Move neighbour block getting into the brickmap culling function
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7cdca0a406
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@ -236,34 +236,10 @@ impl BrickmapManager {
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glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]),
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glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]),
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);
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);
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// Get block + neighbour blocks
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// We only want to upload voxels that are on the surface, so we cull anything
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// Cull based on that
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// that is surrounded by solid voxels
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let grid_pos = grid_pos.as_ivec3();
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let grid_pos = grid_pos.as_ivec3();
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let center_pos = Self::grid_pos_to_world_pos(world, grid_pos);
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let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
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let forward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
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let backward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
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let left_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
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let right_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
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let up_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
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let down_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
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let center_block = world.get_block(center_pos.0, center_pos.1);
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let forward_block = world.get_block(forward_pos.0, forward_pos.1);
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let backward_block = world.get_block(backward_pos.0, backward_pos.1);
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let left_block = world.get_block(left_pos.0, left_pos.1);
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let right_block = world.get_block(right_pos.0, right_pos.1);
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let up_block = world.get_block(up_pos.0, up_pos.1);
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let down_block = world.get_block(down_pos.0, down_pos.1);
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let (bitmask_data, albedo_data) = Self::cull_interior_voxels(
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¢er_block,
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&forward_block,
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&backward_block,
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&left_block,
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&right_block,
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&up_block,
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&down_block,
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);
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// If there's no voxel colour data post-culling it means the brickmap is
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// If there's no voxel colour data post-culling it means the brickmap is
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// empty. We don't need to upload it, just mark the relevant brickgrid entry.
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// empty. We don't need to upload it, just mark the relevant brickgrid entry.
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@ -417,22 +393,33 @@ impl BrickmapManager {
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}
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}
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}
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}
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// TODO: Account for neighbours in other blocks
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// - We should operate on a halo block
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// - The world should be responsible for providing a halo perhaps
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// - Or rather, perhaps we should just be able to request a range of voxels from the world
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// and it will just work out which "blocks" it needs to give us them
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fn cull_interior_voxels(
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fn cull_interior_voxels(
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center_block: &[super::world::Voxel],
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world: &mut super::world::WorldManager,
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forward_block: &[super::world::Voxel],
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grid_pos: glam::IVec3,
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backward_block: &[super::world::Voxel],
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left_block: &[super::world::Voxel],
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right_block: &[super::world::Voxel],
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up_block: &[super::world::Voxel],
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down_block: &[super::world::Voxel],
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) -> ([u32; 16], Vec<u32>) {
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) -> ([u32; 16], Vec<u32>) {
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// This is the data we want to return
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let mut bitmask_data = [0xFFFFFFFF_u32; 16];
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let mut bitmask_data = [0xFFFFFFFF_u32; 16];
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let mut albedo_data = Vec::<u32>::new();
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let mut albedo_data = Vec::<u32>::new();
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// Calculate world chunk and block positions for each that may be accessed
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let center_pos = Self::grid_pos_to_world_pos(world, grid_pos);
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let forward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
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let backward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
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let left_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
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let right_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
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let up_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
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let down_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
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// Fetch those blocks
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let center_block = world.get_block(center_pos.0, center_pos.1);
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let forward_block = world.get_block(forward_pos.0, forward_pos.1);
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let backward_block = world.get_block(backward_pos.0, backward_pos.1);
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let left_block = world.get_block(left_pos.0, left_pos.1);
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let right_block = world.get_block(right_pos.0, right_pos.1);
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let up_block = world.get_block(up_pos.0, up_pos.1);
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let down_block = world.get_block(down_pos.0, down_pos.1);
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// Reusable array of whether cardinal neighbours are empty
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let mut neighbours = [false; 6];
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let mut neighbours = [false; 6];
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for z in 0..8 {
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for z in 0..8 {
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// Each z level contains two bitmask segments of voxels
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// Each z level contains two bitmask segments of voxels
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@ -484,10 +471,9 @@ impl BrickmapManager {
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center_block[idx - 8] == empty_voxel
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center_block[idx - 8] == empty_voxel
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};
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};
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let surface_voxel = neighbours.iter().any(|v| *v);
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// Set the appropriate bit in the z entry and add the
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// Set the appropriate bit in the z entry and add the
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// shading data
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// shading data
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let surface_voxel = neighbours.iter().any(|v| *v);
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if surface_voxel {
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if surface_voxel {
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entry += 1 << (x + y * 8);
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entry += 1 << (x + y * 8);
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let albedo = ((r as u32) << 24)
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let albedo = ((r as u32) << 24)
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@ -504,6 +490,7 @@ impl BrickmapManager {
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bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
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bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
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bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
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bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
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}
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}
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(bitmask_data, albedo_data)
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(bitmask_data, albedo_data)
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}
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}
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