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[blank.git] / src / world / chunk.cpp
1 #include "BlockLookup.hpp"
2 #include "Chunk.hpp"
3 #include "ChunkIndex.hpp"
4 #include "ChunkLoader.hpp"
5 #include "ChunkRenderer.hpp"
6 #include "ChunkStore.hpp"
7
8 #include "Generator.hpp"
9 #include "WorldCollision.hpp"
10 #include "../app/Assets.hpp"
11 #include "../geometry/distance.hpp"
12 #include "../graphics/BlockLighting.hpp"
13 #include "../graphics/BlockMesh.hpp"
14 #include "../graphics/Viewport.hpp"
15 #include "../io/WorldSave.hpp"
16
17 #include <algorithm>
18 #include <limits>
19 #include <ostream>
20 #include <queue>
21
22
23 namespace blank {
24
25 constexpr int Chunk::side;
26 constexpr int Chunk::size;
27
28
29 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
30 : types(&types)
31 , neighbor{0}
32 , blocks{}
33 , light{0}
34 , generated(false)
35 , lighted(false)
36 , position(0, 0, 0)
37 , ref_count(0)
38 , dirty_mesh(false)
39 , dirty_save(false) {
40
41 }
42
43 Chunk::Chunk(Chunk &&other) noexcept
44 : types(other.types)
45 , generated(other.generated)
46 , lighted(other.lighted)
47 , position(other.position)
48 , ref_count(other.ref_count)
49 , dirty_mesh(other.dirty_mesh)
50 , dirty_save(other.dirty_save) {
51         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
52         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
53         std::copy(other.light, other.light + sizeof(light), light);
54         other.ref_count = 0;
55 }
56
57 Chunk &Chunk::operator =(Chunk &&other) noexcept {
58         types = other.types;
59         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
60         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
61         std::copy(other.light, other.light + sizeof(light), light);
62         generated = other.generated;
63         lighted = other.lighted;
64         position = other.position;
65         std::swap(ref_count, other.ref_count);
66         dirty_mesh = other.dirty_save;
67         dirty_save = other.dirty_save;
68         return *this;
69 }
70
71
72 namespace {
73
74 struct SetNode {
75
76         Chunk *chunk;
77         RoughLocation::Fine pos;
78
79         SetNode(Chunk *chunk, RoughLocation::Fine pos)
80         : chunk(chunk), pos(pos) { }
81
82         int Get() const noexcept { return chunk->GetLight(pos); }
83         void Set(int level) noexcept { chunk->SetLight(pos, level); }
84
85         const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
86
87         bool HasNext(Block::Face face) noexcept {
88                 const BlockType &type = GetType();
89                 if (type.block_light && !type.luminosity) return false;
90                 const BlockLookup next(chunk, pos, face);
91                 return next;
92         }
93         SetNode GetNext(Block::Face face) noexcept {
94                 const BlockLookup next(chunk, pos, face);
95                 return SetNode(&next.GetChunk(), next.GetBlockPos());
96         }
97
98 };
99
100 struct UnsetNode
101 : public SetNode {
102
103         int level;
104
105         UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
106         : SetNode(chunk, pos), level(Get()) { }
107
108         UnsetNode(const SetNode &set)
109         : SetNode(set), level(Get()) { }
110
111
112         bool HasNext(Block::Face face) noexcept {
113                 const BlockLookup next(chunk, pos, face);
114                 return next;
115         }
116         UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
117
118 };
119
120 std::queue<SetNode> light_queue;
121 std::queue<UnsetNode> dark_queue;
122
123 void work_light() noexcept {
124         while (!light_queue.empty()) {
125                 SetNode node = light_queue.front();
126                 light_queue.pop();
127
128                 int level = node.Get() - 1;
129                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
130                         if (node.HasNext(Block::Face(face))) {
131                                 SetNode other = node.GetNext(Block::Face(face));
132                                 if (other.Get() < level) {
133                                         other.Set(level);
134                                         light_queue.emplace(other);
135                                 }
136                         }
137                 }
138         }
139 }
140
141 void work_dark() noexcept {
142         while (!dark_queue.empty()) {
143                 UnsetNode node = dark_queue.front();
144                 dark_queue.pop();
145
146                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
147                         if (node.HasNext(Block::Face(face))) {
148                                 UnsetNode other = node.GetNext(Block::Face(face));
149                                 // TODO: if there a light source here with the same level this will err
150                                 if (other.Get() != 0 && other.Get() < node.level) {
151                                         other.Set(0);
152                                         dark_queue.emplace(other);
153                                 } else {
154                                         light_queue.emplace(other);
155                                 }
156                         }
157                 }
158         }
159 }
160
161 }
162
163 void Chunk::SetBlock(int index, const Block &block) noexcept {
164         const BlockType &old_type = Type(blocks[index]);
165         const BlockType &new_type = Type(block);
166
167         blocks[index] = block;
168         Invalidate();
169
170         if (!lighted || &old_type == &new_type) return;
171
172         if (new_type.luminosity > old_type.luminosity) {
173                 // light added
174                 SetLight(index, new_type.luminosity);
175                 light_queue.emplace(this, ToPos(index));
176                 work_light();
177         } else if (new_type.luminosity < old_type.luminosity) {
178                 // light removed
179                 dark_queue.emplace(this, ToPos(index));
180                 SetLight(index, 0);
181                 work_dark();
182                 SetLight(index, new_type.luminosity);
183                 light_queue.emplace(this, ToPos(index));
184                 work_light();
185         } else if (new_type.block_light && !old_type.block_light) {
186                 // obstacle added
187                 if (GetLight(index) > 0) {
188                         dark_queue.emplace(this, ToPos(index));
189                         SetLight(index, 0);
190                         work_dark();
191                         work_light();
192                 }
193         } else if (!new_type.block_light && old_type.block_light) {
194                 // obstacle removed
195                 int level = 0;
196                 RoughLocation::Fine pos(ToPos(index));
197                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
198                         BlockLookup next_block(this, pos, Block::Face(face));
199                         if (next_block) {
200                                 level = std::max(level, next_block.GetLight());
201                         }
202                 }
203                 if (level > 1) {
204                         SetLight(index, level - 1);
205                         light_queue.emplace(this, pos);
206                         work_light();
207                 }
208         }
209 }
210
211 void Chunk::ScanLights() {
212         int idx = 0;
213         RoughLocation::Fine pos(0, 0, 0);
214         for (; pos.z < side; ++pos.z) {
215                 for (pos.y = 0; pos.y < side; ++pos.y) {
216                         for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
217                                 const BlockType &type = Type(blocks[idx]);
218                                 if (type.luminosity) {
219                                         SetLight(idx, type.luminosity);
220                                         light_queue.emplace(this, pos);
221                                 }
222                         }
223                 }
224         }
225         work_light();
226         lighted = true;
227 }
228
229 void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
230         neighbor[face] = &other;
231         other.neighbor[Block::Opposite(face)] = this;
232 }
233
234 void Chunk::Unlink() noexcept {
235         for (int face = 0; face < Block::FACE_COUNT; ++face) {
236                 if (neighbor[face]) {
237                         neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
238                         neighbor[face] = nullptr;
239                 }
240         }
241 }
242
243
244 void Chunk::SetLight(int index, int level) noexcept {
245         if (light[index] != level) {
246                 light[index] = level;
247                 Invalidate();
248         }
249 }
250
251 int Chunk::GetLight(int index) const noexcept {
252         return light[index];
253 }
254
255 float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
256         int index = ToIndex(pos);
257         float light = GetLight(index);
258
259         Block::Face direct_face(Block::NormalFace(norm));
260         // tis okay
261         BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
262         if (direct) {
263                 float direct_light = direct.GetLight();
264                 if (direct_light > light) {
265                         light = direct_light;
266                 }
267         } else {
268                 return light;
269         }
270
271         if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
272                 return light;
273         }
274
275         Block::Face edge[2];
276         switch (Block::Axis(direct_face)) {
277                 case 0: // X
278                         edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
279                         edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
280                         break;
281                 case 1: // Y
282                         edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
283                         edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
284                         break;
285                 case 2: // Z
286                         edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
287                         edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
288                         break;
289         }
290
291         int num = 1;
292         int occlusion = 0;
293
294         BlockLookup next[2] = {
295                 direct.Next(edge[0]),
296                 direct.Next(edge[1]),
297         };
298
299         if (next[0]) {
300                 if (next[0].GetType().block_light) {
301                         ++occlusion;
302                 } else {
303                         light += next[0].GetLight();
304                         ++num;
305                 }
306         }
307         if (next[1]) {
308                 if (next[1].GetType().block_light) {
309                         ++occlusion;
310                 } else {
311                         light += next[1].GetLight();
312                         ++num;
313                 }
314         }
315         if (occlusion < 2) {
316                 if (next[0]) {
317                         BlockLookup corner = next[0].Next(edge[1]);
318                         if (corner) {
319                                 if (corner.GetType().block_light) {
320                                         ++occlusion;
321                                 } else {
322                                         light += corner.GetLight();
323                                         ++num;
324                                 }
325                         }
326                 } else if (next[1]) {
327                         BlockLookup corner = next[1].Next(edge[0]);
328                         if (corner) {
329                                 if (corner.GetType().block_light) {
330                                         ++occlusion;
331                                 } else {
332                                         light += corner.GetLight();
333                                         ++num;
334                                 }
335                         }
336                 }
337         } else {
338                 ++occlusion;
339         }
340
341         return (light / num) - (occlusion * 0.8f);
342 }
343
344
345 bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
346         const Block &block = BlockAt(pos);
347         if (!Type(block).visible) {
348                 return false;
349         }
350         for (int face = 0; face < Block::FACE_COUNT; ++face) {
351                 BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
352                 if (!next || !next.GetType().visible) {
353                         return true;
354                 }
355         }
356         return false;
357 }
358
359
360 bool Chunk::Intersection(
361         const Ray &ray,
362         const glm::mat4 &M,
363         WorldCollision &coll
364 ) noexcept {
365         int idx = 0;
366         coll.chunk = this;
367         coll.block = -1;
368         coll.depth = std::numeric_limits<float>::infinity();
369         for (int z = 0; z < side; ++z) {
370                 for (int y = 0; y < side; ++y) {
371                         for (int x = 0; x < side; ++x, ++idx) {
372                                 const BlockType &type = Type(idx);
373                                 if (!type.collision || !type.shape) {
374                                         continue;
375                                 }
376                                 float cur_dist;
377                                 glm::vec3 cur_norm;
378                                 if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
379                                         if (cur_dist < coll.depth) {
380                                                 coll.block = idx;
381                                                 coll.depth = cur_dist;
382                                                 coll.normal = cur_norm;
383                                         }
384                                 }
385                         }
386                 }
387         }
388
389         if (coll.block < 0) {
390                 return false;
391         } else {
392                 coll.normal = glm::vec3(BlockAt(coll.block).Transform() * glm::vec4(coll.normal, 0.0f));
393                 return true;
394         }
395 }
396
397 bool Chunk::Intersection(
398         const AABB &box,
399         const glm::mat4 &Mbox,
400         const glm::mat4 &Mchunk,
401         std::vector<WorldCollision> &col
402 ) noexcept {
403         bool any = false;
404         float penetration;
405         glm::vec3 normal;
406
407         if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
408                 return false;
409         }
410
411         // box's origin relative to the chunk
412         const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
413         const float box_rad = box.OriginRadius();
414
415         // assume a bounding radius of 2 for blocks
416         constexpr float block_rad = 2.0f;
417         const float bb_radius = box_rad + block_rad;
418
419         const RoughLocation::Fine begin(max(
420                 RoughLocation::Fine(0),
421                 RoughLocation::Fine(floor(box_coords - bb_radius))
422         ));
423         const RoughLocation::Fine end(min(
424                 RoughLocation::Fine(side - 1),
425                 RoughLocation::Fine(ceil(box_coords + bb_radius))
426         ) - 1);
427
428         for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
429                 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
430                         for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
431                                 int idx = ToIndex(pos);
432                                 const BlockType &type = Type(idx);
433                                 if (!type.collision || !type.shape) {
434                                         continue;
435                                 }
436                                 if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
437                                         col.emplace_back(this, idx, penetration, normal);
438                                         any = true;
439                                 }
440                         }
441                 }
442         }
443         return any;
444 }
445
446 bool Chunk::Intersection(
447         const Entity &entity,
448         const glm::mat4 &Mentity,
449         const glm::mat4 &Mchunk,
450         std::vector<WorldCollision> &col
451 ) noexcept {
452         // entity's origin relative to the chunk
453         const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
454         const float ec_radius = entity.Radius() + Radius();
455
456         if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
457                 return false;
458         }
459
460         bool any = false;
461         float penetration;
462         glm::vec3 normal;
463
464         // assume a bounding radius of 2 for blocks
465         constexpr float block_rad = 2.0f;
466         const float eb_radius = entity.Radius() + block_rad;
467
468         const RoughLocation::Fine begin(max(
469                 RoughLocation::Fine(0),
470                 RoughLocation::Fine(floor(entity_coords - eb_radius))
471         ));
472         const RoughLocation::Fine end(min(
473                 RoughLocation::Fine(side),
474                 RoughLocation::Fine(ceil(entity_coords + eb_radius))
475         ));
476
477         for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
478                 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
479                         for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
480                                 int idx = ToIndex(pos);
481                                 const BlockType &type = Type(idx);
482                                 if (!type.collision || !type.shape) {
483                                         continue;
484                                 }
485                                 if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
486                                         col.emplace_back(this, idx, penetration, normal);
487                                         any = true;
488                                 }
489                         }
490                 }
491         }
492         return any;
493 }
494
495
496 namespace {
497
498 BlockMesh::Buffer buf;
499
500 }
501
502 void Chunk::Update(BlockMesh &model) noexcept {
503         int vtx_count = 0, idx_count = 0;
504         for (const auto &block : blocks) {
505                 const BlockType &type = Type(block);
506                 if (type.visible && type.shape) {
507                         vtx_count += type.shape->VertexCount();
508                         idx_count += type.shape->IndexCount();
509                 }
510         }
511         buf.Clear();
512         buf.Reserve(vtx_count, idx_count);
513
514         if (idx_count > 0) {
515                 int idx = 0;
516                 BlockMesh::Index vtx_counter = 0;
517                 for (size_t z = 0; z < side; ++z) {
518                         for (size_t y = 0; y < side; ++y) {
519                                 for (size_t x = 0; x < side; ++x, ++idx) {
520                                         const BlockType &type = Type(BlockAt(idx));
521                                         const RoughLocation::Fine pos(x, y, z);
522
523                                         if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
524
525                                         type.FillBlockMesh(buf, ToTransform(pos, idx), vtx_counter);
526                                         size_t vtx_begin = vtx_counter;
527                                         vtx_counter += type.shape->VertexCount();
528
529                                         for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
530                                                 buf.lights.emplace_back(GetVertexLight(
531                                                         pos,
532                                                         buf.vertices[vtx],
533                                                         type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
534                                                 ));
535                                         }
536                                 }
537                         }
538                 }
539         }
540
541         model.Update(buf);
542         ClearMesh();
543 }
544
545 Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
546         Block::FaceSet result;
547
548         for (int f = 0; f < Block::FACE_COUNT; ++f) {
549                 Block::Face face = Block::Face(f);
550                 BlockLookup next(const_cast<Chunk *>(this), pos, face);
551                 if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
552                         result.Set(face);
553                 }
554         }
555
556         return result;
557 }
558
559 glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
560         return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
561 }
562
563
564 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
565 : chunk(c), pos(p) {
566         while (pos.x >= Chunk::side) {
567                 if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
568                         chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
569                         pos.x -= Chunk::side;
570                 } else {
571                         chunk = nullptr;
572                         return;
573                 }
574         }
575         while (pos.x < 0) {
576                 if (chunk->HasNeighbor(Block::FACE_LEFT)) {
577                         chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
578                         pos.x += Chunk::side;
579                 } else {
580                         chunk = nullptr;
581                         return;
582                 }
583         }
584         while (pos.y >= Chunk::side) {
585                 if (chunk->HasNeighbor(Block::FACE_UP)) {
586                         chunk = &chunk->GetNeighbor(Block::FACE_UP);
587                         pos.y -= Chunk::side;
588                 } else {
589                         chunk = nullptr;
590                         return;
591                 }
592         }
593         while (pos.y < 0) {
594                 if (chunk->HasNeighbor(Block::FACE_DOWN)) {
595                         chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
596                         pos.y += Chunk::side;
597                 } else {
598                         chunk = nullptr;
599                         return;
600                 }
601         }
602         while (pos.z >= Chunk::side) {
603                 if (chunk->HasNeighbor(Block::FACE_FRONT)) {
604                         chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
605                         pos.z -= Chunk::side;
606                 } else {
607                         chunk = nullptr;
608                         return;
609                 }
610         }
611         while (pos.z < 0) {
612                 if (chunk->HasNeighbor(Block::FACE_BACK)) {
613                         chunk = &chunk->GetNeighbor(Block::FACE_BACK);
614                         pos.z += Chunk::side;
615                 } else {
616                         chunk = nullptr;
617                         return;
618                 }
619         }
620 }
621
622 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
623 : chunk(c), pos(p) {
624         pos += Block::FaceNormal(face);
625         if (!Chunk::InBounds(pos)) {
626                 pos -= Block::FaceNormal(face) * ExactLocation::Extent();
627                 chunk = &chunk->GetNeighbor(face);
628         }
629 }
630
631
632 ChunkLoader::ChunkLoader(
633         ChunkStore &store,
634         const Generator &gen,
635         const WorldSave &save
636 ) noexcept
637 : store(store)
638 , gen(gen)
639 , save(save) {
640
641 }
642
643 void ChunkLoader::Update(int dt) {
644         // check if there's chunks waiting to be loaded
645         // load until one of load or generation limits was hit
646         constexpr int max_load = 10;
647         constexpr int max_gen = 1;
648         int loaded = 0;
649         int generated = 0;
650         while (loaded < max_load && generated < max_gen && store.HasMissing()) {
651                 if (LoadOne()) {
652                         ++generated;
653                 } else {
654                         ++loaded;
655                 }
656         }
657
658         // store a few chunks as well
659         constexpr int max_save = 10;
660         int saved = 0;
661         for (Chunk &chunk : store) {
662                 if (chunk.ShouldUpdateSave()) {
663                         save.Write(chunk);
664                         ++saved;
665                         if (saved >= max_save) {
666                                 break;
667                         }
668                 }
669         }
670 }
671
672 int ChunkLoader::ToLoad() const noexcept {
673         return store.EstimateMissing();
674 }
675
676 bool ChunkLoader::LoadOne() {
677         if (!store.HasMissing()) return false;
678
679         ExactLocation::Coarse pos = store.NextMissing();
680         Chunk *chunk = store.Allocate(pos);
681         if (!chunk) {
682                 // chunk store corrupted?
683                 return false;
684         }
685
686         bool generated = false;
687         if (save.Exists(pos)) {
688                 save.Read(*chunk);
689         } else {
690                 gen(*chunk);
691                 generated = true;
692         }
693
694         ChunkIndex *index = store.ClosestIndex(pos);
695         if (!index) {
696                 return generated;
697         }
698
699         ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
700         ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
701         for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
702                 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
703                         for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
704                                 if (index->IsBorder(iter)) continue;
705                                 Chunk *light_chunk = index->Get(iter);
706                                 if (!light_chunk) continue;
707                                 if (index->HasAllSurrounding(iter)) {
708                                         if (!light_chunk->Lighted()) {
709                                                 light_chunk->ScanLights();
710                                         } else {
711                                                 light_chunk->InvalidateMesh();
712                                         }
713                                 }
714                         }
715                 }
716         }
717
718         return generated;
719 }
720
721 void ChunkLoader::LoadN(std::size_t n) {
722         std::size_t end = std::min(n, std::size_t(ToLoad()));
723         for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
724                 LoadOne();
725         }
726 }
727
728
729 ChunkRenderer::ChunkRenderer(ChunkIndex &index)
730 : index(index)
731 , models(index.TotalChunks())
732 , block_tex()
733 , fog_density(0.0f) {
734
735 }
736
737 ChunkRenderer::~ChunkRenderer() {
738
739 }
740
741 int ChunkRenderer::MissingChunks() const noexcept {
742         return index.MissingChunks();
743 }
744
745 void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
746         block_tex.Bind();
747         loader.LoadTextures(tex_index, block_tex);
748         block_tex.FilterNearest();
749 }
750
751 void ChunkRenderer::Update(int dt) {
752         for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
753                 if (!index[i]) continue;
754                 if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
755                         index[i]->ScanLights();
756                 }
757                 if (index[i]->ShouldUpdateMesh()) {
758                         index[i]->Update(models[i]);
759                         ++updates;
760                 }
761         }
762 }
763
764 void ChunkRenderer::Render(Viewport &viewport) {
765         BlockLighting &chunk_prog = viewport.ChunkProgram();
766         chunk_prog.SetTexture(block_tex);
767         chunk_prog.SetFogDensity(fog_density);
768
769         for (int i = 0; i < index.TotalChunks(); ++i) {
770                 if (!index[i]) continue;
771                 glm::mat4 m(index[i]->Transform(index.Base()));
772                 glm::mat4 mvp(chunk_prog.GetVP() * m);
773                 if (!CullTest(Chunk::Bounds(), mvp)) {
774                         if (index[i]->ShouldUpdateMesh()) {
775                                 index[i]->Update(models[i]);
776                         }
777                         chunk_prog.SetM(m);
778                         models[i].Draw();
779                 }
780         }
781 }
782
783
784 ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
785 : store(store)
786 , base(base)
787 , extent(extent)
788 , side_length(2 * extent + 1)
789 , total_length(side_length * side_length * side_length)
790 , total_indexed(0)
791 , last_missing(0)
792 , stride(1, side_length, side_length * side_length)
793 , chunks(total_length, nullptr) {
794         Scan();
795 }
796
797 ChunkIndex::~ChunkIndex() {
798         Clear();
799 }
800
801 bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
802         return Distance(pos) <= extent;
803 }
804
805 bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
806         return Distance(pos) == extent;
807 }
808
809 int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
810         return manhattan_radius(pos - base);
811 }
812
813 bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
814         ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
815         ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
816         for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
817                 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
818                         for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
819                                 if (!Get(iter)) return false;
820                         }
821                 }
822         }
823         return true;
824 }
825
826 int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
827         ExactLocation::Coarse mod_pos(
828                 GetCol(pos.x),
829                 GetCol(pos.y),
830                 GetCol(pos.z)
831         );
832         return mod_pos.x * stride.x
833                 +  mod_pos.y * stride.y
834                 +  mod_pos.z * stride.z;
835 }
836
837 ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
838         ExactLocation::Coarse zero_pos(
839                 (i / stride.x) % side_length,
840                 (i / stride.y) % side_length,
841                 (i / stride.z) % side_length
842         );
843         ExactLocation::Coarse zero_base(
844                 GetCol(base.x),
845                 GetCol(base.y),
846                 GetCol(base.z)
847         );
848         ExactLocation::Coarse base_relative(zero_pos - zero_base);
849         if (base_relative.x > extent) base_relative.x -= side_length;
850         else if (base_relative.x < -extent) base_relative.x += side_length;
851         if (base_relative.y > extent) base_relative.y -= side_length;
852         else if (base_relative.y < -extent) base_relative.y += side_length;
853         if (base_relative.z > extent) base_relative.z -= side_length;
854         else if (base_relative.z < -extent) base_relative.z += side_length;
855         return base + base_relative;
856 }
857
858 Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
859         if (InRange(pos)) {
860                 return chunks[IndexOf(pos)];
861         } else {
862                 return nullptr;
863         }
864 }
865
866 const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
867         if (InRange(pos)) {
868                 return chunks[IndexOf(pos)];
869         } else {
870                 return nullptr;
871         }
872 }
873
874 void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
875         if (new_base == base) return;
876
877         ExactLocation::Coarse diff(new_base - base);
878
879         if (manhattan_radius(diff) > extent) {
880                 // that's more than half, so probably not worth shifting
881                 base = new_base;
882                 Clear();
883                 Scan();
884                 store.Clean();
885                 return;
886         }
887
888         while (diff.x > 0) {
889                 Shift(Block::FACE_RIGHT);
890                 --diff.x;
891         }
892         while (diff.x < 0) {
893                 Shift(Block::FACE_LEFT);
894                 ++diff.x;
895         }
896         while (diff.y > 0) {
897                 Shift(Block::FACE_UP);
898                 --diff.y;
899         }
900         while (diff.y < 0) {
901                 Shift(Block::FACE_DOWN);
902                 ++diff.y;
903         }
904         while (diff.z > 0) {
905                 Shift(Block::FACE_FRONT);
906                 --diff.z;
907         }
908         while (diff.z < 0) {
909                 Shift(Block::FACE_BACK);
910                 ++diff.z;
911         }
912         store.Clean();
913 }
914
915 int ChunkIndex::GetCol(int c) const noexcept {
916         c %= side_length;
917         if (c < 0) c += side_length;
918         return c;
919 }
920
921 void ChunkIndex::Shift(Block::Face f) {
922         int a_axis = Block::Axis(f);
923         int b_axis = (a_axis + 1) % 3;
924         int c_axis = (a_axis + 2) % 3;
925         int dir = Block::Direction(f);
926         base[a_axis] += dir;
927         int a = GetCol(base[a_axis] + (extent * dir));
928         int a_stride = a * stride[a_axis];
929         for (int b = 0; b < side_length; ++b) {
930                 int b_stride = b * stride[b_axis];
931                 for (int c = 0; c < side_length; ++c) {
932                         int bc_stride = b_stride + c * stride[c_axis];
933                         int index = a_stride + bc_stride;
934                         Unset(index);
935                         int neighbor = ((a - dir + side_length) % side_length) * stride[a_axis] + bc_stride;
936                         if (chunks[neighbor] && chunks[neighbor]->HasNeighbor(f)) {
937                                 Set(index, chunks[neighbor]->GetNeighbor(f));
938                         }
939                 }
940         }
941 }
942
943 void ChunkIndex::Clear() noexcept {
944         for (int i = 0; i < total_length && total_indexed > 0; ++i) {
945                 Unset(i);
946         }
947 }
948
949 void ChunkIndex::Scan() noexcept {
950         for (Chunk &chunk : store) {
951                 Register(chunk);
952         }
953 }
954
955 void ChunkIndex::Register(Chunk &chunk) noexcept {
956         if (InRange(chunk.Position())) {
957                 Set(IndexOf(chunk.Position()), chunk);
958         }
959 }
960
961 void ChunkIndex::Set(int index, Chunk &chunk) noexcept {
962         Unset(index);
963         chunks[index] = &chunk;
964         chunk.Ref();
965         ++total_indexed;
966 }
967
968 void ChunkIndex::Unset(int index) noexcept {
969         if (chunks[index]) {
970                 chunks[index]->UnRef();
971                 chunks[index] = nullptr;
972                 --total_indexed;
973         }
974 }
975
976 ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
977         if (MissingChunks() > 0) {
978                 int roundtrip = last_missing;
979                 last_missing = (last_missing + 1) % total_length;
980                 while (chunks[last_missing]) {
981                         last_missing = (last_missing + 1) % total_length;
982                         if (last_missing == roundtrip) {
983                                 break;
984                         }
985                 }
986         }
987         return PositionOf(last_missing);
988 }
989
990
991 ChunkStore::ChunkStore(const BlockTypeRegistry &types)
992 : types(types)
993 , loaded()
994 , free()
995 , indices() {
996
997 }
998
999 ChunkStore::~ChunkStore() {
1000
1001 }
1002
1003 ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
1004         indices.emplace_back(*this, pos, extent);
1005         return indices.back();
1006 }
1007
1008 void ChunkStore::UnregisterIndex(ChunkIndex &index) {
1009         for (auto i = indices.begin(), end = indices.end(); i != end; ++i) {
1010                 if (&*i == &index) {
1011                         indices.erase(i);
1012                         return;
1013                 } else {
1014                         ++i;
1015                 }
1016         }
1017 }
1018
1019 ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
1020         ChunkIndex *closest_index = nullptr;
1021         int closest_distance = std::numeric_limits<int>::max();
1022
1023         for (ChunkIndex &index : indices) {
1024                 int distance = index.Distance(pos);
1025                 if (distance < closest_distance) {
1026                         closest_index = &index;
1027                         closest_distance = distance;
1028                 }
1029         }
1030
1031         return closest_index;
1032 }
1033
1034 Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
1035         for (ChunkIndex &index : indices) {
1036                 Chunk *chunk = index.Get(pos);
1037                 if (chunk) {
1038                         return chunk;
1039                 }
1040         }
1041         return nullptr;
1042 }
1043
1044 Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
1045         Chunk *chunk = Get(pos);
1046         if (chunk) {
1047                 return chunk;
1048         }
1049         if (free.empty()) {
1050                 loaded.emplace(loaded.begin(), types);
1051         } else {
1052                 loaded.splice(loaded.begin(), free, free.begin());
1053                 loaded.front().Unlink();
1054         }
1055         chunk = &loaded.front();
1056         chunk->Position(pos);
1057         for (ChunkIndex &index : indices) {
1058                 if (index.InRange(pos)) {
1059                         index.Register(*chunk);
1060                 }
1061         }
1062         for (int i = 0; i < Block::FACE_COUNT; ++i) {
1063                 Block::Face face = Block::Face(i);
1064                 ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
1065                 Chunk *neighbor = Get(neighbor_pos);
1066                 if (neighbor) {
1067                         chunk->SetNeighbor(face, *neighbor);
1068                 }
1069         }
1070         return chunk;
1071 }
1072
1073 bool ChunkStore::HasMissing() const noexcept {
1074         for (const ChunkIndex &index : indices) {
1075                 if (index.MissingChunks() > 0) {
1076                         return true;
1077                 }
1078         }
1079         return false;
1080 }
1081
1082 int ChunkStore::EstimateMissing() const noexcept {
1083         int missing = 0;
1084         for (const ChunkIndex &index : indices) {
1085                 missing += index.MissingChunks();
1086         }
1087         return missing;
1088 }
1089
1090 ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
1091         for (ChunkIndex &index : indices) {
1092                 if (index.MissingChunks()) {
1093                         return index.NextMissing();
1094                 }
1095         }
1096         return ExactLocation::Coarse(0, 0, 0);
1097 }
1098
1099 void ChunkStore::Clean() {
1100         for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
1101                 if (i->Referenced() || i->ShouldUpdateSave()) {
1102                         ++i;
1103                 } else {
1104                         auto chunk = i;
1105                         ++i;
1106                         free.splice(free.end(), loaded, chunk);
1107                         chunk->Unlink();
1108                         chunk->InvalidateMesh();
1109                 }
1110         }
1111 }
1112
1113 }