3 #include "generator.hpp"
7 #include <glm/gtx/transform.hpp>
12 Chunk::Chunk(const BlockTypeRegistry &types)
14 , neighbor{ 0, 0, 0, 0, 0, 0 }
22 Chunk::Chunk(Chunk &&other)
24 , blocks(std::move(other.blocks))
25 , model(std::move(other.model))
26 , dirty(other.dirty) {
27 for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
28 neighbor[i] = other.neighbor[i];
32 Chunk &Chunk::operator =(Chunk &&other) {
34 for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
35 neighbor[i] = other.neighbor[i];
37 blocks = std::move(other.blocks);
38 model = std::move(other.model);
44 void Chunk::SetNeighbor(Chunk &other) {
45 if (other.position == position - Pos(-1, 0, 0)) {
46 neighbor[Block::FACE_LEFT] = &other;
47 other.neighbor[Block::FACE_RIGHT] = this;
48 } else if (other.position == position - Pos(1, 0, 0)) {
49 neighbor[Block::FACE_RIGHT] = &other;
50 other.neighbor[Block::FACE_LEFT] = this;
51 } else if (other.position == position - Pos(0, -1, 0)) {
52 neighbor[Block::FACE_DOWN] = &other;
53 other.neighbor[Block::FACE_UP] = this;
54 } else if (other.position == position - Pos(0, 1, 0)) {
55 neighbor[Block::FACE_UP] = &other;
56 other.neighbor[Block::FACE_DOWN] = this;
57 } else if (other.position == position - Pos(0, 0, -1)) {
58 neighbor[Block::FACE_BACK] = &other;
59 other.neighbor[Block::FACE_FRONT] = this;
60 } else if (other.position == position - Pos(0, 0, 1)) {
61 neighbor[Block::FACE_FRONT] = &other;
62 other.neighbor[Block::FACE_BACK] = this;
66 void Chunk::ClearNeighbors() {
67 for (int i = 0; i < Block::FACE_COUNT; ++i) {
68 neighbor[i] = nullptr;
72 void Chunk::Unlink() {
73 if (neighbor[Block::FACE_UP]) {
74 neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
76 if (neighbor[Block::FACE_DOWN]) {
77 neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
79 if (neighbor[Block::FACE_LEFT]) {
80 neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
82 if (neighbor[Block::FACE_RIGHT]) {
83 neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
85 if (neighbor[Block::FACE_FRONT]) {
86 neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
88 if (neighbor[Block::FACE_BACK]) {
89 neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
93 void Chunk::Relink() {
94 if (neighbor[Block::FACE_UP]) {
95 neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
97 if (neighbor[Block::FACE_DOWN]) {
98 neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
100 if (neighbor[Block::FACE_LEFT]) {
101 neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
103 if (neighbor[Block::FACE_RIGHT]) {
104 neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
106 if (neighbor[Block::FACE_FRONT]) {
107 neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
109 if (neighbor[Block::FACE_BACK]) {
110 neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
122 SetNode(Chunk *chunk, Chunk::Pos pos)
123 : chunk(chunk), pos(pos) { }
125 int Get() const { return chunk->GetLight(pos); }
126 void Set(int level) { chunk->SetLight(pos, level); }
128 bool HasNext(Block::Face face) {
129 const Block *next = chunk->FindNext(pos, face);
130 return next && !chunk->Type(*next).block_light;
132 SetNode GetNext(Block::Face face) {
133 Chunk::Pos next_pos(pos + Block::FaceNormal(face));
134 if (Chunk::InBounds(next_pos)) {
135 return SetNode(chunk, next_pos);
137 return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent()));
148 UnsetNode(Chunk *chunk, Chunk::Pos pos)
149 : SetNode(chunk, pos), level(Get()) { }
151 UnsetNode(const SetNode &set)
152 : SetNode(set), level(Get()) { }
154 UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
158 std::queue<SetNode> light_queue;
159 std::queue<UnsetNode> dark_queue;
162 while (!light_queue.empty()) {
163 SetNode node = light_queue.front();
166 int level = node.Get() - 1;
167 for (int face = 0; face < Block::FACE_COUNT; ++face) {
168 if (node.HasNext(Block::Face(face))) {
169 SetNode other = node.GetNext(Block::Face(face));
170 if (other.Get() < level) {
172 light_queue.emplace(other);
180 while (!dark_queue.empty()) {
181 UnsetNode node = dark_queue.front();
184 for (int face = 0; face < Block::FACE_COUNT; ++face) {
185 if (node.HasNext(Block::Face(face))) {
186 UnsetNode other = node.GetNext(Block::Face(face));
187 // TODO: if there a light source here with the same level this will err
188 if (other.Get() != 0 && other.Get() < node.level) {
190 dark_queue.emplace(other);
192 light_queue.emplace(other);
202 void Chunk::SetBlock(int index, const Block &block) {
203 const BlockType &old_type = Type(blocks[index]);
204 const BlockType &new_type = Type(block);
206 blocks[index] = block;
208 if (&old_type == &new_type) return;
210 if (new_type.luminosity > 0) {
211 if (GetLight(index) < new_type.luminosity) {
212 SetLight(index, new_type.luminosity);
213 light_queue.emplace(this, ToPos(index));
216 } else if (new_type.block_light && GetLight(index) != 0) {
218 dark_queue.emplace(this, ToPos(index));
220 } else if (old_type.block_light && !new_type.block_light) {
222 for (int face = 0; face < Block::FACE_COUNT; ++face) {
223 Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
225 if (InBounds(next_pos)) {
226 next_level = GetLight(next_pos);
228 if (HasNeighbor(Block::Face(face))) {
229 next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
230 next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
233 if (level < next_level) {
238 SetLight(index, level - 1);
239 light_queue.emplace(this, ToPos(index));
245 const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
246 Pos next_pos(pos + Block::FaceNormal(face));
247 if (InBounds(next_pos)) {
248 return &BlockAt(pos + Block::FaceNormal(face));
249 } else if (HasNeighbor(face)) {
250 return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
257 void Chunk::SetLight(int index, int level) {
258 light[index] = level;
261 int Chunk::GetLight(int index) const {
266 bool Chunk::IsSurface(const Pos &pos) const {
267 const Block &block = BlockAt(pos);
268 if (!Type(block).visible) {
271 for (int face = 0; face < Block::FACE_COUNT; ++face) {
272 const Block *next = FindNext(pos, Block::Face(face));
273 if (!next || !Type(*next).visible) {
281 void Chunk::Allocate() {
282 blocks.resize(Size(), Block(0));
283 light.resize(Size(), 0);
295 bool Chunk::Intersection(
302 // TODO: should be possible to heavily optimize this
305 dist = std::numeric_limits<float>::infinity();
306 for (int z = 0; z < Depth(); ++z) {
307 for (int y = 0; y < Height(); ++y) {
308 for (int x = 0; x < Width(); ++x, ++id) {
309 if (!Type(blocks[id]).visible) {
314 if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
315 if (cur_dist < dist) {
328 normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
333 void Chunk::Position(const Pos &pos) {
337 glm::mat4 Chunk::Transform(const Pos &offset) const {
338 return glm::translate((position - offset) * Extent());
348 void Chunk::CheckUpdate() {
354 void Chunk::Update() {
355 int vtx_count = 0, idx_count = 0;
356 for (const auto &block : blocks) {
357 const Shape *shape = Type(block).shape;
358 vtx_count += shape->VertexCount();
359 idx_count += shape->VertexIndexCount();
362 buf.Reserve(vtx_count, idx_count);
364 Model::Index vtx_counter = 0;
365 for (size_t i = 0; i < Size(); ++i) {
366 const BlockType &type = Type(blocks[i]);
368 if (!type.visible || Obstructed(i)) continue;
370 type.FillModel(buf, ToTransform(i), vtx_counter);
371 vtx_counter += type.shape->VertexCount();
378 bool Chunk::Obstructed(int idx) const {
379 Chunk::Pos pos(ToPos(idx));
381 Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
382 const Block *left_block = nullptr;
383 if (InBounds(left_pos)) {
384 left_block = &BlockAt(left_pos);
385 } else if (HasNeighbor(Block::FACE_LEFT)) {
386 left_pos += Chunk::Pos(Width(), 0, 0);
387 left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
391 if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
395 Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
396 const Block *right_block = nullptr;
397 if (InBounds(right_pos)) {
398 right_block = &BlockAt(right_pos);
399 } else if (HasNeighbor(Block::FACE_RIGHT)) {
400 right_pos += Chunk::Pos(-Width(), 0, 0);
401 right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
405 if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
409 Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
410 const Block *down_block = nullptr;
411 if (InBounds(down_pos)) {
412 down_block = &BlockAt(down_pos);
413 } else if (HasNeighbor(Block::FACE_DOWN)) {
414 down_pos += Chunk::Pos(0, Height(), 0);
415 down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
419 if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
423 Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
424 const Block *up_block = nullptr;
425 if (InBounds(up_pos)) {
426 up_block = &BlockAt(up_pos);
427 } else if (HasNeighbor(Block::FACE_UP)) {
428 up_pos += Chunk::Pos(0, -Height(), 0);
429 up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
433 if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
437 Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
438 const Block *back_block = nullptr;
439 if (InBounds(back_pos)) {
440 back_block = &BlockAt(back_pos);
441 } else if (HasNeighbor(Block::FACE_BACK)) {
442 back_pos += Chunk::Pos(0, 0, Depth());
443 back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
447 if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
451 Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
452 const Block *front_block = nullptr;
453 if (InBounds(front_pos)) {
454 front_block = &BlockAt(front_pos);
455 } else if (HasNeighbor(Block::FACE_FRONT)) {
456 front_pos += Chunk::Pos(0, 0, -Depth());
457 front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
461 if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
468 glm::mat4 Chunk::ToTransform(int idx) const {
469 return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
473 ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
480 , load_dist(config.load_dist)
481 , unload_dist(config.unload_dist) {
489 explicit ChunkLess(const Chunk::Pos &base)
492 bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
493 Chunk::Pos da(base - a);
494 Chunk::Pos db(base - b);
496 da.x * da.x + da.y * da.y + da.z * da.z <
497 db.x * db.x + db.y * db.y + db.z * db.z;
506 void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
507 for (int z = from.z; z < to.z; ++z) {
508 for (int y = from.y; y < to.y; ++y) {
509 for (int x = from.x; x < to.x; ++x) {
510 Chunk::Pos pos(x, y, z);
513 } else if (pos == base) {
516 // orientation testing
517 // for (int i = 0; i < Block::FACE_COUNT; ++i) {
518 // for (int j = 0; j < Block::TURN_COUNT; ++j) {
519 // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
522 // loaded.back().Invalidate();
523 // loaded.back().CheckUpdate();
525 to_generate.emplace_back(pos);
530 to_generate.sort(ChunkLess(base));
533 Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
534 loaded.emplace_back(reg);
535 Chunk &chunk = loaded.back();
542 void ChunkLoader::Insert(Chunk &chunk) {
543 for (Chunk &other : loaded) {
544 chunk.SetNeighbor(other);
548 void ChunkLoader::Remove(Chunk &chunk) {
552 Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
553 for (Chunk &chunk : loaded) {
554 if (chunk.Position() == pos) {
561 bool ChunkLoader::Queued(const Chunk::Pos &pos) {
562 for (const Chunk::Pos &chunk : to_generate) {
570 bool ChunkLoader::Known(const Chunk::Pos &pos) {
571 if (Loaded(pos)) return true;
575 Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
576 Chunk *chunk = Loaded(pos);
581 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
583 to_generate.erase(iter);
588 return Generate(pos);
591 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
592 if (new_base == base) {
597 // unload far away chunks
598 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
599 if (std::abs(base.x - iter->Position().x) > unload_dist
600 || std::abs(base.y - iter->Position().y) > unload_dist
601 || std::abs(base.z - iter->Position().z) > unload_dist) {
605 to_free.splice(to_free.end(), loaded, saved);
610 // abort far away queued chunks
611 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
612 if (std::abs(base.x - iter->x) > unload_dist
613 || std::abs(base.y - iter->y) > unload_dist
614 || std::abs(base.z - iter->z) > unload_dist) {
615 iter = to_generate.erase(iter);
620 // add missing new chunks
621 GenerateSurrounding(base);
624 void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
625 const Chunk::Pos offset(load_dist, load_dist, load_dist);
626 Generate(pos - offset, pos + offset);
629 void ChunkLoader::Update() {
631 if (!to_generate.empty()) {
632 Chunk::Pos pos(to_generate.front());
634 for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
635 if (iter->Position() == pos) {
637 loaded.splice(loaded.end(), to_free, iter);
644 if (to_free.empty()) {
645 loaded.emplace_back(reg);
647 to_free.front().ClearNeighbors();
648 loaded.splice(loaded.end(), to_free, to_free.begin());
651 Chunk &chunk = loaded.back();
656 to_generate.pop_front();
659 if (!reused && !to_free.empty()) {