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#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Color.hpp>
#include <iostream>
#include <list>
#include <random>
#include <iostream>
#include <functional>
#include <cmath>
#include <deque>
#include <unordered_map>
#include <bitset>
#include <cstring>
#include <queue>
#include "util.hpp"
#define _USE_MATH_DEFINES
#include <math.h>
#define CHUNK_DIM 32
#define OCT_DIM 32
struct XYZHasher {
std::size_t operator()(const sf::Vector3i& k) const {
return ((std::hash<int>()(k.x)
^ (std::hash<int>()(k.y) << 1)) >> 1)
^ (std::hash<int>()(k.z) << 1);
}
};
class Octree {
public:
Octree();
~Octree() {};
uint64_t *blob = new uint64_t[100000];
uint64_t stack_pos = 0x8000;
uint64_t global_pos = 0;
uint64_t copy_to_stack(std::vector<uint64_t> children);
// With a position and the head of the stack. Traverse down the voxel hierarchy to find
// the IDX and stack position of the highest resolution (maybe set resolution?) oct
bool get_voxel(sf::Vector3i position);
void print_block(int block_pos);
private:
// (X, Y, Z) mask for the idx
const uint8_t idx_set_x_mask = 0x1;
const uint8_t idx_set_y_mask = 0x2;
const uint8_t idx_set_z_mask = 0x4;
// Mask for
const uint8_t mask_8[8] = {
0x1, 0x2, 0x4, 0x8,
0x10, 0x20, 0x40, 0x80
};
const uint8_t count_mask_8[8]{
0x1, 0x3, 0x7, 0xF,
0x1F, 0x3F, 0x7F, 0xFF
};
const uint64_t child_pointer_mask = 0x0000000000007fff;
const uint64_t far_bit_mask = 0x8000;
const uint64_t valid_mask = 0xFF0000;
const uint64_t leaf_mask = 0xFF000000;
const uint64_t contour_pointer_mask = 0xFFFFFF00000000;
const uint64_t contour_mask = 0xFF00000000000000;
};
class Map {
public:
Map(sf::Vector3i position);
void generate_octree();
void setVoxel(sf::Vector3i position, int val);
char getVoxelFromOctree(sf::Vector3i position);
bool getVoxel(sf::Vector3i pos);
Octree a;
void test_map();
private:
// ======= DEBUG ===========
int counter = 0;
std::stringstream output_stream;
// =========================
uint64_t generate_children(sf::Vector3i pos, int dim);
char* voxel_data = new char[OCT_DIM * OCT_DIM * OCT_DIM];
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
);
}
};