basically chunk loading
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@@ -8,10 +8,18 @@
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#pragma once
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#include "rpg/world/tile.h"
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#include "worldpos.h"
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#include "display/mesh/mesh.h"
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#define CHUNK_VERTEX_COUNT_MAX (6 * CHUNK_TILE_COUNT * 3)
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#define CHUNK_MESH_COUNT_MAX 16
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typedef struct chunk_s {
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chunkpos_t position;
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tile_t tiles[CHUNK_TILE_COUNT];
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uint8_t meshCount;
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meshvertex_t vertices[CHUNK_VERTEX_COUNT_MAX];
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mesh_t meshes[CHUNK_MESH_COUNT_MAX];
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} chunk_t;
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/**
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@@ -8,7 +8,7 @@
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#include "map.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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#include "scene/scene/scenemap.h"
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#include "asset/asset.h"
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map_t MAP;
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@@ -122,20 +122,7 @@ void mapChunkUnload(chunk_t* chunk) {
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}
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void mapChunkLoad(chunk_t* chunk) {
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// printf("Loading chunk at (%d, %d, %d)\n",
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// chunk->position.x,
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// chunk->position.y,
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// chunk->position.z
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// );
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memoryZero(chunk->tiles, sizeof(tile_t) * CHUNK_TILE_COUNT);
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if(chunk->position.x == 0 && chunk->position.y == 0 && chunk->position.z == 0) {
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if(TEST_MAP_READY) {
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}
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printf("LOAD CHUNK\n");
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}
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errorCatch(errorPrint(assetLoad("map/map/0_0.dcf", chunk)));
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}
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chunkindex_t mapGetChunkIndexAt(const chunkpos_t position) {
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