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https://github.com/zhenyan121/Cubed.git
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perf:greedy meshing (#23)
* feat(gameplay): implement greedy meshing for chunk generation Replace the per-face vertex generation with a greedy meshing algorithm that merges adjacent faces of the same block type into larger quads. Introduce `FaceKey` struct and helper functions (`axis_dir_to_face`, `get_block_safe`, `is_face_culled`, `choose_buf`) to support the new algorithm. Comment out the old `gen_vertices` implementation. In texture management, rename `m_pbr_texture_array` to `m_normal_texture_array` to reflect its actual usage, and set texture wrap mode to `GL_REPEAT` for both the block and normal texture arrays. * fix(primitive_data): correct back face texture coordinates and tangents * fix(texture-manager): correct texture deletion and refactor reload Make hot_reload private and add public need_reload method. Update UI to call need_reload instead of hot_reload. Fix incorrect use of glDeleteBuffers for normal texture array by using glDeleteTextures.
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@@ -25,6 +25,18 @@ class Chunk {
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private:
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using OptionalBlockVectorArray =
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std::array<std::optional<std::vector<BlockType>>, 4>;
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struct FaceKey {
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BlockType block_id = 0;
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int face = -1; // 0-5, used to index NORMALS/TANGENTS/TEX_COORDS
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bool valid() const { return block_id != 0; }
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bool operator==(const FaceKey& o) const {
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return block_id == o.block_id && face == o.face;
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}
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bool operator!=(const FaceKey& o) const { return !(*this == o); }
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};
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static constexpr int SIZE_X = CHUNK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUNK_SIZE;
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@@ -66,6 +78,8 @@ private:
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void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
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void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
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BlockType id);
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void emit_quad(int axis, int face_dir, int layer, int i, int j, int w,
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int h, int u_axis, int v_axis, FaceKey key);
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public:
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Chunk(World& world, ChunkPos chunk_pos, bool temp_chunk = false);
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@@ -63,12 +63,12 @@ constexpr float TEX_COORDS[6][6][2] = {
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{0.0f, 0.0f}, // top front
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{0.0f, 1.0f}}, // bottom front
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// ===== back (z = -1) =====
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{{1.0f, 1.0f}, // bottom left
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{0.0f, 1.0f}, // bottom right
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{0.0f, 0.0f}, // top right
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{0.0f, 0.0f}, // top right
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{1.0f, 0.0f}, // top left
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{1.0f, 1.0f}}, // bottom left
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{{0.0f, 1.0f}, // bottom left
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{0.0f, 0.0f}, // top left
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{1.0f, 0.0f}, // top right
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{1.0f, 0.0f}, // top right
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{1.0f, 1.0f}, // bottom right
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{0.0f, 1.0f}}, // bottom left
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// ===== left (x = -1) =====
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{{1.0f, 1.0f}, // bottom back
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{0.0f, 1.0f}, // bottom front
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@@ -152,12 +152,12 @@ constexpr float TANGENTS[6][6][3] = {
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, -1.0f}},
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// ===== back (z = -1) =====
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{{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f}},
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{{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f}},
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// ===== left (x = -1) =====
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{{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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@@ -12,7 +12,7 @@ private:
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GLuint m_texture_array = 0;
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GLuint m_cross_plane_array = 0;
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GLuint m_ui_array = 0;
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GLuint m_pbr_texture_array = 0;
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GLuint m_normal_texture_array = 0;
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GLfloat m_max_aniso = 0.0f;
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int m_aniso = 1;
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@@ -29,6 +29,7 @@ private:
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void init_block();
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void init_ui();
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void init_block_status();
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void hot_reload();
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public:
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TextureManager();
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@@ -43,7 +44,7 @@ public:
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const std::vector<GLuint>& item_textures() const;
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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void hot_reload();
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void need_reload();
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void update();
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int max_aniso() const;
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