Simplify Quad::to_geometry signature and document it

This commit is contained in:
Sijmen 2021-06-02 12:44:24 +02:00
parent cfe4304f7c
commit 2fb56b9e6f
Signed by: vijfhoek
GPG key ID: 82D05C89B28B0DAE
2 changed files with 77 additions and 60 deletions

View file

@ -46,6 +46,8 @@ pub const FACE_BOTTOM: FaceFlags = 4;
pub const FACE_TOP: FaceFlags = 8; pub const FACE_TOP: FaceFlags = 8;
pub const FACE_BACK: FaceFlags = 16; pub const FACE_BACK: FaceFlags = 16;
pub const FACE_FRONT: FaceFlags = 32; pub const FACE_FRONT: FaceFlags = 32;
pub const FACE_ALL: FaceFlags =
FACE_LEFT | FACE_RIGHT | FACE_BOTTOM | FACE_TOP | FACE_BACK | FACE_FRONT;
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
pub struct Block { pub struct Block {
@ -218,11 +220,13 @@ impl Chunk {
culled: AHashMap<(usize, usize), (BlockType, FaceFlags)>, culled: AHashMap<(usize, usize), (BlockType, FaceFlags)>,
queue: &mut VecDeque<(usize, usize)>, queue: &mut VecDeque<(usize, usize)>,
highlighted: Option<&(Vector3<usize>, Vector3<i32>)>, highlighted: Option<&(Vector3<usize>, Vector3<i32>)>,
) -> Vec<(BlockType, i32, Vector3<i32>, Quad, FaceFlags)> { ) -> Vec<(BlockType, Vector3<i32>, Quad)> {
let mut quads: Vec<(BlockType, i32, Vector3<i32>, Quad, FaceFlags)> = Vec::new(); let mut quads: Vec<(BlockType, Vector3<i32>, Quad)> = Vec::new();
let mut visited = AHashSet::new(); let mut visited = AHashSet::new();
let hl = highlighted.map(|h| h.0); let hl = highlighted.map(|h| h.0);
while let Some((x, z)) = queue.pop_front() { while let Some((x, z)) = queue.pop_front() {
let translation = offset + Vector3::unit_y() * y as i32;
if visited.contains(&(x, z)) { if visited.contains(&(x, z)) {
continue; continue;
} }
@ -234,13 +238,15 @@ impl Chunk {
if hl == Some(Vector3::new(x, y, z)) { if hl == Some(Vector3::new(x, y, z)) {
let mut quad = Quad::new(x as i32, z as i32, 1, 1); let mut quad = Quad::new(x as i32, z as i32, 1, 1);
quad.highlighted_normal = highlighted.unwrap().1; quad.highlighted_normal = highlighted.unwrap().1;
quads.push((block_type, y as i32, offset, quad, quad_faces)); quad.visible_faces = quad_faces;
quads.push((block_type, translation, quad));
continue; continue;
} }
if block_type == BlockType::Water { if block_type == BlockType::Water {
let quad = Quad::new(x as i32, z as i32, 1, 1); let mut quad = Quad::new(x as i32, z as i32, 1, 1);
quads.push((block_type, y as i32, offset, quad, quad_faces)); quad.visible_faces = quad_faces;
quads.push((block_type, translation, quad));
continue; continue;
} }
@ -290,25 +296,22 @@ impl Chunk {
} }
} }
let quad = Quad::new(x as i32, z as i32, (xmax - x) as i32, (zmax - z) as i32); let mut quad = Quad::new(x as i32, z as i32, (xmax - x) as i32, (zmax - z) as i32);
quads.push((block_type, y as i32, offset, quad, quad_faces)); quad.visible_faces = quad_faces;
quads.push((block_type, translation, quad));
} }
} }
quads quads
} }
fn quads_to_geometry( fn quads_to_geometry(quads: Vec<(BlockType, Vector3<i32>, Quad)>) -> Geometry<BlockVertex> {
quads: Vec<(BlockType, i32, Vector3<i32>, Quad, FaceFlags)>,
) -> Geometry<BlockVertex> {
let mut geometry: Geometry<BlockVertex> = Default::default(); let mut geometry: Geometry<BlockVertex> = Default::default();
for (block_type, y, offset, quad, visible_faces) in quads { for (block_type, translation, quad) in quads {
geometry.append(&mut quad.to_geometry( geometry.append(&mut quad.to_geometry(
y, translation,
offset,
block_type, block_type,
visible_faces,
geometry.vertices.len() as u16, geometry.vertices.len() as u16,
)); ));
} }
@ -321,7 +324,7 @@ impl Chunk {
offset: Vector3<i32>, offset: Vector3<i32>,
highlighted: Option<&(Vector3<usize>, Vector3<i32>)>, highlighted: Option<&(Vector3<usize>, Vector3<i32>)>,
) -> Geometry<BlockVertex> { ) -> Geometry<BlockVertex> {
let mut quads: Vec<(BlockType, i32, Vector3<i32>, Quad, FaceFlags)> = Vec::new(); let mut quads: Vec<(BlockType, Vector3<i32>, Quad)> = Vec::new();
for y in 0..CHUNK_SIZE { for y in 0..CHUNK_SIZE {
let (culled, mut queue) = self.cull_layer(y); let (culled, mut queue) = self.cull_layer(y);

View file

@ -2,7 +2,8 @@ use cgmath::{Vector3, Zero};
use crate::{ use crate::{
chunk::{ chunk::{
BlockType, FaceFlags, FACE_BACK, FACE_BOTTOM, FACE_FRONT, FACE_LEFT, FACE_RIGHT, FACE_TOP, BlockType, FaceFlags, FACE_ALL, FACE_BACK, FACE_BOTTOM, FACE_FRONT, FACE_LEFT, FACE_RIGHT,
FACE_TOP,
}, },
geometry::Geometry, geometry::Geometry,
vertex::BlockVertex, vertex::BlockVertex,
@ -12,40 +13,53 @@ use crate::{
pub struct Quad { pub struct Quad {
pub x: i32, pub x: i32,
pub y: i32, pub y: i32,
pub w: i32, pub dx: i32,
pub h: i32, pub dy: i32,
pub highlighted_normal: Vector3<i32>, pub highlighted_normal: Vector3<i32>,
pub visible_faces: FaceFlags,
} }
impl Quad { impl Quad {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self { pub fn new(x: i32, y: i32, dx: i32, dy: i32) -> Self {
Quad { Quad {
x, x,
y, y,
w, dx,
h, dy,
/// The normal of the face that was highlighted.
///
/// Set to Vector3::zero if no faces are highlighted.
highlighted_normal: Vector3::zero(), highlighted_normal: Vector3::zero(),
/// Bitmap of the visible faces.
visible_faces: FACE_ALL,
} }
} }
/// Converts the quad to `Geometry` (i.e. a list of vertices and indices) to be rendered.
///
/// # Arguments
///
/// * `translation` - How much to translate the quad for when rendering.
/// * `block_type` - The type of the block. Used for determining the texture indices.
/// * `start_index` - Which geometry index to start at.
#[allow(clippy::many_single_char_names)] #[allow(clippy::many_single_char_names)]
#[rustfmt::skip] #[rustfmt::skip]
pub fn to_geometry( pub fn to_geometry(
&self, &self,
y: i32, translation: Vector3<i32>,
offset: Vector3<i32>,
block_type: BlockType, block_type: BlockType,
visible_faces: FaceFlags,
start_index: u16, start_index: u16,
) -> Geometry<BlockVertex> { ) -> Geometry<BlockVertex> {
let w = self.w as f32; let dx = self.dx as f32;
let d = self.h as f32; let dz = self.dy as f32;
let h = 1.0; let dy = 1.0;
let x = (self.x + offset.x) as f32; let x = (self.x + translation.x) as f32;
let y = (y + offset.y) as f32; let y = translation.y as f32;
let z = (self.y + offset.z) as f32; let z = (self.y + translation.z) as f32;
let t = block_type.texture_indices(); let t = block_type.texture_indices();
@ -54,14 +68,14 @@ impl Quad {
let mut indices = Vec::new(); let mut indices = Vec::new();
let highlighted: [f32; 3] = self.highlighted_normal.cast().unwrap().into(); let highlighted: [f32; 3] = self.highlighted_normal.cast().unwrap().into();
if visible_faces & FACE_LEFT == FACE_LEFT { if self.visible_faces & FACE_LEFT == FACE_LEFT {
let normal = [-1.0, 0.0, 0.0]; let normal = [-1.0, 0.0, 0.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x, y, z ], texture_coordinates: [d, 1.0], texture_id: t.0 as i32, normal, highlighted }, BlockVertex { position: [x, y, z ], texture_coordinates: [dz, 1.0], texture_id: t.0 as i32, normal, highlighted },
BlockVertex { position: [x, y, z + d], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted },
BlockVertex { position: [x, y + h, z + d], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted },
BlockVertex { position: [x, y + h, z ], texture_coordinates: [d, 0.0], texture_id: t.0 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z ], texture_coordinates: [dz, 0.0], texture_id: t.0 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
2 + current_index, current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index,
@ -70,14 +84,14 @@ impl Quad {
current_index += 4; current_index += 4;
} }
if visible_faces & FACE_RIGHT == FACE_RIGHT { if self.visible_faces & FACE_RIGHT == FACE_RIGHT {
let normal = [1.0, 0.0, 0.0]; let normal = [1.0, 0.0, 0.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x + w, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted },
BlockVertex { position: [x + w, y, z + d], texture_coordinates: [d, 1.0], texture_id: t.1 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dz, 1.0], texture_id: t.1 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z + d], texture_coordinates: [d, 0.0], texture_id: t.1 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dz, 0.0], texture_id: t.1 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
1 + current_index, current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index,
@ -86,14 +100,14 @@ impl Quad {
current_index += 4; current_index += 4;
} }
if visible_faces & FACE_BACK == FACE_BACK { if self.visible_faces & FACE_BACK == FACE_BACK {
let normal = [0.0, 0.0, -1.0]; let normal = [0.0, 0.0, -1.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x, y, z], texture_coordinates: [w, 1.0], texture_id: t.2 as i32, normal, highlighted }, BlockVertex { position: [x, y, z], texture_coordinates: [dx, 1.0], texture_id: t.2 as i32, normal, highlighted },
BlockVertex { position: [x, y + h, z], texture_coordinates: [w, 0.0], texture_id: t.2 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z], texture_coordinates: [dx, 0.0], texture_id: t.2 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted },
BlockVertex { position: [x + w, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
2 + current_index, current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index,
@ -102,14 +116,14 @@ impl Quad {
current_index += 4; current_index += 4;
} }
if visible_faces & FACE_FRONT == FACE_FRONT { if self.visible_faces & FACE_FRONT == FACE_FRONT {
let normal = [0.0, 0.0, 1.0]; let normal = [0.0, 0.0, 1.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x, y, z + d], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted },
BlockVertex { position: [x, y + h, z + d], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z + d], texture_coordinates: [w, 0.0], texture_id: t.3 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, 0.0], texture_id: t.3 as i32, normal, highlighted },
BlockVertex { position: [x + w, y, z + d], texture_coordinates: [w, 1.0], texture_id: t.3 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dx, 1.0], texture_id: t.3 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
1 + current_index, current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index,
@ -118,14 +132,14 @@ impl Quad {
current_index += 4; current_index += 4;
} }
if visible_faces & FACE_BOTTOM == FACE_BOTTOM { if self.visible_faces & FACE_BOTTOM == FACE_BOTTOM {
let normal = [0.0, -1.0, 0.0]; let normal = [0.0, -1.0, 0.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x, y, z ], texture_coordinates: [w, 0.0], texture_id: t.4 as i32, normal, highlighted }, BlockVertex { position: [x, y, z ], texture_coordinates: [dx, 0.0], texture_id: t.4 as i32, normal, highlighted },
BlockVertex { position: [x, y, z + d], texture_coordinates: [w, d ], texture_id: t.4 as i32, normal, highlighted }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [dx, dz ], texture_id: t.4 as i32, normal, highlighted },
BlockVertex { position: [x + w, y, z + d], texture_coordinates: [0.0, d ], texture_id: t.4 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.4 as i32, normal, highlighted },
BlockVertex { position: [x + w, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index, 1 + current_index,
@ -134,14 +148,14 @@ impl Quad {
current_index += 4; current_index += 4;
} }
if visible_faces & FACE_TOP == FACE_TOP { if self.visible_faces & FACE_TOP == FACE_TOP {
let normal = [0.0, 1.0, 0.0]; let normal = [0.0, 1.0, 0.0];
let highlighted = (normal == highlighted) as i32; let highlighted = (normal == highlighted) as i32;
vertices.extend(&[ vertices.extend(&[
BlockVertex { position: [x, y + h, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted },
BlockVertex { position: [x, y + h, z + d], texture_coordinates: [0.0, d ], texture_id: t.5 as i32, normal, highlighted }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.5 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z + d], texture_coordinates: [w, d ], texture_id: t.5 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, dz ], texture_id: t.5 as i32, normal, highlighted },
BlockVertex { position: [x + w, y + h, z ], texture_coordinates: [w, 0.0], texture_id: t.5 as i32, normal, highlighted }, BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [dx, 0.0], texture_id: t.5 as i32, normal, highlighted },
]); ]);
indices.extend(&[ indices.extend(&[
current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index, 2 + current_index,