class.
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delete renderer;
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}
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void Terrain::draw(ShaderLoader &shader) {
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if (renderer != nullptr)
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renderer->draw(shader);
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else
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error.warn("Terrain attempted to draw with no chunk renderer!");
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}
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@ -1,6 +1,10 @@
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#pragma once
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#include "Chunk.h"
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#include "Error.h"
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#include "MarchingCubeChunkRenderer.h"
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#include "Model.h"
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#include "ShaderLoader.h"
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#include "helpers/RootDir.h"
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#include <FastNoise/FastNoise.h>
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#include <vector>
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@ -15,6 +19,12 @@ private:
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// Currently used chunks
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std::vector<Chunk> chunks;
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MarchingCubeChunkRenderer *renderer;
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public:
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Terrain();
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void draw(ShaderLoader &shader);
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~Terrain();
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};
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