This commit is contained in:
2026-06-27 08:50:55 -05:00
parent 2a85c9503f
commit f17b0bfcfb
9 changed files with 390 additions and 65 deletions
Binary file not shown.
+21 -10
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@@ -85,19 +85,30 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
memoryCopy(out->tiles, data + offset, tileSize);
offset += tileSize;
out->vertCount = endianLittleToHost32(*(uint32_t *)(data + offset));
offset += sizeof(uint32_t);
out->meshCount = data[offset];
offset += sizeof(uint8_t);
assertTrue(
out->vertCount <= CHUNK_VERTEX_COUNT,
"Chunk vertex count exceeds maximum."
out->meshCount <= CHUNK_MESH_COUNT_MAX,
"Chunk mesh count exceeds maximum."
);
memoryCopy(
out->vertices,
data + offset,
out->vertCount * sizeof(meshvertex_t)
);
uint32_t poolOffset = 0;
for(uint8_t m = 0; m < out->meshCount; m++) {
uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(data + offset));
offset += sizeof(uint32_t);
assertTrue(
poolOffset + vertCount <= CHUNK_VERTEX_COUNT,
"Chunk vertex data exceeds pool."
);
out->meshVertCounts[m] = vertCount;
memoryCopy(
&out->vertices[poolOffset],
data + offset,
vertCount * sizeof(meshvertex_t)
);
offset += vertCount * sizeof(meshvertex_t);
poolOffset += vertCount;
}
memoryFree(data);
loading->loading.chunk.data = NULL;
@@ -9,7 +9,7 @@
#include "asset/assetfile.h"
#include "rpg/overworld/chunk.h"
#define ASSET_CHUNK_FILE_VERSION 1
#define ASSET_CHUNK_FILE_VERSION 2
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
@@ -33,7 +33,8 @@ typedef struct {
typedef struct {
tile_t tiles[CHUNK_TILE_COUNT];
uint32_t vertCount;
uint8_t meshCount;
uint32_t meshVertCounts[CHUNK_MESH_COUNT_MAX];
meshvertex_t vertices[CHUNK_VERTEX_COUNT];
} assetchunkoutput_t;
+7 -9
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@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -8,24 +8,22 @@
#pragma once
#include "rpg/overworld/tile.h"
#include "worldpos.h"
#include "display/mesh/quad.h"
#include "display/mesh/mesh.h"
#include "display/spritebatch/spritebatch.h"
// #define CHUNK_MESH_COUNT_MAX 3
#define CHUNK_VERTEX_COUNT (QUAD_VERTEX_COUNT * CHUNK_WIDTH * CHUNK_HEIGHT * 2)
#define CHUNK_MESH_COUNT_MAX 10
#define CHUNK_VERTEX_COUNT 8192
#define CHUNK_ENTITY_COUNT_MAX 10
typedef struct chunk_s {
chunkpos_t position;
tile_t tiles[CHUNK_TILE_COUNT];
uint8_t meshCount;
uint32_t meshVertCounts[CHUNK_MESH_COUNT_MAX];
meshvertex_t vertices[CHUNK_VERTEX_COUNT];
uint32_t vertCount;
mesh_t mesh;
mesh_t meshes[CHUNK_MESH_COUNT_MAX];
// uint8_t meshCount;
// meshvertex_t vertices[CHUNK_VERTEX_COUNT_MAX];
// mesh_t meshes[CHUNK_MESH_COUNT_MAX];
uint8_t entities[CHUNK_ENTITY_COUNT_MAX];
} chunk_t;
+27 -16
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@@ -20,12 +20,14 @@ errorret_t mapInit() {
// Setup chunk meshes
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
errorChain(meshInit(
&chunk->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
CHUNK_VERTEX_COUNT,
chunk->vertices
));
for(uint8_t j = 0; j < CHUNK_MESH_COUNT_MAX; j++) {
errorChain(meshInit(
&chunk->meshes[j],
MESH_PRIMITIVE_TYPE_TRIANGLES,
CHUNK_VERTEX_COUNT,
chunk->vertices
));
}
}
// Perform "initial load"
@@ -196,7 +198,9 @@ void mapUpdate() {
errorret_t mapDispose() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
mapChunkUnload(&MAP.chunks[i]);
errorChain(meshDispose(&MAP.chunks[i].mesh));
for(uint8_t j = 0; j < CHUNK_MESH_COUNT_MAX; j++) {
errorChain(meshDispose(&MAP.chunks[i].meshes[j]));
}
}
errorOk();
}
@@ -216,14 +220,14 @@ void mapChunkUnload(chunk_t* chunk) {
entity->type = ENTITY_TYPE_NULL;
}
}
chunk->vertCount = 0;
chunk->meshCount = 0;
}
errorret_t mapChunkLoad(chunk_t* chunk) {
if(!mapIsLoaded()) errorThrow("No map loaded");
memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
chunk->vertCount = 0;
chunk->meshCount = 0;
char_t name[64];
stringFormat(
@@ -248,19 +252,26 @@ errorret_t mapChunkLoad(chunk_t* chunk) {
return ret;
}
memoryCopy(chunk->tiles, entry->data.chunk.tiles, sizeof(chunk->tiles));
memoryCopy(
chunk->tiles, entry->data.chunk.tiles, sizeof(chunk->tiles)
chunk->vertices, entry->data.chunk.vertices, sizeof(chunk->vertices)
);
chunk->vertCount = entry->data.chunk.vertCount;
memoryCopy(
chunk->vertices,
entry->data.chunk.vertices,
chunk->vertCount * sizeof(meshvertex_t)
chunk->meshVertCounts,
entry->data.chunk.meshVertCounts,
sizeof(chunk->meshVertCounts)
);
uint8_t meshCount = entry->data.chunk.meshCount;
assetUnlockEntry(entry);
if(chunk->vertCount == 0) errorOk();
errorChain(meshFlush(&chunk->mesh, 0, chunk->vertCount));
if(meshCount == 0) errorOk();
chunk->meshCount = meshCount;
for(uint8_t m = 0; m < meshCount; m++) {
if(chunk->meshVertCounts[m] == 0) continue;
errorChain(meshFlush(
&chunk->meshes[m], 0, (int32_t)chunk->meshVertCounts[m]
));
}
errorOk();
}
+41 -25
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@@ -97,31 +97,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, eye));
// Chunks
{
shadermaterial_t chunkMaterial = {
.unlit = {
.color = COLOR_WHITE,
.texture = &TEXTURE_CHUNK
}
};
uint32_t i = 0;
for(uint8_t x = 0; x < MAP_CHUNK_WIDTH; x++) {
for(uint8_t y = 0; y < MAP_CHUNK_HEIGHT; y++) {
for(uint8_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
chunk_t *chunk = &MAP.chunks[i];
if(chunk->vertCount == 0) {
i++;
continue;
}
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
errorChain(meshDraw(&chunk->mesh, 0, chunk->vertCount));
i++;
}
}
}
}
errorChain(sceneOverworldDrawChunks());
// Entities
{
@@ -156,6 +132,46 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
errorOk();
}
errorret_t sceneOverworldDrawChunks() {
shadermaterial_t chunkMaterial = {
.unlit = {
.color = COLOR_WHITE,
.texture = &TEXTURE_CHUNK
}
};
// Pass 1: draw all base meshes with the shared chunk texture (no mid-loop
// texture swaps).
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
if(chunk->meshCount == 0) continue;
if(chunk->meshVertCounts[0] == 0) continue;
errorChain(meshDraw(
&chunk->meshes[0], 0, (int32_t)chunk->meshVertCounts[0]
));
}
// Pass 2: draw each chunk's additional meshes (indices 1..meshCount-1).
// Vertices are packed sequentially in the pool, so accumulate the offset.
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
uint32_t vertOffset = chunk->meshVertCounts[0];
for(uint8_t m = 1; m < chunk->meshCount; m++) {
if(chunk->meshVertCounts[m] > 0) {
errorChain(meshDraw(
&chunk->meshes[m],
(int32_t)vertOffset,
(int32_t)chunk->meshVertCounts[m]
));
}
vertOffset += chunk->meshVertCounts[m];
}
}
errorOk();
}
errorret_t sceneOverworldDispose(scenedata_t *sceneData) {
assertNotNull(sceneData, "Scene data cannot be null");
@@ -28,6 +28,14 @@ errorret_t sceneOverworldInit(scenedata_t *sceneData);
*/
errorret_t sceneOverworldUpdate(scenedata_t *sceneData);
/**
* Draws all loaded chunks in two passes: base meshes first (shared texture,
* no binds between chunks), then each chunk's additional meshes.
*
* @return An error if drawing failed, or errorOk() on success.
*/
errorret_t sceneOverworldDrawChunks();
/**
* Renders the overworld scene.
*
+120
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@@ -0,0 +1,120 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
"""
Converts DCF chunk files from version 1 to version 2.
Version 1 format (after 8-byte header + tiles):
uint32_t vertCount
meshvertex_t vertices[vertCount]
Version 2 format (after 8-byte header + tiles):
uint8_t meshCount
for each mesh:
uint32_t vertCount
meshvertex_t vertices[vertCount]
Usage:
python3 -m tools.asset.chunk <input.dcf> [output.dcf]
If output is omitted the input file is updated in place.
"""
import struct
import sys
import os
# Must match src/dusk/rpg/overworld/chunk.h
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 32
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH # 8192
CHUNK_MESH_COUNT_MAX = 10
CHUNK_VERTEX_COUNT = 8192
# C enum (int) = 4 bytes; meshvertex_t = uv[2]+pos[3] floats = 20 bytes
TILE_SIZE = 4
VERTEX_SIZE = 20 # 2 floats UV + 3 floats pos, MESH_ENABLE_COLOR=0
FILE_MAGIC = b'DCF'
VERSION_IN = 1
VERSION_OUT = 2
def read_v1(path):
with open(path, 'rb') as f:
data = f.read()
if data[:3] != FILE_MAGIC:
raise ValueError(f"{path}: not a DCF file")
version = struct.unpack_from('<I', data, 4)[0]
if version != VERSION_IN:
raise ValueError(f"{path}: expected version {VERSION_IN}, got {version}")
offset = 8
tiles_bytes = CHUNK_TILE_COUNT * TILE_SIZE
tiles = data[offset:offset + tiles_bytes]
offset += tiles_bytes
vert_count = struct.unpack_from('<I', data, offset)[0]
offset += 4
verts = data[offset:offset + vert_count * VERTEX_SIZE]
if len(verts) != vert_count * VERTEX_SIZE:
raise ValueError(f"{path}: truncated vertex data")
return tiles, vert_count, verts
def write_v2(path, tiles, vert_count, verts):
if vert_count > CHUNK_VERTEX_COUNT:
print(
f" Warning: {vert_count} vertices exceeds pool "
f"({CHUNK_VERTEX_COUNT}); truncating."
)
vert_count = CHUNK_VERTEX_COUNT
verts = verts[:vert_count * VERTEX_SIZE]
mesh_count = 1 if vert_count > 0 else 0
buf = bytearray()
buf += FILE_MAGIC
buf += b'\x00'
buf += struct.pack('<I', VERSION_OUT)
buf += tiles
buf += struct.pack('<B', mesh_count)
if mesh_count > 0:
buf += struct.pack('<I', vert_count)
buf += verts
with open(path, 'wb') as f:
f.write(buf)
print(
f" Wrote {path}: version {VERSION_OUT}, "
f"{mesh_count} mesh(es), {vert_count} vertices."
)
def main():
args = sys.argv[1:]
if not args:
print("Usage: python3 -m tools.asset.chunk <input.dcf> [output.dcf]")
sys.exit(1)
src = args[0]
dst = args[1] if len(args) > 1 else src
print(f"Reading {src} ...")
tiles, vert_count, verts = read_v1(src)
print(f" tiles={CHUNK_TILE_COUNT}, vertices={vert_count}")
print(f"Writing {dst} ...")
write_v2(dst, tiles, vert_count, verts)
if __name__ == '__main__':
main()
+160
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@@ -0,0 +1,160 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
"""
Generates chunk 0_0_0.dcf with a small hill in the centre.
Hill layout (tile coordinates, 0-based):
y=5: . . . . . . N N . . . . . . . . RAMP_NORTH (south slope)
y=6: . . . . . E H H W . . . . . . . Hill top (H), RAMP_EAST/WEST
y=7: . . . . . E H H W . . . . . . .
y=8: . . . . . . S S . . . . . . . . RAMP_SOUTH (north slope)
x=6 x=7
"""
import struct, os
# Must match src/dusk/rpg/overworld/chunk.h and tile.h
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 32
CHUNK_W_F = float(CHUNK_WIDTH)
TILE_NULL = 0
TILE_GROUND = 1
TILE_RAMP_NORTH = 2
TILE_RAMP_SOUTH = 3
TILE_RAMP_EAST = 4
TILE_RAMP_WEST = 5
TILE_SIZE = 4 # sizeof(tile_t) = sizeof(int)
VERT_SIZE = 20 # sizeof(meshvertex_t): uv[2] + pos[3] floats
FILE_VER = 2
# Hill geometry parameters
HILL_X = frozenset({6, 7})
HILL_Y = frozenset({6, 7})
HILL_H = 1.0
def tile_idx(cx, cy, cz):
return cz * CHUNK_WIDTH * CHUNK_HEIGHT + cy * CHUNK_WIDTH + cx
def make_vert(u, v, px, py, pz):
return struct.pack('<5f', u, v, px, py, pz)
def quad_verts(cx, cy, z_sw, z_se, z_ne, z_nw):
"""
Build 6 vertices (2 triangles) for a tile quad.
Heights at each corner: SW=south-west, SE=south-east,
NE=north-east, NW=north-west.
UV formula (verified against existing DCF data):
u = (cy + within_x) / CHUNK_WIDTH where within_x in {0,1}
v = (cx + within_y) / CHUNK_HEIGHT where within_y in {0,1}
"""
u0 = cy / CHUNK_W_F
u1 = (cy + 1) / CHUNK_W_F
v0 = cx / CHUNK_W_F
v1 = (cx + 1) / CHUNK_W_F
x0, x1 = float(cx), float(cx + 1)
y0, y1 = float(cy), float(cy + 1)
SW = make_vert(u0, v0, x0, y0, float(z_sw))
SE = make_vert(u1, v0, x1, y0, float(z_se))
NE = make_vert(u1, v1, x1, y1, float(z_ne))
NW = make_vert(u0, v1, x0, y1, float(z_nw))
return SW + SE + NE + SW + NE + NW
def flat(cx, cy, z):
return quad_verts(cx, cy, z, z, z, z)
def ramp_north(cx, cy):
return quad_verts(cx, cy, 0, 0, HILL_H, HILL_H)
def ramp_south(cx, cy):
return quad_verts(cx, cy, HILL_H, HILL_H, 0, 0)
def ramp_east(cx, cy):
return quad_verts(cx, cy, 0, HILL_H, HILL_H, 0)
def ramp_west(cx, cy):
return quad_verts(cx, cy, HILL_H, 0, 0, HILL_H)
def generate():
tiles = [TILE_GROUND] * (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
ramps_n = frozenset((cx, 5) for cx in HILL_X)
ramps_s = frozenset((cx, 8) for cx in HILL_X)
ramps_e = frozenset((5, cy) for cy in HILL_Y)
ramps_w = frozenset((8, cy) for cy in HILL_Y)
for cx, cy in ramps_n:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_NORTH
for cx, cy in ramps_s:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_SOUTH
for cx, cy in ramps_e:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_EAST
for cx, cy in ramps_w:
tiles[tile_idx(cx, cy, 0)] = TILE_RAMP_WEST
for cx in HILL_X:
for cy in HILL_Y:
tiles[tile_idx(cx, cy, 1)] = TILE_GROUND
verts = bytearray()
for cx in range(CHUNK_WIDTH):
for cy in range(CHUNK_HEIGHT):
pos = (cx, cy)
if cx in HILL_X and cy in HILL_Y:
continue
if pos in ramps_n:
verts += ramp_north(cx, cy)
elif pos in ramps_s:
verts += ramp_south(cx, cy)
elif pos in ramps_e:
verts += ramp_east(cx, cy)
elif pos in ramps_w:
verts += ramp_west(cx, cy)
else:
verts += flat(cx, cy, 0)
for cx in sorted(HILL_X):
for cy in sorted(HILL_Y):
verts += flat(cx, cy, HILL_H)
vert_count = len(verts) // VERT_SIZE
tile_bytes = struct.pack(f'<{len(tiles)}i', *tiles)
buf = bytearray()
buf += b'DCF\x00'
buf += struct.pack('<I', FILE_VER)
buf += tile_bytes
buf += struct.pack('<B', 1)
buf += struct.pack('<I', vert_count)
buf += verts
return buf, vert_count
if __name__ == '__main__':
out = os.path.join(
os.path.dirname(__file__), '..', '..', '..', 'assets', 'chunks',
'0_0_0.dcf'
)
out = os.path.normpath(out)
buf, vert_count = generate()
with open(out, 'wb') as f:
f.write(buf)
print(f'Wrote {out}: {vert_count} vertices, {len(buf)} bytes')