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3 Commits

Author SHA1 Message Date
maxwes08
9ffda6f5af Reduced render distance, added back fog 2025-12-15 10:36:33 +01:00
maxwes08
01d86cd2aa optimized 2025-12-15 10:25:50 +01:00
maxwes08
f532eddfbb optimized faces 2025-12-15 10:14:16 +01:00
12 changed files with 109 additions and 143 deletions

View File

@@ -40,7 +40,7 @@ namespace Voxel
Y = y; Y = y;
_blockData = new Dictionary<ushort, BlockData>(); _blockData = new Dictionary<ushort, BlockData>();
_blocks = new Blocks[Size * Size * Height]; _blocks = new Blocks[TotalBlocks];
_chunkMesh = new ChunkMesh(X, Y); _chunkMesh = new ChunkMesh(X, Y);
Initialize(); Initialize();
@@ -219,14 +219,16 @@ namespace Voxel
private void AddFace(int x, int y, int z, int face, Textures texture, List<FaceData> faces) private void AddFace(int x, int y, int z, int face, Textures texture, List<FaceData> faces)
{ {
faces.Add(new FaceData byte lightLevel = 15;
{
Facing = (Orientation)face, faces.Add(new FaceData(
Texture = texture, (byte)x,
X = (byte)x, (byte)y,
Y = (byte)y, (byte)z,
Z = (byte)z (Orientation)face,
}); texture,
lightLevel
));
} }
public ChunkMesh GetChunkMesh() public ChunkMesh GetChunkMesh()

View File

@@ -1,25 +1,15 @@
using OpenTK.Graphics.OpenGL4; namespace Voxel
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{ {
public class ChunkMesh public class ChunkMesh
{ {
public int X; public int X;
public int Y; public int Y;
private byte[] _packedData; private byte[] _packedData;
public bool NeedsUpdate = false;
public int Size = 0; public int Size = 0;
private List<FaceData> _faces;
public ChunkMesh(int x, int y) public ChunkMesh(int x, int y)
{ {
_packedData = new byte[0]; _packedData = Array.Empty<byte>();
X = x; X = x;
Y = y; Y = y;
} }
@@ -27,18 +17,31 @@ namespace Voxel
public void SetFaces(List<FaceData> faces) public void SetFaces(List<FaceData> faces)
{ {
Size = faces.Count; Size = faces.Count;
_faces = faces; _packedData = PackFaces(faces);
NeedsUpdate = true;
} }
public byte[] GetPackedData() private static byte[] PackFaces(List<FaceData> faces)
{ {
if (NeedsUpdate) const int BYTES_PER_FACE = 4;
int totalFaces = faces.Count;
var result = new byte[faces.Count * BYTES_PER_FACE];
for (int i = 0; i < totalFaces; i++)
{ {
_packedData = _faces.SelectMany(f => f.Pack()).ToArray(); var face = faces[i];
uint packed = face._data;
int offset = i * 4;
// Write little-endian (important!)
result[offset] = (byte)(packed);
result[offset + 1] = (byte)(packed >> 8);
result[offset + 2] = (byte)(packed >> 16);
result[offset + 3] = (byte)(packed >> 24);
} }
return _packedData; return result;
} }
public byte[] GetPackedData() => _packedData;
} }
} }

View File

@@ -2,25 +2,42 @@
namespace Voxel namespace Voxel
{ {
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct FaceData public struct FaceData
{ {
public Orientation Facing; public uint _data;
public byte X, Y, Z;
public Textures Texture; // Bit layout:
public byte LightLevel; // [31-24]: Y (8 bits) 0-255
// [23-20]: Z (4 bits) 0-15
// [19-16]: X (4 bits) 0-15
// [15-10]: Texture (6 bits) 0-63
// [9-7]: Facing (3 bits) 0-7
// [6-3]: Light (4 bits) 0-15
// [2-0]: unused (3 bits)
public FaceData(byte x, byte y, byte z, Orientation facing, Textures texture, byte lightLevel)
{
_data = (uint)(
((y & 0xFF) << 24) | // 8 bits
((z & 0x0F) << 20) | // 4 bits
((x & 0x0F) << 16) | // 4 bits
(((byte)texture & 0x3F) << 10) | // 6 bits (0-63)
(((byte)facing & 0x07) << 7) | // 3 bits
((lightLevel & 0x0F) << 3) // 4 bits
);
}
public byte X => (byte)((_data >> 16) & 0x0F);
public byte Y => (byte)((_data >> 24) & 0xFF);
public byte Z => (byte)((_data >> 20) & 0x0F);
public Orientation Facing => (Orientation)((_data >> 7) & 0x07);
public Textures Texture => (Textures)((_data >> 10) & 0x3F);
public byte LightLevel => (byte)((_data >> 3) & 0x0F);
public byte[] Pack() public byte[] Pack()
{ {
return new byte[] return BitConverter.GetBytes(_data);
{
X,
Y,
Z,
(byte)Facing,
(byte)Texture,
LightLevel,
0,0 // two bits empty
};
} }
} }
} }

View File

@@ -1,12 +1,6 @@
using OpenTK.Mathematics; using OpenTK.Mathematics;
using OpenTK.Windowing.Common; using OpenTK.Windowing.Common;
using OpenTK.Windowing.GraphicsLibraryFramework; using OpenTK.Windowing.GraphicsLibraryFramework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace Voxel namespace Voxel
{ {
@@ -66,7 +60,6 @@ namespace Voxel
if (Input.GetKey(Keys.Space) && OnGround) if (Input.GetKey(Keys.Space) && OnGround)
{ {
Console.WriteLine("Jump");
Velocity = new Vector3(Velocity.X, 0.42f, Velocity.Z); Velocity = new Vector3(Velocity.X, 0.42f, Velocity.Z);
OnGround = false; OnGround = false;
} }

View File

@@ -12,34 +12,6 @@ internal class Program
World world = new World(); World world = new World();
Window window = new Window(sizeX, sizeY, title); Window window = new Window(sizeX, sizeY, title);
Console.WriteLine("Generating map...");
int worldSizeX = 2;
int worldSizeY = 2;
float maxI = worldSizeX * worldSizeY;
int i = 0;
int lastPercentage = 0;
for (int x = 0; x < worldSizeX; x++)
{
for (int y = 0; y < worldSizeY; y++)
{
i++;
Chunk chunk = new Chunk(x, y);
world.AddChunk(chunk);
int percentage = (int)((i / maxI) * 100);
if (percentage > lastPercentage)
{
lastPercentage = percentage;
Console.WriteLine((percentage).ToString() + "%");
}
}
}
Console.WriteLine("Generated " + maxI.ToString() + " chunks");
Renderer.SetWorld(world); Renderer.SetWorld(world);
Vector3 startPos = new Vector3(15, 64, 15); Vector3 startPos = new Vector3(15, 64, 15);

View File

@@ -72,8 +72,8 @@ namespace Voxel
byte[] data = chunkMesh.GetPackedData(); byte[] data = chunkMesh.GetPackedData();
GL.BufferSubData(BufferTarget.ShaderStorageBuffer, GL.BufferSubData(BufferTarget.ShaderStorageBuffer,
(IntPtr)(faceOffset * 8), // faceOffset * 8 = byte offset (IntPtr)(faceOffset * 4), // faceOffset * 4 = byte offset
chunkMesh.Size * 8, chunkMesh.Size * 4,
data data
); );
@@ -83,28 +83,7 @@ namespace Voxel
private static void RenderUi() private static void RenderUi()
{ {
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
//_uiShader.Use();
//Matrix4 projection = Matrix4.CreateOrthographicOffCenter(
// 0, screenWidth, screenHeight, 0, -1, 1);
//_uiShader.SetMatrix4("projection", projection);
// Bind UI texture atlas
//_uiTexture.Bind();
// Draw all UI sprites (batch by texture for efficiency)
//foreach (var sprite in _uiSprites)
//{
// sprite.Draw();
//}
// Restore 3D settings
GL.Disable(EnableCap.Blend);
GL.Enable(EnableCap.DepthTest);
} }
private static void RenderWorld() private static void RenderWorld()

View File

@@ -15,7 +15,7 @@ void main()
float distSq = dot(delta, delta); float distSq = dot(delta, delta);
// Precomputed fog parameters // Precomputed fog parameters
const float fogEndSq = 16384.0; // 128^2 const float fogEndSq = 65536.0; // 128^2
const float fogStartSq = 1024.0; // 32^2 const float fogStartSq = 1024.0; // 32^2
const float fogRangeInv = 1.0 / (fogEndSq - fogStartSq); const float fogRangeInv = 1.0 / (fogEndSq - fogStartSq);

View File

@@ -1,12 +1,7 @@
#version 430 core #version 430 core
struct FaceData { struct FaceData {
uint x; uint pack; // All data in 4 bytes
uint y;
uint z;
uint facing; // 0=+X,1=-X,2=+Y,3=-Y,4=+Z,5=-Z
uint texture;
uint lightLevel;
}; };
layout(std430, binding = 0) buffer FaceBuffer { layout(std430, binding = 0) buffer FaceBuffer {
@@ -77,23 +72,35 @@ const vec3 offsets[6][6] = vec3[6][6](
const vec2 uvs[6] = vec2[6](vec2(0,0), vec2(1,1), vec2(1,0), vec2(1,1), vec2(0,0), vec2(0,1)); const vec2 uvs[6] = vec2[6](vec2(0,0), vec2(1,1), vec2(1,0), vec2(1,1), vec2(0,0), vec2(0,1));
// Function to unpack the 4-byte face data
// Bit layout from C# (little-endian, but we read as uint):
// Bits 31-24: Y (8 bits) 0-255
// Bits 23-20: Z (4 bits) 0-15
// Bits 19-16: X (4 bits) 0-15
// Bits 15-10: Texture (6 bits) 0-63
// Bits 9-7: Facing (3 bits) 0-7
// Bits 6-3: Light (4 bits) 0-15
// Bits 2-0: unused (3 bits)
void unpackFace(uint pack, out uint x, out uint y, out uint z,
out uint facing, out uint texture, out uint lightLevel)
{
y = (pack >> 24) & 0xFFu; // Y: bits 24-31 (8 bits)
z = (pack >> 20) & 0x0Fu; // Z: bits 20-23 (4 bits)
x = (pack >> 16) & 0x0Fu; // X: bits 16-19 (4 bits)
texture = (pack >> 10) & 0x3Fu; // Texture: bits 10-15 (6 bits)
facing = (pack >> 7) & 0x07u; // Facing: bits 7-9 (3 bits)
lightLevel = (pack >> 3) & 0x0Fu;// Light: bits 3-6 (4 bits)
}
void main() void main()
{ {
uint faceIndex = gl_VertexID / 6u; uint faceIndex = gl_VertexID / 6u;
uint vertIndex = gl_VertexID % 6u; uint vertIndex = gl_VertexID % 6u;
uint start = faceIndex * 2u; // 2 uint per face uint pack = faces[faceIndex];
uint u0 = faces[start]; // data in uint 0 uint x, y, z, facing, texture, lightLevel;
uint u1 = faces[start + 1]; // data in uint 1 unpackFace(pack, x, y, z, facing, texture, lightLevel);
// extract values from bits
uint x = u0 & 0xFFu;
uint y = (u0 >> 8) & 0xFFu;
uint z = (u0 >> 16) & 0xFFu;
uint facing = (u0 >> 24) & 0xFFu;
uint texture = u1 & 0xFFu;
uint lightLevel = (u1 >> 8) & 0xFFu;
vec3 basePos = vec3(x, y, z) + vec3(chunkX, 0, chunkY) * 16.0; vec3 basePos = vec3(x, y, z) + vec3(chunkX, 0, chunkY) * 16.0;

View File

@@ -1,6 +1,6 @@
namespace Voxel namespace Voxel
{ {
public enum Textures : uint public enum Textures : byte
{ {
GrassTop, GrassTop,
Stone, Stone,

7
UIElement.cs Normal file
View File

@@ -0,0 +1,7 @@
using OpenTK.Mathematics;
using System.Drawing;
public class UIElement
{
}

View File

@@ -1,17 +0,0 @@
using OpenTK.Mathematics;
using System.Drawing;
public class UISprite
{
public Vector2 Position; // Screen pixels (not normalized)
public Vector2 Size; // Size in pixels
public Rectangle TextureRegion; // Which part of atlas to use
public Color Tint = Color.White;
public float Rotation = 0f;
public Vector2 Origin = Vector2.Zero; // Rotation/scale origin
public void Draw()
{
// Draw textured quad using TextureRegion coordinates
}
}

View File

@@ -9,7 +9,8 @@ namespace Voxel
private Dictionary<(int, int), Chunk> _chunks; private Dictionary<(int, int), Chunk> _chunks;
private (int x, int z) _lastCenter = (0, 0); private (int x, int z) _lastCenter = (0, 0);
private int _loadDistance = 4; private int _loadDistance = 8;
bool chunkLoadingInitialized = false;
private static readonly Dictionary<Orientation, (int x, int y)> _neighborOffsets = new() private static readonly Dictionary<Orientation, (int x, int y)> _neighborOffsets = new()
{ {
@@ -62,7 +63,7 @@ namespace Voxel
int centerZ = (int)Math.Floor(playerPosition.Z / Chunk.Size); int centerZ = (int)Math.Floor(playerPosition.Z / Chunk.Size);
// Quick check - skip if still in same chunk // Quick check - skip if still in same chunk
if (centerX == _lastCenter.x && centerZ == _lastCenter.z) if ((centerX == _lastCenter.x && centerZ == _lastCenter.z) && chunkLoadingInitialized)
return; return;
_lastCenter = (centerX, centerZ); _lastCenter = (centerX, centerZ);
@@ -78,6 +79,8 @@ namespace Voxel
// Load chunks inside range // Load chunks inside range
LoadChunksInRange(minX, maxX, minZ, maxZ); LoadChunksInRange(minX, maxX, minZ, maxZ);
chunkLoadingInitialized = true;
} }
private void UnloadDistantChunks(int minX, int maxX, int minZ, int maxZ) private void UnloadDistantChunks(int minX, int maxX, int minZ, int maxZ)