Merge pull request #25 from eliasstepanik/gpu-meshing

Gpu meshing
This commit is contained in:
Elias Stepanik 2025-06-14 00:11:13 +02:00 committed by GitHub
commit 0b07669345
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8 changed files with 386 additions and 86 deletions

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@ -21,4 +21,6 @@ smallvec = "1.14.0"
once_cell = "1.21.3"
rayon = "1.10.0"
bincode = "1.3"
bevy_app_compute = "0.16"
bytemuck = { version = "1.14", features = ["derive"] }

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@ -0,0 +1,170 @@
// Generates mesh quads for a voxel chunk using a simple greedy algorithm.
// Each invocation processes a slice of the chunk along one axis.
// Results are stored in a vertex/index buffer.
struct Params {
origin: vec3<f32>,
step: f32,
axis: u32,
dir: i32,
slice: u32,
_pad: u32,
};
struct Vertex {
pos: vec3<f32>,
normal: vec3<f32>,
uv: vec2<f32>,
};
@group(0) @binding(0) var<storage, read> voxels: array<u32>;
@group(0) @binding(1) var<uniform> params: Params;
@group(0) @binding(2) var<storage, read_write> vertices: array<Vertex>;
@group(0) @binding(3) var<storage, read_write> indices: array<u32>;
@group(0) @binding(4) var<storage, read_write> counts: atomic<u32>;
const N: u32 = 16u;
const MASK_LEN: u32 = N * N;
fn voxel_index(p: vec3<i32>) -> u32 {
return u32(p.x) * N * N + u32(p.y) * N + u32(p.z);
}
fn voxel_filled(p: vec3<i32>) -> bool {
return p.x >= 0 && p.x < i32(N) && p.y >= 0 && p.y < i32(N) && p.z >= 0 && p.z < i32(N) && voxels[voxel_index(p)] != 0u;
}
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
var mask: array<bool, MASK_LEN>;
var visited: array<bool, MASK_LEN>;
// Iterate over all axes and both face directions.
for (var axis: u32 = 0u; axis < 3u; axis = axis + 1u) {
for (var dir_idx: u32 = 0u; dir_idx < 2u; dir_idx = dir_idx + 1u) {
let dir: i32 = select(-1, 1, dir_idx == 1u);
for (var slice: u32 = 0u; slice < N; slice = slice + 1u) {
// Build mask for this slice.
for (var u: u32 = 0u; u < N; u = u + 1u) {
for (var v: u32 = 0u; v < N; v = v + 1u) {
var cell = vec3<i32>(0, 0, 0);
var neighbor = vec3<i32>(0, 0, 0);
if axis == 0u {
cell = vec3<i32>(i32(slice), i32(u), i32(v));
neighbor = cell + vec3<i32>(dir, 0, 0);
} else if axis == 1u {
cell = vec3<i32>(i32(v), i32(slice), i32(u));
neighbor = cell + vec3<i32>(0, dir, 0);
} else {
cell = vec3<i32>(i32(u), i32(v), i32(slice));
neighbor = cell + vec3<i32>(0, 0, dir);
}
let i = u * N + v;
mask[i] = voxel_filled(cell) && !voxel_filled(neighbor);
visited[i] = false;
}
}
// Greedy merge.
for (var u0: u32 = 0u; u0 < N; u0 = u0 + 1u) {
for (var v0: u32 = 0u; v0 < N; v0 = v0 + 1u) {
let i0 = u0 * N + v0;
if !mask[i0] || visited[i0] {
continue;
}
var width: u32 = 1u;
loop {
if u0 + width >= N || !mask[u0 + width * N + v0] || visited[u0 + width * N + v0] {
break;
}
width = width + 1u;
}
var height: u32 = 1u;
outer: loop {
if v0 + height >= N {
break;
}
for (var du: u32 = 0u; du < width; du = du + 1u) {
let idx = (u0 + du) * N + v0 + height;
if !mask[idx] || visited[idx] {
break outer;
}
}
height = height + 1u;
}
for (var du: u32 = 0u; du < width; du = du + 1u) {
for (var dv: u32 = 0u; dv < height; dv = dv + 1u) {
visited[(u0 + du) * N + v0 + dv] = true;
}
}
// Compute base world-space position.
var base = params.origin;
if axis == 0u {
base = base + vec3<f32>(f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0), f32(v0)) * params.step;
} else if axis == 1u {
base = base + vec3<f32>(f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0), f32(u0)) * params.step;
} else {
base = base + vec3<f32>(f32(u0), f32(v0), f32(slice) + (dir > 0 ? 1.0 : 0.0)) * params.step;
}
let size = vec2<f32>(f32(width) * params.step, f32(height) * params.step);
var normal = vec3<f32>(0.0, 0.0, 0.0);
var u_unit = vec3<f32>(0.0, 0.0, 0.0);
var v_unit = vec3<f32>(0.0, 0.0, 0.0);
if axis == 0u {
normal = vec3<f32>(f32(dir), 0.0, 0.0);
u_unit = vec3<f32>(0.0, 1.0, 0.0);
v_unit = vec3<f32>(0.0, 0.0, 1.0);
} else if axis == 1u {
normal = vec3<f32>(0.0, f32(dir), 0.0);
u_unit = vec3<f32>(0.0, 0.0, 1.0);
v_unit = vec3<f32>(1.0, 0.0, 0.0);
} else {
normal = vec3<f32>(0.0, 0.0, f32(dir));
u_unit = vec3<f32>(1.0, 0.0, 0.0);
v_unit = vec3<f32>(0.0, 1.0, 0.0);
}
let p0 = base;
let p1 = base + u_unit * size.x;
let p2 = base + u_unit * size.x + v_unit * size.y;
let p3 = base + v_unit * size.y;
let vi = atomicAdd(&counts[0], 4u);
vertices[vi] = Vertex(pos: p0, normal: normal, uv: vec2<f32>(0.0, 1.0));
vertices[vi + 1u] = Vertex(pos: p1, normal: normal, uv: vec2<f32>(1.0, 1.0));
vertices[vi + 2u] = Vertex(pos: p2, normal: normal, uv: vec2<f32>(1.0, 0.0));
vertices[vi + 3u] = Vertex(pos: p3, normal: normal, uv: vec2<f32>(0.0, 0.0));
let ii = atomicAdd(&counts[1], 6u);
if dir > 0 {
indices[ii] = vi;
indices[ii + 1u] = vi + 1u;
indices[ii + 2u] = vi + 2u;
indices[ii + 3u] = vi + 2u;
indices[ii + 4u] = vi + 3u;
indices[ii + 5u] = vi;
} else {
indices[ii] = vi;
indices[ii + 1u] = vi + 3u;
indices[ii + 2u] = vi + 2u;
indices[ii + 3u] = vi + 2u;
indices[ii + 4u] = vi + 1u;
indices[ii + 5u] = vi;
}
}
}
}
}
}
}

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@ -1,28 +1,40 @@
use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
use crate::plugins::environment::systems::voxels::lod::update_chunk_lods;
use crate::plugins::environment::systems::voxels::meshing_gpu::{
GpuMeshingWorker, queue_gpu_meshing,
};
use bevy_app_compute::prelude::{AppComputePlugin, AppComputeWorkerPlugin};
use crate::plugins::environment::systems::voxels::queue_systems;
use crate::plugins::environment::systems::voxels::queue_systems::{
enqueue_visible_chunks, process_chunk_queue,
};
use crate::plugins::environment::systems::voxels::render_chunks::rebuild_dirty_chunks;
use crate::plugins::environment::systems::voxels::structure::{
ChunkBudget, ChunkCullingCfg, ChunkQueue, MeshBufferPool, PrevCameraChunk, SparseVoxelOctree,
SpawnedChunks,
};
use bevy::app::{App, Plugin, PreStartup, PreUpdate, Startup};
use bevy::prelude::*;
use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
use crate::plugins::environment::systems::voxels::queue_systems;
use crate::plugins::environment::systems::voxels::queue_systems::{enqueue_visible_chunks, process_chunk_queue};
use crate::plugins::environment::systems::voxels::render_chunks::rebuild_dirty_chunks;
use crate::plugins::environment::systems::voxels::lod::update_chunk_lods;
use crate::plugins::environment::systems::voxels::structure::{ChunkBudget, ChunkCullingCfg, ChunkQueue, SparseVoxelOctree, SpawnedChunks, PrevCameraChunk};
pub struct EnvironmentPlugin;
impl Plugin for EnvironmentPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Startup,
(
crate::plugins::environment::systems::camera_system::setup,
crate::plugins::environment::systems::environment_system::setup.after(crate::plugins::environment::systems::camera_system::setup),
crate::plugins::environment::systems::voxel_system::setup
crate::plugins::environment::systems::environment_system::setup
.after(crate::plugins::environment::systems::camera_system::setup),
crate::plugins::environment::systems::voxel_system::setup,
),
);
app.add_plugins(AppComputePlugin);
app.add_plugins(AppComputeWorkerPlugin::<GpuMeshingWorker>::default());
let view_distance_chunks = 100;
app.insert_resource(ChunkCullingCfg { view_distance_chunks });
app.insert_resource(ChunkCullingCfg {
view_distance_chunks,
});
app.insert_resource(ChunkBudget { per_frame: 20 });
app.init_resource::<PrevCameraChunk>();
app.add_systems(Update, log_mesh_count);
@ -32,6 +44,7 @@ impl Plugin for EnvironmentPlugin {
// ------------------------------------------------------------------------
.init_resource::<ChunkQueue>()
.init_resource::<SpawnedChunks>()
.init_resource::<MeshBufferPool>()
// ------------------------------------------------------------------------
// frame update
// ------------------------------------------------------------------------
@ -42,8 +55,8 @@ impl Plugin for EnvironmentPlugin {
enqueue_visible_chunks,
process_chunk_queue.after(enqueue_visible_chunks),
update_chunk_lods.after(process_chunk_queue),
rebuild_dirty_chunks .after(process_chunk_queue), // 4. (re)mesh dirty chunks
rebuild_dirty_chunks.after(process_chunk_queue), // 4. (re)mesh dirty chunks
queue_gpu_meshing.after(rebuild_dirty_chunks),
/* ---------- optional debug drawing ------- */
visualize_octree_system
.run_if(should_visualize_octree)
@ -52,9 +65,8 @@ impl Plugin for EnvironmentPlugin {
.run_if(should_draw_grid)
.after(visualize_octree_system),
)
.chain(), // make the whole tuple execute in this exact order
.chain(), // make the whole tuple execute in this exact order
);
}
}
@ -65,11 +77,15 @@ fn log_mesh_count(meshes: Res<Assets<Mesh>>, time: Res<Time>) {
}
fn should_visualize_octree(octree_query: Query<&SparseVoxelOctree>) -> bool {
let Ok(octree) = octree_query.get_single() else { return false };
let Ok(octree) = octree_query.get_single() else {
return false;
};
octree.show_wireframe
}
fn should_draw_grid(octree_query: Query<&SparseVoxelOctree>) -> bool {
let Ok(octree) = octree_query.get_single() else { return false };
let Ok(octree) = octree_query.get_single() else {
return false;
};
octree.show_world_grid
}
}

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@ -1,7 +1,7 @@
use crate::plugins::environment::systems::voxels::structure::*;
use bevy::asset::RenderAssetUsages;
use bevy::prelude::*;
use bevy::render::mesh::{Indices, PrimitiveTopology, VertexAttributeValues, Mesh};
use crate::plugins::environment::systems::voxels::structure::*;
use bevy::render::mesh::{Indices, Mesh, PrimitiveTopology, VertexAttributeValues};
/*pub(crate) fn mesh_chunk(
buffer: &[[[Option<Voxel>; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize],
@ -96,7 +96,7 @@ use crate::plugins::environment::systems::voxels::structure::*;
}
}
}
// ------ 2nd pass : +Z faces ---------------------------------------------
for z in 0..CHUNK_SIZE { // +Z faces (normal +Z)
let nz = 1;
@ -298,12 +298,12 @@ use crate::plugins::environment::systems::voxels::structure::*;
mesh
}*/
pub(crate) fn mesh_chunk(
buffer: &[[[Option<Voxel>; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize],
origin: Vec3,
step: f32,
tree: &SparseVoxelOctree,
step: f32,
tree: &SparseVoxelOctree,
pool: &mut MeshBufferPool,
) -> Option<Mesh> {
// ────────────────────────────────────────────────────────────────────────────
// Helpers
@ -328,12 +328,18 @@ pub(crate) fn mesh_chunk(
// Push a single quad (4 vertices, 6 indices). `base` is the lowerleft
// corner in world space; `u`/`v` are the tangent vectors (length 1); `size`
// is expressed in world units along those axes; `n` is the face normal.
// Preallocate vertex buffers for better performance
// Preallocate vertex buffers for better performance, reusing the pool.
pool.clear();
let voxel_count = N * N * N;
let mut positions = Vec::<[f32; 3]>::with_capacity(voxel_count * 4);
let mut normals = Vec::<[f32; 3]>::with_capacity(voxel_count * 4);
let mut uvs = Vec::<[f32; 2]>::with_capacity(voxel_count * 4);
let mut indices = Vec::<u32>::with_capacity(voxel_count * 6);
pool.positions.reserve(voxel_count * 4);
pool.normals.reserve(voxel_count * 4);
pool.uvs.reserve(voxel_count * 4);
pool.indices.reserve(voxel_count * 6);
let positions = &mut pool.positions;
let normals = &mut pool.normals;
let uvs = &mut pool.uvs;
let indices = &mut pool.indices;
let mut push_quad = |base: Vec3, size: Vec2, n: Vec3, u: Vec3, v: Vec3| {
let i0 = positions.len() as u32;
@ -361,7 +367,7 @@ pub(crate) fn mesh_chunk(
// Axes: 0→X, 1→Y, 2→Z. For each axis we process the negative and positive
// faces (dir = 1 / +1).
for (axis, dir) in [ (0, -1), (0, 1), (1, -1), (1, 1), (2, -1), (2, 1) ] {
for (axis, dir) in [(0, -1), (0, 1), (1, -1), (1, 1), (2, -1), (2, 1)] {
// Mapping of (u,v) axes and their unit vectors in world space.
let (u_axis, v_axis, face_normal, u_vec, v_vec) = match (axis, dir) {
(0, d) => (1, 2, Vec3::new(d as f32, 0.0, 0.0), Vec3::Y, Vec3::Z),
@ -386,15 +392,17 @@ pub(crate) fn mesh_chunk(
let mut cell = [0i32; 3];
let mut neighbor = [0i32; 3];
cell [axis] = slice as i32 + if dir == 1 { -1 } else { 0 };
cell[axis] = slice as i32 + if dir == 1 { -1 } else { 0 };
neighbor[axis] = cell[axis] + dir;
cell [u_axis] = u as i32;
cell [v_axis] = v as i32;
cell[u_axis] = u as i32;
cell[v_axis] = v as i32;
neighbor[u_axis] = u as i32;
neighbor[v_axis] = v as i32;
if filled(cell[0], cell[1], cell[2]) && !filled(neighbor[0], neighbor[1], neighbor[2]) {
if filled(cell[0], cell[1], cell[2])
&& !filled(neighbor[0], neighbor[1], neighbor[2])
{
mask[idx(u, v)] = true;
}
}
@ -409,7 +417,10 @@ pub(crate) fn mesh_chunk(
// Determine the rectangle width.
let mut width = 1;
while u0 + width < N && mask[idx(u0 + width, v0)] && !visited[idx(u0 + width, v0)] {
while u0 + width < N
&& mask[idx(u0 + width, v0)]
&& !visited[idx(u0 + width, v0)]
{
width += 1;
}
@ -417,7 +428,9 @@ pub(crate) fn mesh_chunk(
let mut height = 1;
'h: while v0 + height < N {
for du in 0..width {
if !mask[idx(u0 + du, v0 + height)] || visited[idx(u0 + du, v0 + height)] {
if !mask[idx(u0 + du, v0 + height)]
|| visited[idx(u0 + du, v0 + height)]
{
break 'h;
}
}
@ -466,19 +479,23 @@ pub(crate) fn mesh_chunk(
return None;
}
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default());
let mut mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
);
mesh.insert_attribute(
Mesh::ATTRIBUTE_POSITION,
VertexAttributeValues::Float32x3(positions),
VertexAttributeValues::Float32x3(positions.clone()),
);
mesh.insert_attribute(
Mesh::ATTRIBUTE_NORMAL,
VertexAttributeValues::Float32x3(normals),
VertexAttributeValues::Float32x3(normals.clone()),
);
mesh.insert_attribute(
Mesh::ATTRIBUTE_UV_0,
VertexAttributeValues::Float32x2(uvs),
VertexAttributeValues::Float32x2(uvs.clone()),
);
mesh.insert_indices(Indices::U32(indices));
mesh.insert_indices(Indices::U32(indices.clone()));
pool.clear();
Some(mesh)
}

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@ -0,0 +1,66 @@
use bevy::prelude::*;
use bevy_app_compute::prelude::*;
use super::structure::{MeshBufferPool, SparseVoxelOctree};
#[repr(C)]
#[derive(ShaderType, Copy, Clone, Default)]
pub struct Params {
pub origin: Vec3,
pub step: f32,
pub axis: u32,
pub dir: i32,
pub slice: u32,
pub _pad: u32,
}
#[repr(C)]
#[derive(ShaderType, Copy, Clone, Default)]
pub struct VertexGpu {
pub pos: Vec3,
pub normal: Vec3,
pub uv: Vec2,
}
#[derive(TypePath)]
struct GreedyMeshingShader;
impl ComputeShader for GreedyMeshingShader {
fn shader() -> ShaderRef {
"shaders/greedy_meshing.wgsl".into()
}
}
/// GPU worker executing greedy meshing for chunks.
#[derive(Resource)]
pub struct GpuMeshingWorker;
impl ComputeWorker for GpuMeshingWorker {
fn build(world: &mut World) -> AppComputeWorker<Self> {
AppComputeWorkerBuilder::new(world)
.add_storage("voxels", &[0u32; 1])
.add_uniform("params", &Params::default())
.add_storage("vertices", &[VertexGpu::default(); 1])
.add_storage("indices", &[0u32; 1])
.add_storage("counts", &[0u32; 2])
.add_pass::<GreedyMeshingShader>(
[1, 1, 1],
&["voxels", "params", "vertices", "indices", "counts"],
)
.one_shot()
.build()
}
}
/// Placeholder system that will dispatch the compute worker for dirty chunks.
pub fn queue_gpu_meshing(
mut worker: ResMut<AppComputeWorker<GpuMeshingWorker>>,
_octrees: Query<&SparseVoxelOctree>,
_pool: ResMut<MeshBufferPool>,
) {
if !worker.ready() {
return;
}
// TODO: populate the worker buffers with chunk data before dispatching.
worker.execute();
}

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@ -4,8 +4,9 @@ pub mod octree;
pub mod structure;
mod chunk;
mod meshing;
pub mod render_chunks;
pub mod culling;
pub mod queue_systems;
pub mod lod;
mod meshing;
pub mod meshing_gpu;
pub mod queue_systems;
pub mod render_chunks;

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@ -1,27 +1,30 @@
use std::collections::HashMap;
use std::fmt::format;
use crate::plugins::big_space::big_space_plugin::RootGrid;
use crate::plugins::environment::systems::voxels::meshing::mesh_chunk;
use crate::plugins::environment::systems::voxels::structure::*;
use bevy::pbr::wireframe::Wireframe;
use bevy::prelude::*;
use bevy::render::mesh::Mesh;
use big_space::prelude::GridCell;
use itertools::Itertools;
use crate::plugins::big_space::big_space_plugin::RootGrid;
use crate::plugins::environment::systems::voxels::meshing::mesh_chunk;
use crate::plugins::environment::systems::voxels::structure::*;
use std::collections::HashMap;
use std::fmt::format;
/// rebuilds meshes only for chunks flagged dirty by the octree
pub fn rebuild_dirty_chunks(
mut commands : Commands,
mut octrees : Query<&mut SparseVoxelOctree>,
mut meshes : ResMut<Assets<Mesh>>,
mut commands: Commands,
mut octrees: Query<&mut SparseVoxelOctree>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
chunk_q : Query<(Entity,
&Chunk,
&Mesh3d,
&MeshMaterial3d<StandardMaterial>,
&ChunkLod)>,
mut spawned : ResMut<SpawnedChunks>,
root : Res<RootGrid>,
chunk_q: Query<(
Entity,
&Chunk,
&Mesh3d,
&MeshMaterial3d<StandardMaterial>,
&ChunkLod,
)>,
mut spawned: ResMut<SpawnedChunks>,
mut pool: ResMut<MeshBufferPool>,
root: Res<RootGrid>,
) {
// map ChunkKey → (entity, mesh-handle, material-handle)
let existing: HashMap<ChunkKey, (Entity, Handle<Mesh>, Handle<StandardMaterial>, u32)> =
@ -39,8 +42,7 @@ pub fn rebuild_dirty_chunks(
let mut bufs = Vec::new();
for key in tree.dirty_chunks.iter().copied() {
let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
let mut buf =
[[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
let mut buf = [[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
let half = tree.size * 0.5;
let step = tree.get_spacing_at_depth(tree.max_depth);
@ -85,7 +87,7 @@ pub fn rebuild_dirty_chunks(
for (key, buf, origin, step, lod) in bufs {
if let Some((ent, mesh_h, _mat_h, _)) = existing.get(&key).cloned() {
// update mesh in-place; keeps old asset id
match mesh_chunk(&buf, origin, step, &tree) {
match mesh_chunk(&buf, origin, step, &tree, &mut pool) {
Some(new_mesh) => {
if let Some(mesh) = meshes.get_mut(&mesh_h) {
*mesh = new_mesh;
@ -98,10 +100,10 @@ pub fn rebuild_dirty_chunks(
spawned.0.remove(&key);
}
}
} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree) {
} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree, &mut pool) {
// spawn brand-new chunk only if mesh has faces
let mesh_h = meshes.add(mesh);
let mat_h = materials.add(StandardMaterial::default());
let mat_h = materials.add(StandardMaterial::default());
commands.entity(root.0).with_children(|p| {
let e = p
@ -110,7 +112,11 @@ pub fn rebuild_dirty_chunks(
MeshMaterial3d(mat_h.clone()),
Transform::default(),
GridCell::ZERO,
Chunk { key, voxels: Vec::new(), dirty: false },
Chunk {
key,
voxels: Vec::new(),
dirty: false,
},
ChunkLod(lod),
/*Wireframe,*/
))
@ -122,4 +128,4 @@ pub fn rebuild_dirty_chunks(
tree.clear_dirty_flags();
}
}
}

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@ -1,7 +1,7 @@
use std::collections::{HashMap, HashSet, VecDeque};
use bevy::color::Color;
use bevy::prelude::*;
use serde::{Serialize, Deserialize, Serializer, Deserializer};
use serde::{Deserialize, Deserializer, Serialize, Serializer};
use std::collections::{HashMap, HashSet, VecDeque};
fn serialize_color<S>(color: &Color, serializer: S) -> Result<S::Ok, S::Error>
where
@ -19,11 +19,13 @@ where
Ok(Color::linear_rgba(arr[0], arr[1], arr[2], arr[3]))
}
/// Represents a single voxel with a color.
#[derive(Debug, Clone, Copy, Component, PartialEq, Default, Serialize, Deserialize)]
pub struct Voxel {
#[serde(serialize_with = "serialize_color", deserialize_with = "deserialize_color")]
#[serde(
serialize_with = "serialize_color",
deserialize_with = "deserialize_color"
)]
pub color: Color,
}
@ -44,7 +46,6 @@ pub struct OctreeNode {
/// Represents the root of the sparse voxel octree.
#[derive(Debug, Component, Serialize, Deserialize, Clone)]
pub struct SparseVoxelOctree {
pub root: OctreeNode,
pub max_depth: u32,
pub size: f32,
@ -77,13 +78,10 @@ impl OctreeNode {
impl Voxel {
/// Creates a new empty octree node.
pub fn new(color: Color) -> Self {
Self {
color,
}
Self { color }
}
}
pub const NEIGHBOR_OFFSETS: [(f32, f32, f32); 6] = [
(-1.0, 0.0, 0.0), // Left
(1.0, 0.0, 0.0), // Right
@ -93,7 +91,6 @@ pub const NEIGHBOR_OFFSETS: [(f32, f32, f32); 6] = [
(0.0, 0.0, 1.0), // Front
];
#[derive(Debug)]
pub struct Ray {
pub origin: Vec3,
@ -106,25 +103,22 @@ pub struct AABB {
pub max: Vec3,
}
pub const CHUNK_SIZE: i32 = 16; // 16×16×16 voxels
pub const CHUNK_POW : u32 = 4;
pub const CHUNK_SIZE: i32 = 16; // 16×16×16 voxels
pub const CHUNK_POW: u32 = 4;
#[derive(Component)]
pub struct Chunk {
pub key: ChunkKey,
pub voxels: Vec<(IVec3, Voxel)>, // local coords 0‥15
pub voxels: Vec<(IVec3, Voxel)>, // local coords 0‥15
pub dirty: bool,
}
#[derive(Component, Debug, Clone, Copy)]
pub struct ChunkLod(pub u32);
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub struct ChunkKey(pub i32, pub i32, pub i32);
/// maximum amount of *new* chunk meshes we are willing to create each frame
#[derive(Resource)]
pub struct ChunkBudget {
@ -132,7 +126,7 @@ pub struct ChunkBudget {
}
impl Default for ChunkBudget {
fn default() -> Self {
Self { per_frame: 4 } // tweak to taste
Self { per_frame: 4 } // tweak to taste
}
}
@ -140,7 +134,7 @@ impl Default for ChunkBudget {
#[derive(Resource, Default)]
pub struct ChunkQueue {
pub keys: VecDeque<ChunkKey>,
pub set: HashSet<ChunkKey>,
pub set: HashSet<ChunkKey>,
}
/// map “which chunk key already has an entity in the world?”
@ -149,8 +143,16 @@ pub struct SpawnedChunks(pub HashMap<ChunkKey, Entity>);
/// how big the cube around the player is, measured in chunks
#[derive(Resource)]
pub struct ChunkCullingCfg { pub view_distance_chunks: i32 }
impl Default for ChunkCullingCfg { fn default() -> Self { Self { view_distance_chunks: 6 } } }
pub struct ChunkCullingCfg {
pub view_distance_chunks: i32,
}
impl Default for ChunkCullingCfg {
fn default() -> Self {
Self {
view_distance_chunks: 6,
}
}
}
#[derive(Resource, Default)]
pub struct PrevCameraChunk(pub Option<ChunkKey>);
@ -172,3 +174,23 @@ impl ChunkOffsets {
Self(offsets)
}
}
/// Pool reused when constructing chunk meshes. Reusing the backing
/// storage avoids frequent allocations when rebuilding many chunks.
#[derive(Resource, Default)]
pub struct MeshBufferPool {
pub positions: Vec<[f32; 3]>,
pub normals: Vec<[f32; 3]>,
pub uvs: Vec<[f32; 2]>,
pub indices: Vec<u32>,
}
impl MeshBufferPool {
/// Clears all buffers while keeping the allocated capacity.
pub fn clear(&mut self) {
self.positions.clear();
self.normals.clear();
self.uvs.clear();
self.indices.clear();
}
}