#pragma once #include #include #include #include #include #include #include #include #include #include "util.hpp" #include #include #include #define _USE_MATH_DEFINES #include #define CHUNK_DIM 32 #define OCT_DIM 64 struct KeyHasher { std::size_t operator()(const sf::Vector3i& k) const { return ((std::hash()(k.x) ^ (std::hash()(k.y) << 1)) >> 1) ^ (std::hash()(k.z) << 1); } }; struct Chunk { Chunk(int type) { voxel_data = new int[CHUNK_DIM * CHUNK_DIM * CHUNK_DIM]; set(type); }; Chunk() { }; void set(int type); ~Chunk() { voxel_data = nullptr; }; int* voxel_data; }; class Octree { public: Octree() { dat = new uint64_t[(int)pow(2, 15)]; for (int i = 0; i < (int)pow(2, 15); i++) { dat[i] = 0; } }; ~Octree() {}; uint64_t *dat; uint64_t stack_pos = 0x8000; uint64_t global_pos = 0; uint64_t copy_to_stack(std::vector children) { // Check for the 15 bit boundry if (stack_pos - children.size() > stack_pos) { global_pos = stack_pos; stack_pos = 0x8000; } else { stack_pos -= children.size(); } // Check for the far bit memcpy(&dat[stack_pos + global_pos], children.data(), children.size() * sizeof(uint64_t)); // Return the bitmask encoding the index of that value // If we tripped the far bit, allocate a far index to the stack and place // it one above preferably. // And then shift the far bit to 1 // If not, shift the index to its correct place return stack_pos; }; }; class Map { public: Map(sf::Vector3i dim); void generate_octree(); void load_unload(sf::Vector3i world_position); void load_single(sf::Vector3i world_position); sf::Vector3i getDimensions(); char *list; //sf::Vector3i dimensions; void setVoxel(sf::Vector3i position, int val); void moveLight(sf::Vector2f in); sf::Vector3f global_light; Octree a; protected: private: // DEBUG int counter = 0; std::stringstream ss; // !DEBUG uint64_t generate_children(sf::Vector3i pos, int dim); char getVoxel(sf::Vector3i pos); char* voxel_data = new char[OCT_DIM * OCT_DIM * OCT_DIM]; std::unordered_map chunk_map; double* height_map; // 2^k int chunk_radius = 6; sf::Vector3i world_to_chunk(sf::Vector3i world_coords) { return sf::Vector3i( world_coords.x / CHUNK_DIM + 1, world_coords.y / CHUNK_DIM + 1, world_coords.z / CHUNK_DIM + 1 ); } };