3 #include "generator.hpp"
6 #include <glm/gtx/transform.hpp>
11 blank::Model::Buffer buf;
17 Chunk::Chunk(const BlockTypeRegistry &types)
26 Chunk::Chunk(Chunk &&other)
28 , blocks(std::move(other.blocks))
29 , model(std::move(other.model))
30 , dirty(other.dirty) {
34 Chunk &Chunk::operator =(Chunk &&other) {
36 blocks = std::move(other.blocks);
37 model = std::move(other.model);
43 void Chunk::Allocate() {
44 blocks.resize(Size());
56 bool Chunk::Intersection(
61 glm::vec3 *normal) const {
63 if (!blank::Intersection(ray, Bounds(), M)) {
68 if (!blkid && !dist && !normal) {
72 // TODO: should be possible to heavily optimize this
75 float closest_dist = std::numeric_limits<float>::infinity();
76 glm::vec3 closest_normal(0, 1, 0);
77 for (int z = 0; z < Depth(); ++z) {
78 for (int y = 0; y < Height(); ++y) {
79 for (int x = 0; x < Width(); ++x, ++id) {
80 if (!Type(blocks[id]).visible) {
85 Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
86 if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
87 if (cur_dist < closest_dist) {
89 closest_dist = cur_dist;
90 closest_normal = cur_norm;
105 *dist = closest_dist;
108 *normal = closest_normal;
113 void Chunk::Position(const Pos &pos) {
117 glm::mat4 Chunk::Transform(const Pos &offset) const {
118 return glm::translate((position - offset) * Extent());
122 void Chunk::CheckUpdate() {
128 void Chunk::Update() {
129 int vtx_count = 0, idx_count = 0;
130 for (const auto &block : blocks) {
131 const Shape *shape = Type(block).shape;
132 vtx_count += shape->VertexCount();
133 idx_count += shape->VertexIndexCount();
136 buf.Reserve(vtx_count, idx_count);
138 Model::Index vtx_counter = 0;
139 for (size_t i = 0; i < Size(); ++i) {
140 const BlockType &type = Type(blocks[i]);
141 type.FillModel(buf, ToCoords(i), vtx_counter);
142 vtx_counter += type.shape->VertexCount();
150 ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
166 explicit ChunkLess(const Chunk::Pos &base)
169 bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
170 Chunk::Pos da(base - a);
171 Chunk::Pos db(base - b);
173 da.x * da.x + da.y * da.y + da.z * da.z <
174 db.x * db.x + db.y * db.y + db.z * db.z;
183 void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
184 for (int z = from.z; z < to.z; ++z) {
185 for (int y = from.y; y < to.y; ++y) {
186 for (int x = from.x; x < to.x; ++x) {
187 Chunk::Pos pos(x, y, z);
190 } else if (x == 0 && y == 0 && z == 0) {
191 loaded.emplace_back(reg);
192 loaded.back().Position(pos);
195 to_generate.emplace_back(pos);
200 to_generate.sort(ChunkLess(base));
203 Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
204 for (Chunk &chunk : loaded) {
205 if (chunk.Position() == pos) {
212 bool ChunkLoader::Queued(const Chunk::Pos &pos) {
213 for (const Chunk::Pos &chunk : to_generate) {
221 bool ChunkLoader::Known(const Chunk::Pos &pos) {
222 if (Loaded(pos)) return true;
226 Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
227 Chunk *chunk = Loaded(pos);
232 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
234 to_generate.erase(iter);
239 loaded.emplace_back(reg);
240 loaded.back().Position(pos);
242 return loaded.back();
245 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
246 if (new_base == base) {
251 // unload far away chunks
252 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
253 if (std::abs(base.x - iter->Position().x) > unload_dist
254 || std::abs(base.y - iter->Position().y) > unload_dist
255 || std::abs(base.z - iter->Position().z) > unload_dist) {
258 to_free.splice(to_free.end(), loaded, saved);
263 // abort far away queued chunks
264 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
265 if (std::abs(base.x - iter->x) > unload_dist
266 || std::abs(base.y - iter->y) > unload_dist
267 || std::abs(base.z - iter->z) > unload_dist) {
268 iter = to_generate.erase(iter);
273 // add missing new chunks
274 const Chunk::Pos offset(load_dist, load_dist, load_dist);
275 Generate(base - offset, base + offset);
278 void ChunkLoader::Update() {
280 if (!to_generate.empty()) {
281 Chunk::Pos pos(to_generate.front());
283 for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
284 if (iter->Position() == pos) {
285 loaded.splice(loaded.end(), to_free, iter);
292 if (to_free.empty()) {
293 loaded.emplace_back(reg);
295 loaded.splice(loaded.end(), to_free, to_free.begin());
298 loaded.back().Position(pos);
301 to_generate.pop_front();
304 if (!reused && !to_free.empty()) {