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perf: optimize multi-chunk rendering logic
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83
src/gameplay/chunk.cpp
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83
src/gameplay/chunk.cpp
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#include <Cubed/gameplay/chunk.hpp>
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#include <Cubed/gameplay/world.hpp>
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Chunk::Chunk(World& world, ChunkPos chunk_pos) :
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m_world(world),
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m_chunk_pos(chunk_pos)
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{
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}
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Chunk::~Chunk() {
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}
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const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
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return m_blocks;
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}
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int Chunk::get_index(int x, int y, int z) {
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return x * CHUCK_SIZE * CHUCK_SIZE + y * CHUCK_SIZE + z;
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}
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void Chunk::gen_vertex_data() {
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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for (int y = 0; y < CHUCK_SIZE; y++) {
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int world_x = x + m_chunk_pos.x * CHUCK_SIZE;
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int world_z = z + m_chunk_pos.z * CHUCK_SIZE;
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int world_y = y;
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const auto& block_render_data = m_world.get_block_render_data(world_x, world_y, world_z);
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// air
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if (block_render_data.block_id == 0) {
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continue;
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}
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for (int face = 0; face < 6; face++) {
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if (!block_render_data.draw_face[face]) {
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continue;
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}
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for (int i = 0; i < 6; i++) {
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Vertex vex = {
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VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
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VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
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VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
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TEX_COORDS[face][i][0],
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TEX_COORDS[face][i][1],
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static_cast<float>(block_render_data.block_id * 6 + face)
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};
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m_vertexs_data.emplace_back(vex);
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}
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}
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}
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}
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}
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}
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GLuint Chunk::get_vbo() const{
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return m_vbo;
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}
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const std::vector<Vertex>& Chunk::get_vertex_data() const{
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return m_vertexs_data;
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}
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void Chunk::init_chunk() {
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m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * CHUCK_SIZE, 0);
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int y = 0; y < 2; y++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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m_blocks[get_index(x, y, z)] = 1;
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}
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}
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}
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gen_vertex_data();
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glGenBuffers(1, &m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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