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);
201 void Chunk::SetBlock(int index, const Block &block) {
202 const BlockType &old_type = Type(blocks[index]);
203 const BlockType &new_type = Type(block);
205 blocks[index] = block;
207 if (&old_type == &new_type) return;
209 if (new_type.luminosity > old_type.luminosity) {
211 SetLight(index, new_type.luminosity);
212 light_queue.emplace(this, ToPos(index));
214 } else if (new_type.luminosity < old_type.luminosity) {
216 dark_queue.emplace(this, ToPos(index));
219 SetLight(index, new_type.luminosity);
220 light_queue.emplace(this, ToPos(index));
222 } else if (new_type.block_light && !old_type.block_light) {
224 dark_queue.emplace(this, ToPos(index));
228 } else if (!new_type.block_light && old_type.block_light) {
231 for (int face = 0; face < Block::FACE_COUNT; ++face) {
232 Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
234 if (InBounds(next_pos)) {
235 next_level = GetLight(next_pos);
237 if (HasNeighbor(Block::Face(face))) {
238 next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
239 next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
242 if (level < next_level) {
247 SetLight(index, level - 1);
248 light_queue.emplace(this, ToPos(index));
254 const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
255 Pos next_pos(pos + Block::FaceNormal(face));
256 if (InBounds(next_pos)) {
257 return &BlockAt(pos + Block::FaceNormal(face));
258 } else if (HasNeighbor(face)) {
259 return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
266 void Chunk::SetLight(int index, int level) {
267 light[index] = level;
270 int Chunk::GetLight(int index) const {
275 bool Chunk::IsSurface(const Pos &pos) const {
276 const Block &block = BlockAt(pos);
277 if (!Type(block).visible) {
280 for (int face = 0; face < Block::FACE_COUNT; ++face) {
281 const Block *next = FindNext(pos, Block::Face(face));
282 if (!next || !Type(*next).visible) {
290 void Chunk::Allocate() {
291 blocks.resize(Size(), Block(0));
292 light.resize(Size(), 0);
304 bool Chunk::Intersection(
311 // TODO: should be possible to heavily optimize this
314 dist = std::numeric_limits<float>::infinity();
315 for (int z = 0; z < Depth(); ++z) {
316 for (int y = 0; y < Height(); ++y) {
317 for (int x = 0; x < Width(); ++x, ++id) {
318 if (!Type(blocks[id]).visible) {
323 if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
324 if (cur_dist < dist) {
337 normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
342 void Chunk::Position(const Pos &pos) {
346 glm::mat4 Chunk::Transform(const Pos &offset) const {
347 return glm::translate((position - offset) * Extent());
357 void Chunk::CheckUpdate() {
363 void Chunk::Update() {
364 int vtx_count = 0, idx_count = 0;
365 for (const auto &block : blocks) {
366 const Shape *shape = Type(block).shape;
367 vtx_count += shape->VertexCount();
368 idx_count += shape->VertexIndexCount();
371 buf.Reserve(vtx_count, idx_count);
373 Model::Index vtx_counter = 0;
374 for (size_t i = 0; i < Size(); ++i) {
375 const BlockType &type = Type(blocks[i]);
377 if (!type.visible || Obstructed(i)) continue;
379 type.FillModel(buf, ToTransform(i), vtx_counter);
380 vtx_counter += type.shape->VertexCount();
387 bool Chunk::Obstructed(int idx) const {
388 Chunk::Pos pos(ToPos(idx));
390 Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
391 const Block *left_block = nullptr;
392 if (InBounds(left_pos)) {
393 left_block = &BlockAt(left_pos);
394 } else if (HasNeighbor(Block::FACE_LEFT)) {
395 left_pos += Chunk::Pos(Width(), 0, 0);
396 left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
400 if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
404 Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
405 const Block *right_block = nullptr;
406 if (InBounds(right_pos)) {
407 right_block = &BlockAt(right_pos);
408 } else if (HasNeighbor(Block::FACE_RIGHT)) {
409 right_pos += Chunk::Pos(-Width(), 0, 0);
410 right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
414 if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
418 Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
419 const Block *down_block = nullptr;
420 if (InBounds(down_pos)) {
421 down_block = &BlockAt(down_pos);
422 } else if (HasNeighbor(Block::FACE_DOWN)) {
423 down_pos += Chunk::Pos(0, Height(), 0);
424 down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
428 if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
432 Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
433 const Block *up_block = nullptr;
434 if (InBounds(up_pos)) {
435 up_block = &BlockAt(up_pos);
436 } else if (HasNeighbor(Block::FACE_UP)) {
437 up_pos += Chunk::Pos(0, -Height(), 0);
438 up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
442 if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
446 Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
447 const Block *back_block = nullptr;
448 if (InBounds(back_pos)) {
449 back_block = &BlockAt(back_pos);
450 } else if (HasNeighbor(Block::FACE_BACK)) {
451 back_pos += Chunk::Pos(0, 0, Depth());
452 back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
456 if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
460 Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
461 const Block *front_block = nullptr;
462 if (InBounds(front_pos)) {
463 front_block = &BlockAt(front_pos);
464 } else if (HasNeighbor(Block::FACE_FRONT)) {
465 front_pos += Chunk::Pos(0, 0, -Depth());
466 front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
470 if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
477 glm::mat4 Chunk::ToTransform(int idx) const {
478 return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
482 ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
489 , load_dist(config.load_dist)
490 , unload_dist(config.unload_dist) {
498 explicit ChunkLess(const Chunk::Pos &base)
501 bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
502 Chunk::Pos da(base - a);
503 Chunk::Pos db(base - b);
505 da.x * da.x + da.y * da.y + da.z * da.z <
506 db.x * db.x + db.y * db.y + db.z * db.z;
515 void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
516 for (int z = from.z; z < to.z; ++z) {
517 for (int y = from.y; y < to.y; ++y) {
518 for (int x = from.x; x < to.x; ++x) {
519 Chunk::Pos pos(x, y, z);
522 } else if (pos == base) {
525 // orientation testing
526 // for (int i = 0; i < Block::FACE_COUNT; ++i) {
527 // for (int j = 0; j < Block::TURN_COUNT; ++j) {
528 // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
531 // loaded.back().Invalidate();
532 // loaded.back().CheckUpdate();
534 to_generate.emplace_back(pos);
539 to_generate.sort(ChunkLess(base));
542 Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
543 loaded.emplace_back(reg);
544 Chunk &chunk = loaded.back();
551 void ChunkLoader::Insert(Chunk &chunk) {
552 for (Chunk &other : loaded) {
553 chunk.SetNeighbor(other);
557 void ChunkLoader::Remove(Chunk &chunk) {
561 Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
562 for (Chunk &chunk : loaded) {
563 if (chunk.Position() == pos) {
570 bool ChunkLoader::Queued(const Chunk::Pos &pos) {
571 for (const Chunk::Pos &chunk : to_generate) {
579 bool ChunkLoader::Known(const Chunk::Pos &pos) {
580 if (Loaded(pos)) return true;
584 Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
585 Chunk *chunk = Loaded(pos);
590 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
592 to_generate.erase(iter);
597 return Generate(pos);
600 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
601 if (new_base == base) {
606 // unload far away chunks
607 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
608 if (std::abs(base.x - iter->Position().x) > unload_dist
609 || std::abs(base.y - iter->Position().y) > unload_dist
610 || std::abs(base.z - iter->Position().z) > unload_dist) {
614 to_free.splice(to_free.end(), loaded, saved);
619 // abort far away queued chunks
620 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
621 if (std::abs(base.x - iter->x) > unload_dist
622 || std::abs(base.y - iter->y) > unload_dist
623 || std::abs(base.z - iter->z) > unload_dist) {
624 iter = to_generate.erase(iter);
629 // add missing new chunks
630 GenerateSurrounding(base);
633 void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
634 const Chunk::Pos offset(load_dist, load_dist, load_dist);
635 Generate(pos - offset, pos + offset);
638 void ChunkLoader::Update() {
640 if (!to_generate.empty()) {
641 Chunk::Pos pos(to_generate.front());
643 for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
644 if (iter->Position() == pos) {
646 loaded.splice(loaded.end(), to_free, iter);
653 if (to_free.empty()) {
654 loaded.emplace_back(reg);
656 to_free.front().ClearNeighbors();
657 loaded.splice(loaded.end(), to_free, to_free.begin());
660 Chunk &chunk = loaded.back();
665 to_generate.pop_front();
668 if (!reused && !to_free.empty()) {