diff --git a/README.md b/README.md
index c3cb4e4..ae7e8a7 100644
--- a/README.md
+++ b/README.md
@@ -4,22 +4,26 @@
-FastVoxel is a voxel terrain engine for Godot written as a Rust GDExtension. The goal is basically: generate chunks quickly, keep voxel storage lightweight, and build meshes at runtime for blocky worlds with textured materials.
+**FastVoxel** is a **Voxel Engine** for Godot written as a Rust GDExtension. The goal is basically: generate chunks quickly, keep voxel storage lightweight, and build meshes at runtime for blocky worlds with textured materials.
-This repo contains the engine/plugin side of the project.
+This repo contains the engine/GDExtension side of the project.
-It's currently being refactored a bit, so some internal structure may change, but the main ideas and APIs are stable enough to explain here.
+It's currently being refactored constantly, so some internal structure may change, but the main ideas and APIs are stable enough to explain here. (or Are They?)
## Highlights
- Rust-based Godot 4 GDExtension
-- chunked voxel terrain pipeline
+- chunked voxel mesh pipeline
- bit-packed voxel storage (solid / air)
- procedural terrain using `fastnoise-lite`
- chunk streaming around the player
- runtime cube meshing with texture atlas support
- Godot editor resources for config + voxel registry
+## Soon:
+
+- Multi-Threaded chunk meshing and world generation using a `Work Stealing` Thread pool with divide‑and‑conquer parallelism.
+
## Screenshots
@@ -63,6 +67,12 @@ Rough pipeline looks like this:
The idea is to keep generation, storage, and meshing fairly modular so different strategies can be swapped in later.
+## What FastVoxel "Doesn't" do
+
+1. The engine doesn't use compute shaders or any kind of GPU accelerated meshing algorithem.
+2. The engine doesn't bake per-vertex AO on greedy mesher (because it complicates things and I'm running on two brain cells at the moment)
+3. The engine doesn't cull the neighboring faces because it has no access to the data of adjacent chunks. (I'm working on it).
+
## Core Concepts
### Chunked world layout
@@ -73,7 +83,7 @@ Current defaults:
- `CHUNK_SIZE = 32`
- each chunk = `32 × 32 × 32` voxels
-- columns stack multiple chunks vertically
+- columns stack multiple chunks vertically like a hamburger
- chunk loading/unloading happens around the player based on render distance
Relevant files:
@@ -84,14 +94,18 @@ Relevant files:
### Bit-packed voxel storage
-Instead of storing a struct per voxel, chunks store occupancy using packed `u32` blocks.
+Instead of storing a struct per voxel, chunks store occupancy using packed `u32` blocks. since a voxel is represented by a single **bit**, a single `u32` can store the state of `32 voxels`.
-So right now a voxel is basically:
+right now a voxel is basically:
- `0` -> air
- `1` -> solid
-This keeps memory usage low and makes lookups very cheap. It works well for early terrain prototypes and simple block worlds.
+This keeps memory usage low and makes lookups very cheap.
+
+For a 32 × 32 × 32 chunk, each horizontal row of 32 voxels fits into a single u32. Which means a layer of the chunk requires 32 u32s, and the entire chunk can be stored as a 32 × 32 array of u32s. Each u32 corresponds to one row of voxels along the X axis.
+
+This compact memory layout works well for terrain meshing stage, where the main concern is to quickly check whether voxels are empty or solid. because we use a single bit to represent a voxel instead of a full struct or enum or whatever, the implementation is 32× more memory efficient (no sh- sherlock).
Material differences are currently handled at the meshing/registry layer instead of inside the voxel storage itself.
diff --git a/src/chunk/chunk.rs b/src/chunk/chunk.rs
index ae3eff1..ffa1005 100644
--- a/src/chunk/chunk.rs
+++ b/src/chunk/chunk.rs
@@ -2,11 +2,12 @@ use godot::prelude::*;
pub const CHUNK_SIZE: i32 = 32;
pub const ARR_SIZE: usize = CHUNK_SIZE.pow(3) as usize;
+
// 32x32x32 = 32768 bits, stored in u32s (32 bits each) = 1024 u32s
pub const BITPACKED_SIZE: usize = ARR_SIZE / 32;
#[derive(Debug)]
-pub struct Chunk {
+pub struct SubChunk {
// Bitpacked voxel data: 0 = air, 1 = solid
pub voxels: Vec,
// WORLD COORDINATES
@@ -14,10 +15,10 @@ pub struct Chunk {
modified: bool,
}
-impl Chunk {
+impl SubChunk {
/// pos_z and pos_x are `world` coordinates of the chunk, inside the world
pub fn new(world_pos_x: f64, world_pos_y: f64, world_pos_z: f64) -> Self {
- Chunk {
+ SubChunk {
voxels: vec![0u32; BITPACKED_SIZE],
world_position: (world_pos_x, world_pos_y, world_pos_z),
modified: false,
@@ -30,7 +31,7 @@ impl Chunk {
// as usize
// }
#[inline(always)]
- fn get_voxel_index(local: Vector3i, chunk_size: Vector3i) -> usize {
+ fn get_voxel_index(local: Vector3i) -> usize {
((local.x << 10) | (local.y << 5) | local.z) as usize
}
@@ -52,7 +53,7 @@ impl Chunk {
local_pos
);
- let index = Self::get_voxel_index(local_pos, chunk_size);
+ let index = Self::get_voxel_index(local_pos);
debug_assert!(
index < BITPACKED_SIZE,
"Voxel index {:?} out of chunk bounds",
@@ -71,7 +72,7 @@ impl Chunk {
"Voxel position {:?} out of chunk bounds",
voxel_pos
);
- let index = Self::get_voxel_index(voxel_pos, chunk_size);
+ let index = Self::get_voxel_index(voxel_pos);
let word_index = index >> 5;
let bit_index = index & 31;
diff --git a/src/chunk/chunk_manager.rs b/src/chunk/chunk_manager.rs
index 54f2f4d..d433550 100644
--- a/src/chunk/chunk_manager.rs
+++ b/src/chunk/chunk_manager.rs
@@ -3,17 +3,16 @@ use godot::classes::class_macros::private::virtuals::Os::{Vector3, Vector3i};
use godot::global::godot_print;
use godot::obj::Gd;
-use crate::chunk::{Chunk, ChunkColumn, ChunkMesh};
+use crate::chunk::{Chunk, ChunkMesh, SubChunk};
use crate::editor::voxel_registry::VoxelRegistry;
-use crate::generation::SimpleSurfaceGenerator;
-use crate::generation::generator::SurfaceGenerator;
+use crate::generation::generator::TerrainGenerator;
use crate::meshing::Mesher;
use crate::rendering::Renderer;
use std::collections::HashMap;
use std::time::Instant;
pub struct ChunkManager {
- pub chunk_columns: HashMap<(i32, i32), ChunkColumn>,
+ pub chunk_columns: HashMap<(i32, i32), Chunk>,
pub renderer: Renderer,
pub last_player_chunk: (i32, i32),
@@ -43,7 +42,7 @@ impl ChunkManager {
player_world_pos: Vector3,
render_distance: i32,
registry: &VoxelRegistry,
- surface_generator: &dyn SurfaceGenerator,
+ surface_generator: &dyn TerrainGenerator,
mesher: &dyn Mesher,
) -> bool {
let player_chunk_index_x = (player_world_pos.x as i32).div_euclid(self.chunk_size.x);
@@ -91,7 +90,7 @@ impl ChunkManager {
center_z: i32,
distance: i32,
registry: &VoxelRegistry,
- generator: &dyn SurfaceGenerator,
+ generator: &dyn TerrainGenerator,
mesher: &dyn Mesher,
) {
use std::collections::HashSet;
@@ -129,21 +128,21 @@ impl ChunkManager {
index_x: i32,
index_z: i32,
registry: &VoxelRegistry,
- generator: &dyn SurfaceGenerator,
+ generator: &dyn TerrainGenerator,
mesher: &dyn Mesher,
) {
- let mut column = ChunkColumn::new(index_x, index_z, self.chunk_size);
+ let mut column = Chunk::new(index_x, index_z, self.chunk_size);
let start = Instant::now();
- generator.generate(&mut column);
+ generator.sample_chunk(&mut column);
let generate_elapsed = start.elapsed().as_micros();
godot_print!("Generation took: {}μs", generate_elapsed);
// Mesh and render each chunk
for i in 0..self.terrain_height {
- if let Some(chunk) = column.get_chunk(i as usize) {
+ if let Some(chunk) = column.get_sub_chunk(i as usize) {
self.mesh_and_render_chunk(chunk, mesher, registry);
}
}
@@ -154,7 +153,7 @@ impl ChunkManager {
fn mesh_and_render_chunk(
&mut self,
- chunk: &Chunk,
+ chunk: &SubChunk,
mesher: &dyn Mesher,
registry: &VoxelRegistry,
) {
diff --git a/src/chunk/column.rs b/src/chunk/column.rs
index 862bed7..6670709 100644
--- a/src/chunk/column.rs
+++ b/src/chunk/column.rs
@@ -1,26 +1,31 @@
use godot::classes::class_macros::private::virtuals::Os::Vector3i;
-use super::chunk::{CHUNK_SIZE, Chunk};
+use super::chunk::{CHUNK_SIZE, SubChunk};
pub const CHUNKS_PER_COLUMN: usize = 8;
-pub struct ChunkColumn {
- pub chunks: [Option; CHUNKS_PER_COLUMN],
+pub struct ChunkPos {
+ pub x: i64,
+ pub y: i64,
+}
+
+pub struct Chunk {
+ pub sub_chunks: [Option; CHUNKS_PER_COLUMN],
pub world_position: (i32, i32), // XZ
pub chunk_size: Vector3i,
}
-impl ChunkColumn {
+impl Chunk {
pub fn new(x: i32, z: i32, chunk_size: Vector3i) -> Self {
- ChunkColumn {
- chunks: [None, None, None, None, None, None, None, None],
+ Chunk {
+ sub_chunks: [None, None, None, None, None, None, None, None],
world_position: (x, z),
chunk_size,
}
}
#[inline]
- pub fn get_chunk_index(chunk_size_y: i32, world_y: i32) -> usize {
+ pub fn get_sub_chunk_index(chunk_size_y: i32, world_y: i32) -> usize {
(world_y / chunk_size_y) as usize
}
@@ -34,31 +39,31 @@ impl ChunkColumn {
(chunk_index * chunk_size_y) + local_y
}
- pub fn get_or_create_chunk(&mut self, chunk_y_index: i32) -> &mut Chunk {
- if self.chunks[chunk_y_index as usize].is_none() {
+ pub fn get_or_create_sub_chunk(&mut self, chunk_y_index: i32) -> &mut SubChunk {
+ if self.sub_chunks[chunk_y_index as usize].is_none() {
let (world_x, world_z) = self.world_position;
- self.chunks[chunk_y_index as usize] = Some(Chunk::new(
+ self.sub_chunks[chunk_y_index as usize] = Some(SubChunk::new(
world_x as f64,
(chunk_y_index) as f64,
world_z as f64,
));
}
- self.chunks[chunk_y_index as usize].as_mut().unwrap()
+ self.sub_chunks[chunk_y_index as usize].as_mut().unwrap()
}
- pub fn get_chunk(&self, chunk_y_index: usize) -> Option<&Chunk> {
- self.chunks[chunk_y_index].as_ref()
+ pub fn get_sub_chunk(&self, chunk_y_index: usize) -> Option<&SubChunk> {
+ self.sub_chunks[chunk_y_index].as_ref()
}
- pub fn get_chunk_mut(&mut self, chunk_y_index: usize) -> Option<&mut Chunk> {
- self.chunks[chunk_y_index].as_mut()
+ pub fn get_sub_chunk_mut(&mut self, chunk_y_index: usize) -> Option<&mut SubChunk> {
+ self.sub_chunks[chunk_y_index].as_mut()
}
pub fn set_voxel(&mut self, world_pos: Vector3i, is_solid: bool) -> bool {
- let chunk_index = Self::get_chunk_index(self.chunk_size.y, world_pos.y);
+ let chunk_index = Self::get_sub_chunk_index(self.chunk_size.y, world_pos.y);
if chunk_index < CHUNKS_PER_COLUMN {
let size = self.chunk_size;
- let chunk = self.get_or_create_chunk(chunk_index as i32);
+ let chunk = self.get_or_create_sub_chunk(chunk_index as i32);
let local_x = world_pos.x.rem_euclid(size.x);
let local_y = Self::get_local_y(size.y, world_pos.y);
@@ -72,8 +77,8 @@ impl ChunkColumn {
}
pub fn get_voxel(&self, world_pos: Vector3i) -> bool {
- let chunk_index = Self::get_chunk_index(self.chunk_size.y, world_pos.y);
- if let Some(chunk) = self.get_chunk(chunk_index) {
+ let chunk_index = Self::get_sub_chunk_index(self.chunk_size.y, world_pos.y);
+ if let Some(chunk) = self.get_sub_chunk(chunk_index) {
let local_x = world_pos.x.rem_euclid(CHUNK_SIZE);
let local_y = Self::get_local_y(self.chunk_size.y, world_pos.y);
let local_z = world_pos.z.rem_euclid(CHUNK_SIZE);
diff --git a/src/chunk/mod.rs b/src/chunk/mod.rs
index e814609..c00901c 100644
--- a/src/chunk/mod.rs
+++ b/src/chunk/mod.rs
@@ -3,7 +3,7 @@ pub mod chunk_manager;
pub mod column;
pub mod mesh;
-pub use chunk::Chunk;
+pub use chunk::SubChunk;
pub use chunk_manager::ChunkManager;
-pub use column::ChunkColumn;
+pub use column::Chunk;
pub use mesh::ChunkMesh;
diff --git a/src/editor/mod.rs b/src/editor/mod.rs
index 63a0f15..5e1397d 100644
--- a/src/editor/mod.rs
+++ b/src/editor/mod.rs
@@ -1,5 +1,6 @@
pub mod voxel_registry;
pub mod world_config;
+pub mod world_generator;
pub mod world_node;
pub mod world_plugin;
diff --git a/src/editor/world_config.rs b/src/editor/world_config.rs
index cf8e17b..5bf0e43 100644
--- a/src/editor/world_config.rs
+++ b/src/editor/world_config.rs
@@ -1,9 +1,11 @@
use godot::{
- classes::{IResource, Resource, class_macros::private::virtuals::Os::Vector3i},
- obj::Base,
+ classes::{IResource, Resource},
+ obj::{Base, Gd},
prelude::{GodotClass, godot_api},
};
+use crate::editor::world_generator::WorldGeneratorResource;
+
#[derive(GodotClass)]
#[class(base=Resource)]
pub struct WorldConfig {
@@ -11,9 +13,6 @@ pub struct WorldConfig {
// ===== WORLD GROUP =====
#[export_group(name = "World")]
- #[export]
- chunk_size: Vector3i,
-
#[export(range = (2.0,64.0))]
render_distance: u8,
@@ -23,13 +22,10 @@ pub struct WorldConfig {
// ===== GENERATION GROUP =====
#[export_group(name = "Generation")]
#[export]
- seed: i32,
-
- #[export(range = (0.01, 4.0, 0.01))]
- frequency: f32,
+ generator: Option>,
#[export(range = (1.0, 10.0))]
- terrain_height: u32,
+ surface_height: u8,
}
#[godot_api]
@@ -38,12 +34,11 @@ impl IResource for WorldConfig {
// DEFAULT Values
Self {
base,
- chunk_size: Vector3i::new(32, 32, 32),
render_distance: 8,
- worker_threads: 4,
- seed: 1234,
- frequency: 0.03,
- terrain_height: 6,
+ worker_threads: 8,
+ generator: None,
+ // noise: None,
+ surface_height: 6,
}
}
}
diff --git a/src/editor/world_generator.rs b/src/editor/world_generator.rs
new file mode 100644
index 0000000..92f25c9
--- /dev/null
+++ b/src/editor/world_generator.rs
@@ -0,0 +1,154 @@
+use godot::{
+ classes::{FastNoiseLite, Resource},
+ obj::{Base, Gd},
+ prelude::{Export, GodotClass, GodotConvert, Var},
+};
+
+use crate::runtime::types::IntoRuntime;
+use fastnoise_lite::FastNoiseLite as RustNoise;
+
+#[derive(GodotConvert, Var, Export, Debug, Clone, Copy, PartialEq)]
+#[godot(via = i64)]
+pub enum WorldGeneratorType {
+ Noise2D,
+ Noise3D,
+ Graph,
+ Flat,
+}
+
+impl Default for WorldGeneratorType {
+ fn default() -> Self {
+ WorldGeneratorType::Noise2D
+ }
+}
+
+#[derive(GodotClass, Debug)]
+#[class(init, base=Resource)]
+pub struct WorldGeneratorResource {
+ #[base]
+ base: Base,
+
+ #[export]
+ pub noise2d: Option>,
+}
+impl WorldGeneratorResource {
+ fn convert_noise_type(
+ ty: godot::classes::fast_noise_lite::NoiseType,
+ ) -> fastnoise_lite::NoiseType {
+ use fastnoise_lite::NoiseType as R;
+ use godot::classes::fast_noise_lite::NoiseType as G;
+
+ match ty {
+ G::SIMPLEX => R::OpenSimplex2,
+ G::SIMPLEX_SMOOTH => R::OpenSimplex2S,
+ G::PERLIN => R::Perlin,
+ G::VALUE => R::Value,
+ G::VALUE_CUBIC => R::ValueCubic,
+ G::CELLULAR => R::Cellular,
+ _ => R::OpenSimplex2S, // reasonable default
+ }
+ }
+
+ fn convert_fractal_type(
+ ft: godot::classes::fast_noise_lite::FractalType,
+ dft: godot::classes::fast_noise_lite::DomainWarpFractalType,
+ ) -> fastnoise_lite::FractalType {
+ use fastnoise_lite::FractalType as R;
+ use godot::classes::fast_noise_lite::DomainWarpFractalType as D;
+ use godot::classes::fast_noise_lite::FractalType as G;
+
+ // Priority: domain-warp fractals first
+ let domain_fractal = match dft {
+ D::PROGRESSIVE => Some(R::DomainWarpProgressive),
+ D::INDEPENDENT => Some(R::DomainWarpIndependent),
+ D::NONE => None,
+ _ => None,
+ };
+
+ if let Some(df) = domain_fractal {
+ return df;
+ }
+
+ // Then normal fractals
+ match ft {
+ G::NONE => R::None,
+ G::FBM => R::FBm,
+ G::RIDGED => R::Ridged,
+ G::PING_PONG => R::PingPong,
+ _ => R::None,
+ }
+ }
+ fn convert_cellular_distance_function(
+ fnc: godot::classes::fast_noise_lite::CellularDistanceFunction,
+ ) -> fastnoise_lite::CellularDistanceFunction {
+ use fastnoise_lite::CellularDistanceFunction as R;
+ use godot::classes::fast_noise_lite::CellularDistanceFunction as G;
+
+ match fnc {
+ G::EUCLIDEAN => R::Euclidean,
+ G::EUCLIDEAN_SQUARED => R::EuclideanSq,
+ G::MANHATTAN => R::Manhattan,
+ G::HYBRID => R::Hybrid,
+ _ => R::Euclidean,
+ }
+ }
+ fn convert_cellular_return_type(
+ ret: godot::classes::fast_noise_lite::CellularReturnType,
+ ) -> fastnoise_lite::CellularReturnType {
+ use fastnoise_lite::CellularReturnType as R;
+ use godot::classes::fast_noise_lite::CellularReturnType as G;
+
+ match ret {
+ G::CELL_VALUE => R::CellValue,
+ G::DISTANCE => R::Distance,
+ G::DISTANCE2 => R::Distance2,
+ G::DISTANCE2_ADD => R::Distance2Add,
+ G::DISTANCE2_SUB => R::Distance2Sub,
+ G::DISTANCE2_MUL => R::Distance2Mul,
+ G::DISTANCE2_DIV => R::Distance2Div,
+ _ => R::CellValue,
+ }
+ }
+ fn convert_domain_warp_type(
+ warp: godot::classes::fast_noise_lite::DomainWarpType,
+ ) -> fastnoise_lite::DomainWarpType {
+ use fastnoise_lite::DomainWarpType as R;
+ use godot::classes::fast_noise_lite::DomainWarpType as G;
+
+ match warp {
+ G::SIMPLEX => R::OpenSimplex2,
+ G::SIMPLEX_REDUCED => R::OpenSimplex2Reduced,
+ G::BASIC_GRID => R::BasicGrid,
+ _ => R::OpenSimplex2,
+ }
+ }
+}
+
+impl IntoRuntime for WorldGeneratorResource {
+ fn into_runtime(&self) -> RustNoise {
+ match &self.noise2d {
+ Some(noise) => {
+ let mut rn = RustNoise::new();
+ rn.set_seed(Some(noise.get_seed()));
+ rn.set_frequency(Some(noise.get_frequency()));
+ rn.set_noise_type(Some(Self::convert_noise_type(noise.get_noise_type())));
+ rn.set_fractal_type(Some(Self::convert_fractal_type(
+ noise.get_fractal_type(),
+ noise.get_domain_warp_fractal_type(),
+ )));
+ rn.set_cellular_distance_function(Some(Self::convert_cellular_distance_function(
+ noise.get_cellular_distance_function(),
+ )));
+ rn.set_cellular_return_type(Some(Self::convert_cellular_return_type(
+ noise.get_cellular_return_type(),
+ )));
+ rn.set_domain_warp_type(Some(Self::convert_domain_warp_type(
+ noise.get_domain_warp_type(),
+ )));
+
+ return rn;
+ }
+ None => return RustNoise::new(),
+ }
+ }
+}
diff --git a/src/editor/world_node.rs b/src/editor/world_node.rs
index 7a82d79..1b5fdfd 100644
--- a/src/editor/world_node.rs
+++ b/src/editor/world_node.rs
@@ -1,12 +1,9 @@
-use godot::classes::{INode3D, VoxelGi};
+use godot::classes::INode3D;
use godot::prelude::*;
use crate::editor::VoxelRegistry;
use crate::editor::world_config::WorldConfig;
-use crate::generation::SimpleSurfaceGenerator;
-use crate::generation::generator::SurfaceGenerator;
-use crate::meshing::{Mesher, TexturedMesher};
-use crate::terrain::TerrainManager;
+use crate::runtime::Runtime;
#[derive(GodotClass)]
#[class(base=Node3D,tool)]
@@ -23,10 +20,12 @@ pub struct World {
#[export]
registry: Option>,
- // runtime systems
- terrain_manager: TerrainManager,
- runtime_generator: Box,
- runtime_mesher: Box,
+ state: WorldState,
+}
+
+pub enum WorldState {
+ Uninitialized,
+ Ready { runtime: Runtime },
}
#[godot_api]
@@ -37,36 +36,33 @@ impl INode3D for World {
base,
config: None,
registry: None,
- terrain_manager: TerrainManager::new(),
- runtime_generator: Box::new(SimpleSurfaceGenerator::defaults()),
- runtime_mesher: Box::new(TexturedMesher::new()),
+ state: WorldState::Uninitialized,
}
}
fn process(&mut self, _delta: f64) {
- self.add_pending_mesh_instances_to_scene();
+ // self.add_pending_mesh_instances_to_scene();
}
fn ready(&mut self) {
- if self.registry.is_none() {
- godot_error!(
- "VoxelRegistry not assigned! Please assign a VoxelRegistry resource in the editor."
- );
- return;
+ self.initialize_runtime();
+ }
+}
+
+impl World {
+ fn initialize_runtime(&mut self) {
+ match (&self.registry, &self.config) {
+ (Some(reg), Some(cfg)) => {
+ let cfg_ref = cfg.bind();
+ let reg_ref = reg.bind();
+ let runtime = Runtime::new(cfg_ref, reg_ref);
+ self.state = WorldState::Ready { runtime };
+ }
+ _ => {
+ godot_error!("World: missing resources (config or registry).");
+ self.state = WorldState::Uninitialized;
+ }
}
-
- let surface_generator = Box::new(SimpleSurfaceGenerator::new(
- self.world_seed,
- self.noise_frequency,
- self.terrain_height,
- self.chunk_size,
- ));
- self.surface_generator = surface_generator;
- self.chunk_manager.chunk_size = self.chunk_size;
- self.chunk_manager.terrain_height = self.terrain_height;
-
- self.regenerate_terrain();
- godot_print!("World ready! building GI...");
}
}
@@ -76,100 +72,82 @@ impl INode3D for World {
***/
#[godot_api]
impl World {
- fn apply_config(&mut self) {
- let Some(config) = &self.config else {
- godot_error!("VoxelWorld: Missing WorldConfig resource");
- return;
- };
-
- let cfg = config.bind();
-
- self.chunk_manager.chunk_size = cfg.chunk_size;
- self.chunk_manager.render_distance = cfg.render_distance;
- self.chunk_manager.terrain_height = cfg.height;
-
- self.generator = Box::new(SimpleSurfaceGenerator::new(
- cfg.seed,
- cfg.frequency,
- cfg.height,
- cfg.chunk_size,
- ));
- }
-
#[func]
- fn generate_terrain(&mut self) {
- match &self.registry {
- None => {
- godot_print!("No Voxel registry is provided to the world.")
- }
- Some(registry) => {
- let distance = self.render_distance as i32;
- let library_ref = registry.bind();
+ fn generate_world(&mut self, center_pos: Vector3i) {}
+ // #[func]
+ // fn generate_terrain(&mut self) {
+ // match &self.registry {
+ // None => {
+ // godot_print!("No Voxel registry is provided to the world.")
+ // }
+ // Some(registry) => {
+ // let distance = self.render_distance as i32;
+ // let library_ref = registry.bind();
- for index_x in -distance..=distance {
- for index_z in -distance..=distance {
- self.chunk_manager.generate_chunk_column(
- index_x,
- index_z,
- &library_ref,
- self.surface_generator.as_ref(),
- self.mesher.as_ref(),
- );
- }
- }
- godot_print!("Textured terrain regenerated!");
- }
- }
- }
+ // for index_x in -distance..=distance {
+ // for index_z in -distance..=distance {
+ // self.chunk_manager.generate_chunk_column(
+ // index_x,
+ // index_z,
+ // &library_ref,
+ // self.surface_generator.as_ref(),
+ // self.mesher.as_ref(),
+ // );
+ // }
+ // }
+ // godot_print!("Textured terrain regenerated!");
+ // }
+ // }
+ // }
- #[func]
- fn regenerate_terrain(&mut self) {
- godot_print!("Regenerating terrain...");
+ // #[func]
+ // fn regenerate_terrain(&mut self) {
+ // godot_print!("Regenerating terrain...");
- self.chunk_manager.clear();
+ // self.chunk_manager.clear();
- // Create textured mesher
- self.mesher = Box::new(TexturedMesher::new());
+ // // Create textured mesher
+ // self.mesher = Box::new(TexturedMesher::new());
- self.generate_terrain();
- }
+ // self.generate_terrain();
+ // }
- #[func]
- fn clear_terrain(&mut self) {
- godot_print!("Clearing Terrain...");
+ // #[func]
+ // fn clear_terrain(&mut self) {
+ // godot_print!("Clearing Terrain...");
- self.chunk_manager.clear();
+ // self.chunk_manager.clear();
- self.chunk_manager.pending_mesh_instances.clear();
- self.chunk_manager.renderer.clear_and_destroy();
- }
+ // self.chunk_manager.pending_mesh_instances.clear();
+ // self.chunk_manager.renderer.clear_and_destroy();
+ // }
- #[func]
- fn update_from_gdscript(&mut self, player_world_pos: Vector3) {
- match &self.registry {
- None => return,
- Some(registry) => {
- let registry_ref = registry.bind();
- self.chunk_manager.update_around_player(
- player_world_pos,
- self.render_distance as i32,
- ®istry_ref,
- self.surface_generator.as_ref(),
- self.mesher.as_ref(),
- );
- }
- }
- }
+ // #[func]
+ // fn update_from_gdscript(&mut self, player_world_pos: Vector3) {
+ // match &self.registry {
+ // None => return,
+ // Some(registry) => {
+ // let registry_ref = registry.bind();
+ // self.chunk_manager.update_around_player(
+ // player_world_pos,
+ // self.render_distance as i32,
+ // ®istry_ref,
+ // self.surface_generator.as_ref(),
+ // self.mesher.as_ref(),
+ // );
+ // }
+ // }
+ // }
- fn add_pending_mesh_instances_to_scene(&mut self) {
- let mesh_instances = self.chunk_manager.take_pending_mesh_instances();
- if mesh_instances.is_empty() {
- return;
- }
- let mut base = self.base_mut();
+ // fn add_pending_mesh_instances_to_scene(&mut self) {
+ // let mesh_instances = self.chunk_manager.take_pending_mesh_instances();
+ // if mesh_instances.is_empty() {
+ // return;
+ // }
+ // let mut base = self.base_mut();
- for mesh_instance in mesh_instances {
- base.add_child(&mesh_instance.upcast::());
- }
- }
+ // for mesh_instance in mesh_instances {
+ // base.add_child(&mesh_instance.upcast::());
+ // }
+ // }
}
diff --git a/src/generation/generator.rs b/src/generation/generator.rs
index 8a33d9b..46f5cb5 100644
--- a/src/generation/generator.rs
+++ b/src/generation/generator.rs
@@ -1,15 +1,6 @@
-use godot::classes::class_macros::private::virtuals::Os::Vector3i;
+use crate::chunk::Chunk;
-use crate::chunk::{Chunk, ChunkColumn, column};
-
-pub trait WorldGenerator: Send + Sync {
- fn generate_chunk(&self, chunk: &mut Chunk);
- fn get_base_height(&self, x: f32, z: f32) -> f32;
- fn should_be_solid(&self, density: f32, relative_height: f32) -> bool;
- fn get_name(&self) -> &str;
-}
-
-pub trait SurfaceGenerator: Send + Sync {
- fn generate(&self, column: &mut ChunkColumn);
- fn sample_voxel(&self, pos: Vector3i) -> bool;
+pub trait TerrainGenerator: Send + Sync {
+ fn sample_chunk(&self, column: &mut Chunk);
+ fn sample_height(&self, x: f32, z: f32) -> f32;
}
diff --git a/src/generation/mod.rs b/src/generation/mod.rs
index ffcfb21..2c4dc6d 100644
--- a/src/generation/mod.rs
+++ b/src/generation/mod.rs
@@ -1,5 +1,4 @@
pub mod generator;
pub mod simple_heightmap;
-pub use generator::WorldGenerator;
pub use simple_heightmap::SimpleSurfaceGenerator;
diff --git a/src/generation/simple_heightmap.rs b/src/generation/simple_heightmap.rs
index 4aab94f..0ab1b23 100644
--- a/src/generation/simple_heightmap.rs
+++ b/src/generation/simple_heightmap.rs
@@ -1,16 +1,15 @@
use fastnoise_lite::{FastNoiseLite, FractalType};
-use godot::{classes::class_macros::private::virtuals::Os::Vector3i, global::pow};
+use godot::classes::class_macros::private::virtuals::Os::Vector3i;
-use crate::{chunk::ChunkColumn, generation::generator::SurfaceGenerator};
+use crate::chunk::{Chunk, chunk::CHUNK_SIZE};
pub struct SimpleSurfaceGenerator {
noise: FastNoiseLite,
surface_height: u32,
- chunk_size: Vector3i,
}
impl SimpleSurfaceGenerator {
- pub fn new(seed: i32, frequency: f32, surface_height: u32, chunk_size: Vector3i) -> Self {
+ pub fn new(seed: i32, frequency: f32, surface_height: u32) -> Self {
let mut noise = FastNoiseLite::new();
noise.frequency = frequency;
noise.noise_type = fastnoise_lite::NoiseType::OpenSimplex2;
@@ -20,7 +19,6 @@ impl SimpleSurfaceGenerator {
Self {
noise,
surface_height,
- chunk_size,
}
}
@@ -30,20 +28,20 @@ impl SimpleSurfaceGenerator {
}
}
-impl SurfaceGenerator for SimpleSurfaceGenerator {
- fn generate(&self, column: &mut ChunkColumn) {
- let size_x = self.chunk_size.x;
- let size_z = self.chunk_size.z;
+impl SimpleSurfaceGenerator {
+ fn generate(&self, column: &mut Chunk) {
+ let size_x = CHUNK_SIZE;
+ let size_z = CHUNK_SIZE;
let base_x = column.world_position.0 * size_x;
let base_z = column.world_position.1 * size_z;
let freq = 1.0 / 32.0;
- let column_height = self.chunk_size.y * self.surface_height as i32;
+ let column_height = CHUNK_SIZE * self.surface_height as i32;
- for x in 0..self.chunk_size.x {
- for z in 0..self.chunk_size.z {
+ for x in 0..CHUNK_SIZE {
+ for z in 0..CHUNK_SIZE {
// world coordinates of this column
let world_x = base_x + x;
let world_z = base_z + z;
@@ -71,7 +69,7 @@ impl SurfaceGenerator for SimpleSurfaceGenerator {
let noise = Self::normalize_value(noise);
- let column_height = self.chunk_size.y * self.surface_height as i32;
+ let column_height = CHUNK_SIZE * self.surface_height as i32;
let height = (noise.powi(2) * column_height as f32) as i32;
pos.y <= height
diff --git a/src/lib.rs b/src/lib.rs
index 4a81006..2a0be0a 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -7,7 +7,7 @@ mod editor;
mod generation;
mod meshing;
mod rendering;
-mod terrain;
+mod runtime;
struct FastVoxel;
diff --git a/src/meshing/binary_greedy_mesher.rs b/src/meshing/binary_greedy_mesher.rs
index ef5e39c..2985d68 100644
--- a/src/meshing/binary_greedy_mesher.rs
+++ b/src/meshing/binary_greedy_mesher.rs
@@ -1,5 +1,5 @@
use crate::chunk::chunk::CHUNK_SIZE;
-use crate::chunk::{Chunk, ChunkMesh};
+use crate::chunk::{SubChunk, ChunkMesh};
use crate::editor::voxel_registry::VoxelRegistry;
use crate::meshing::Mesher;
use godot::prelude::*;
@@ -20,7 +20,7 @@ impl BinaryGreedyMesher {
Self
}
- pub fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
+ pub fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
mesh.vertices.clear();
mesh.normals.clear();
mesh.indices.clear();
@@ -34,7 +34,7 @@ impl BinaryGreedyMesher {
self.mesh_face(chunk, mesh, 5); // +Z (forward)
}
- fn mesh_face(&self, chunk: &Chunk, mesh: &mut ChunkMesh, face_dir: usize) {
+ fn mesh_face(&self, chunk: &SubChunk, mesh: &mut ChunkMesh, face_dir: usize) {
let size = CHUNK_SIZE as usize;
// For each slice perpendicular to the face direction
@@ -191,7 +191,7 @@ impl BinaryGreedyMesher {
quad: GreedyQuad,
face_dir: usize,
axis: usize,
- chunk: &Chunk,
+ chunk: &SubChunk,
) {
let base_idx = mesh.vertices.len() as i32;
@@ -297,13 +297,13 @@ impl BinaryGreedyMesher {
}
impl Mesher for BinaryGreedyMesher {
- fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
+ fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
self.generate_mesh(chunk, mesh);
}
fn generate_mesh_with_registry(
&self,
- chunk: &Chunk,
+ chunk: &SubChunk,
_registry: &VoxelRegistry,
mesh: &mut ChunkMesh,
) {
diff --git a/src/meshing/mesher.rs b/src/meshing/mesher.rs
index a18e9ca..fc8dd6e 100644
--- a/src/meshing/mesher.rs
+++ b/src/meshing/mesher.rs
@@ -1,12 +1,12 @@
-use crate::chunk::{Chunk, ChunkMesh};
+use crate::chunk::{ChunkMesh, SubChunk};
use crate::editor::voxel_registry::VoxelRegistry;
use godot::prelude::*;
pub trait Mesher: Send + Sync {
- fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh);
+ fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh);
fn generate_mesh_with_registry(
&self,
- chunk: &Chunk,
+ chunk: &SubChunk,
registry: &VoxelRegistry,
mesh: &mut ChunkMesh,
);
@@ -24,7 +24,7 @@ impl CullingMesher {
impl Mesher for CullingMesher {
fn generate_mesh_with_registry(
&self,
- chunk: &Chunk,
+ chunk: &SubChunk,
registry: &VoxelRegistry,
mesh: &mut ChunkMesh,
) {
@@ -32,7 +32,7 @@ impl Mesher for CullingMesher {
self.generate_mesh(chunk, mesh);
}
- fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
+ fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
mesh.clear();
// Simple CullingMesher - generate a quad for each solid voxel face
@@ -72,7 +72,7 @@ impl CullingMesher {
z: i32,
voxel: bool,
mesh: &mut ChunkMesh,
- chunk: &Chunk,
+ chunk: &SubChunk,
) {
let color = Color {
r: 255.0,
diff --git a/src/meshing/textured_mesher.rs b/src/meshing/textured_mesher.rs
index e553e95..423eced 100644
--- a/src/meshing/textured_mesher.rs
+++ b/src/meshing/textured_mesher.rs
@@ -1,5 +1,5 @@
use crate::chunk::chunk::CHUNK_SIZE;
-use crate::chunk::{Chunk, ChunkMesh};
+use crate::chunk::{SubChunk, ChunkMesh};
use crate::editor::voxel_registry::{VoxelModel, VoxelRegistry};
use crate::meshing::Mesher;
use godot::prelude::*;
@@ -74,7 +74,7 @@ impl TexturedMesher {
]
}
#[inline(always)]
- fn is_face_visible(chunk: &Chunk, x: usize, y: usize, z: usize, face: usize) -> bool {
+ fn is_face_visible(chunk: &SubChunk, x: usize, y: usize, z: usize, face: usize) -> bool {
// Convert to i32 for neighbor calculation
let (nx, ny, nz) = match face {
0 => (x as i32 - 1, y as i32, z as i32), // LEFT
@@ -108,7 +108,7 @@ impl TexturedMesher {
z: usize,
model: &VoxelModel, // Already borrowed, no binding needed
mesh: &mut ChunkMesh,
- chunk: &Chunk,
+ chunk: &SubChunk,
) {
let pos = Vector3::new(x as f32, y as f32, z as f32);
@@ -168,13 +168,13 @@ impl TexturedMesher {
}
impl Mesher for TexturedMesher {
- fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
+ fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
panic!("TexturedMesher requires a VoxelRegistry. Use generate_mesh_with_registry instead.");
}
fn generate_mesh_with_registry(
&self,
- chunk: &Chunk,
+ chunk: &SubChunk,
registry: &VoxelRegistry,
mesh: &mut ChunkMesh,
) {
diff --git a/src/rendering/renderer.rs b/src/rendering/renderer.rs
index 907357a..f1caea3 100644
--- a/src/rendering/renderer.rs
+++ b/src/rendering/renderer.rs
@@ -1,6 +1,6 @@
use std::collections::HashMap;
-use crate::chunk::{Chunk, ChunkMesh};
+use crate::chunk::{ChunkMesh, SubChunk};
use godot::{
classes::{
ArrayMesh, Material, MeshInstance3D, ResourceLoader, StandardMaterial3D,
@@ -40,7 +40,7 @@ impl Renderer {
.and_then(|resource| resource.try_cast::().ok())
}
- pub fn render_chunk(&mut self, chunk: &Chunk, mesh: &ChunkMesh) -> Gd {
+ pub fn render_chunk(&mut self, chunk: &SubChunk, mesh: &ChunkMesh) -> Gd {
let chunk_key = chunk.world_position;
let chunk_key_i32 = (chunk_key.0 as i32, chunk_key.1 as i32, chunk_key.2 as i32);
@@ -137,7 +137,11 @@ impl Renderer {
mesh_instance
}
- pub fn render_chunk_with_uvs(&mut self, chunk: &Chunk, mesh: &ChunkMesh) -> Gd {
+ pub fn render_chunk_with_uvs(
+ &mut self,
+ chunk: &SubChunk,
+ mesh: &ChunkMesh,
+ ) -> Gd {
let chunk_key = chunk.world_position;
let chunk_key_i32 = (chunk_key.0 as i32, chunk_key.1 as i32, chunk_key.2 as i32);
diff --git a/src/runtime/mod.rs b/src/runtime/mod.rs
new file mode 100644
index 0000000..e5c60d6
--- /dev/null
+++ b/src/runtime/mod.rs
@@ -0,0 +1,5 @@
+pub mod runtime;
+pub mod types;
+
+pub use runtime::Runtime;
+pub use runtime::*;
diff --git a/src/terrain/terrain_manager.rs b/src/runtime/runtime.rs
similarity index 67%
rename from src/terrain/terrain_manager.rs
rename to src/runtime/runtime.rs
index ea219c3..f24830c 100644
--- a/src/terrain/terrain_manager.rs
+++ b/src/runtime/runtime.rs
@@ -1,17 +1,17 @@
use std::collections::HashMap;
-use crate::{chunk::ChunkColumn, editor::world_config::WorldConfig, rendering::Renderer};
+use crate::{chunk::Chunk, runtime::types::WorldConfig};
-pub struct TerrainManager {
- chunks: HashMap<(i32, i32), ChunkColumn>,
+pub struct Runtime {
+ chunks: HashMap<(i32, i32), Chunk>,
// renderer: Renderer,
}
-impl TerrainManager {
- pub fn new(config: WorldConfig) -> Self {
+impl Runtime {
+ pub fn new(config: WorldConfig, registry: VoxelRegistry) -> Self {
// Terrain Size calculation
- let width = config.get_render_distance() * 2 + 1;
- let height = config.get_terrain_height() as u8;
+ let width = config.render_distance * 2 + 1;
+ let height = config.surface_height as u8;
let capacity = (width * width * height) as usize;
Self {
@@ -28,7 +28,7 @@ impl TerrainManager {
* We preallocate this capacity to minimize HashMap reallocations as the
* visible terrain around the player is populated.
***/
- chunks: HashMap::with_capacity(capacity),
+ chunks: HashMap::<(i32, i32), Chunk>::with_capacity(capacity),
}
}
}
diff --git a/src/runtime/types.rs b/src/runtime/types.rs
new file mode 100644
index 0000000..7a60158
--- /dev/null
+++ b/src/runtime/types.rs
@@ -0,0 +1,17 @@
+use crate::generation::generator::TerrainGenerator;
+
+pub trait IntoRuntime {
+ fn into_runtime(&self) -> T;
+}
+
+pub struct WorldConfig {
+ // ===== WORLD GROUP =====
+ pub render_distance: u8,
+
+ pub worker_threads: u8,
+
+ pub surface_height: u8,
+
+ // ===== GENERATION GROUP =====
+ generator: Box,
+}
diff --git a/src/terrain/mod.rs b/src/terrain/mod.rs
deleted file mode 100644
index ddad7ed..0000000
--- a/src/terrain/mod.rs
+++ /dev/null
@@ -1,3 +0,0 @@
-pub mod terrain_manager;
-
-pub use terrain_manager::TerrainManager;