Files
voxel-raycaster/include/Map.h
MitchellHansen de2f0ad6a1 In the middle of a couple of things right now, but decided to focus a
little bit less on the lighting and start laying groundwork for the SVO
The map section was in real need of some love so I deleted a bunch of
stuff and started prototyping the pointer arithmetic that I need to do
2016-10-06 23:25:31 -07:00

75 lines
1.4 KiB
C++

#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Color.hpp>
#include <random>
#include <iostream>
#include <functional>
#include <cmath>
#define _USE_MATH_DEFINES
#include <math.h>
#include <unordered_map>
#include <deque>
#define CHUNK_DIM 32
struct KeyHasher {
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);
}
};
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 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;
protected:
private:
std::unordered_map<sf::Vector3i, Chunk, KeyHasher> 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
);
}
};