Extract util functions

This commit is contained in:
Jarrod Doyle 2024-03-23 14:56:32 +00:00
parent 8e08506e6c
commit 60381c6a58
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
3 changed files with 127 additions and 120 deletions

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@ -38,7 +38,7 @@ struct BrickmapUnpackElement {
shading_elements: [u32; 512],
}
enum BrickgridFlag {
pub enum BrickgridFlag {
_Empty = 0,
_Unloaded = 1,
_Loading = 2,
@ -208,7 +208,7 @@ impl BrickmapManager {
// We only want to upload voxels that are on the surface, so we cull anything
// that is surrounded by solid voxels
let grid_pos = grid_pos.as_ivec3();
let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
let (bitmask_data, albedo_data) = super::util::cull_interior_voxels(world, grid_pos);
// If there's no voxel colour data post-culling it means the brickmap is
// empty. We don't need to upload it, just mark the relevant brickgrid entry.
@ -233,7 +233,10 @@ impl BrickmapManager {
// Update the brickgrid index
self.update_brickgrid_element(
grid_idx,
Self::to_brickgrid_element(self.brickmap_cache.index as u32, BrickgridFlag::Loaded),
super::util::to_brickgrid_element(
self.brickmap_cache.index as u32,
BrickgridFlag::Loaded,
),
);
// Update the brickmap
@ -337,123 +340,6 @@ impl BrickmapManager {
);
}
}
fn cull_interior_voxels(
world: &mut WorldManager,
grid_pos: glam::IVec3,
) -> ([u32; 16], Vec<u32>) {
// This is the data we want to return
let mut bitmask_data = [0xFFFFFFFF_u32; 16];
let mut albedo_data = Vec::<u32>::new();
// Calculate world chunk and block positions for each that may be accessed
let center_pos = Self::grid_pos_to_world_pos(world, grid_pos);
let forward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
let backward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
let left_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
let right_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
let up_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
let down_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
// Fetch those blocks
let center_block = world.get_block(center_pos.0, center_pos.1);
let forward_block = world.get_block(forward_pos.0, forward_pos.1);
let backward_block = world.get_block(backward_pos.0, backward_pos.1);
let left_block = world.get_block(left_pos.0, left_pos.1);
let right_block = world.get_block(right_pos.0, right_pos.1);
let up_block = world.get_block(up_pos.0, up_pos.1);
let down_block = world.get_block(down_pos.0, down_pos.1);
// Reusable array of whether cardinal neighbours are empty
let mut neighbours = [false; 6];
for z in 0..8 {
// Each z level contains two bitmask segments of voxels
let mut entry = 0u64;
for y in 0..8 {
for x in 0..8 {
// Ignore non-solids
let idx = x + y * 8 + z * 8 * 8;
let empty_voxel = Voxel::Empty;
match center_block[idx] {
Voxel::Empty => continue,
Voxel::Color(r, g, b) => {
// A voxel is on the surface if at least one of it's
// cardinal neighbours is non-solid.
neighbours[0] = if x == 7 {
forward_block[idx - 7] == empty_voxel
} else {
center_block[idx + 1] == empty_voxel
};
neighbours[1] = if x == 0 {
backward_block[idx + 7] == empty_voxel
} else {
center_block[idx - 1] == empty_voxel
};
neighbours[2] = if z == 7 {
right_block[idx - 448] == empty_voxel
} else {
center_block[idx + 64] == empty_voxel
};
neighbours[3] = if z == 0 {
left_block[idx + 448] == empty_voxel
} else {
center_block[idx - 64] == empty_voxel
};
neighbours[4] = if y == 7 {
up_block[idx - 56] == empty_voxel
} else {
center_block[idx + 8] == empty_voxel
};
neighbours[5] = if y == 0 {
down_block[idx + 56] == empty_voxel
} else {
center_block[idx - 8] == empty_voxel
};
// Set the appropriate bit in the z entry and add the
// shading data
let surface_voxel = neighbours.iter().any(|v| *v);
if surface_voxel {
entry += 1 << (x + y * 8);
let albedo = ((r as u32) << 24)
+ ((g as u32) << 16)
+ ((b as u32) << 8)
+ 255u32;
albedo_data.push(albedo);
}
}
}
}
}
let offset = 2 * z;
bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
}
(bitmask_data, albedo_data)
}
fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
(brickmap_cache_idx << 8) + flags as u32
}
fn grid_pos_to_world_pos(
world: &mut WorldManager,
grid_pos: glam::IVec3,
) -> (glam::IVec3, glam::UVec3) {
// We deal with dvecs here because we want a negative grid_pos to have floored
// chunk_pos
let chunk_dims = world.get_chunk_dims().as_dvec3();
let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
(chunk_pos.as_ivec3(), block_pos.as_uvec3())
}
}
#[derive(Debug)]

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@ -1,4 +1,5 @@
mod brickmap;
mod shading_table;
mod util;
pub use brickmap::BrickmapManager;

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@ -0,0 +1,120 @@
use crate::voxel::world::{Voxel, WorldManager};
use super::brickmap::BrickgridFlag;
pub fn cull_interior_voxels(
world: &mut WorldManager,
grid_pos: glam::IVec3,
) -> ([u32; 16], Vec<u32>) {
// This is the data we want to return
let mut bitmask_data = [0xFFFFFFFF_u32; 16];
let mut albedo_data = Vec::<u32>::new();
// Calculate world chunk and block positions for each that may be accessed
let center_pos = grid_pos_to_world_pos(world, grid_pos);
let forward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
let backward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
let left_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
let right_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
let up_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
let down_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
// Fetch those blocks
let center_block = world.get_block(center_pos.0, center_pos.1);
let forward_block = world.get_block(forward_pos.0, forward_pos.1);
let backward_block = world.get_block(backward_pos.0, backward_pos.1);
let left_block = world.get_block(left_pos.0, left_pos.1);
let right_block = world.get_block(right_pos.0, right_pos.1);
let up_block = world.get_block(up_pos.0, up_pos.1);
let down_block = world.get_block(down_pos.0, down_pos.1);
// Reusable array of whether cardinal neighbours are empty
let mut neighbours = [false; 6];
for z in 0..8 {
// Each z level contains two bitmask segments of voxels
let mut entry = 0u64;
for y in 0..8 {
for x in 0..8 {
// Ignore non-solids
let idx = x + y * 8 + z * 8 * 8;
let empty_voxel = Voxel::Empty;
match center_block[idx] {
Voxel::Empty => continue,
Voxel::Color(r, g, b) => {
// A voxel is on the surface if at least one of it's
// cardinal neighbours is non-solid.
neighbours[0] = if x == 7 {
forward_block[idx - 7] == empty_voxel
} else {
center_block[idx + 1] == empty_voxel
};
neighbours[1] = if x == 0 {
backward_block[idx + 7] == empty_voxel
} else {
center_block[idx - 1] == empty_voxel
};
neighbours[2] = if z == 7 {
right_block[idx - 448] == empty_voxel
} else {
center_block[idx + 64] == empty_voxel
};
neighbours[3] = if z == 0 {
left_block[idx + 448] == empty_voxel
} else {
center_block[idx - 64] == empty_voxel
};
neighbours[4] = if y == 7 {
up_block[idx - 56] == empty_voxel
} else {
center_block[idx + 8] == empty_voxel
};
neighbours[5] = if y == 0 {
down_block[idx + 56] == empty_voxel
} else {
center_block[idx - 8] == empty_voxel
};
// Set the appropriate bit in the z entry and add the
// shading data
let surface_voxel = neighbours.iter().any(|v| *v);
if surface_voxel {
entry += 1 << (x + y * 8);
let albedo = ((r as u32) << 24)
+ ((g as u32) << 16)
+ ((b as u32) << 8)
+ 255u32;
albedo_data.push(albedo);
}
}
}
}
}
let offset = 2 * z;
bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
}
(bitmask_data, albedo_data)
}
pub fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
(brickmap_cache_idx << 8) + flags as u32
}
pub fn grid_pos_to_world_pos(
world: &mut WorldManager,
grid_pos: glam::IVec3,
) -> (glam::IVec3, glam::UVec3) {
// We deal with dvecs here because we want a negative grid_pos to have floored
// chunk_pos
let chunk_dims = world.get_chunk_dims().as_dvec3();
let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
(chunk_pos.as_ivec3(), block_pos.as_uvec3())
}