1 #include "BlockLookup.hpp"
3 #include "ChunkLoader.hpp"
5 #include "Generator.hpp"
6 #include "WorldCollision.hpp"
16 constexpr int Chunk::width;
17 constexpr int Chunk::height;
18 constexpr int Chunk::depth;
19 constexpr int Chunk::size;
22 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
33 Chunk::Chunk(Chunk &&other) noexcept
35 , model(std::move(other.model))
36 , position(other.position)
37 , dirty(other.dirty) {
38 std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
39 std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
40 std::copy(other.light, other.light + sizeof(light), light);
43 Chunk &Chunk::operator =(Chunk &&other) noexcept {
45 std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
46 std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
47 std::copy(other.light, other.light + sizeof(light), light);
48 model = std::move(other.model);
49 position = other.position;
62 SetNode(Chunk *chunk, Chunk::Pos pos)
63 : chunk(chunk), pos(pos) { }
65 int Get() const noexcept { return chunk->GetLight(pos); }
66 void Set(int level) noexcept { chunk->SetLight(pos, level); }
68 bool HasNext(Block::Face face) noexcept {
69 const BlockLookup next(chunk, pos, face);
70 return next && !next.GetType().block_light;
72 SetNode GetNext(Block::Face face) noexcept {
73 const BlockLookup next(chunk, pos, face);
74 return SetNode(&next.GetChunk(), next.GetBlockPos());
84 UnsetNode(Chunk *chunk, Chunk::Pos pos)
85 : SetNode(chunk, pos), level(Get()) { }
87 UnsetNode(const SetNode &set)
88 : SetNode(set), level(Get()) { }
91 bool HasNext(Block::Face face) noexcept {
92 const BlockLookup next(chunk, pos, face);
95 UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
99 std::queue<SetNode> light_queue;
100 std::queue<UnsetNode> dark_queue;
102 void work_light() noexcept {
103 while (!light_queue.empty()) {
104 SetNode node = light_queue.front();
107 int level = node.Get() - 1;
108 for (int face = 0; face < Block::FACE_COUNT; ++face) {
109 if (node.HasNext(Block::Face(face))) {
110 SetNode other = node.GetNext(Block::Face(face));
111 if (other.Get() < level) {
113 light_queue.emplace(other);
120 void work_dark() noexcept {
121 while (!dark_queue.empty()) {
122 UnsetNode node = dark_queue.front();
125 for (int face = 0; face < Block::FACE_COUNT; ++face) {
126 if (node.HasNext(Block::Face(face))) {
127 UnsetNode other = node.GetNext(Block::Face(face));
128 // TODO: if there a light source here with the same level this will err
129 if (other.Get() != 0 && other.Get() < node.level) {
131 dark_queue.emplace(other);
133 light_queue.emplace(other);
142 void Chunk::SetBlock(int index, const Block &block) noexcept {
143 const BlockType &old_type = Type(blocks[index]);
144 const BlockType &new_type = Type(block);
146 blocks[index] = block;
148 if (&old_type == &new_type) return;
150 if (new_type.luminosity > old_type.luminosity) {
152 SetLight(index, new_type.luminosity);
153 light_queue.emplace(this, ToPos(index));
155 } else if (new_type.luminosity < old_type.luminosity) {
157 dark_queue.emplace(this, ToPos(index));
160 SetLight(index, new_type.luminosity);
161 light_queue.emplace(this, ToPos(index));
163 } else if (new_type.block_light && !old_type.block_light) {
165 if (GetLight(index) > 0) {
166 dark_queue.emplace(this, ToPos(index));
171 } else if (!new_type.block_light && old_type.block_light) {
174 Pos pos(ToPos(index));
175 for (int face = 0; face < Block::FACE_COUNT; ++face) {
176 BlockLookup next_block(this, pos, Block::Face(face));
178 level = std::max(level, next_block.GetLight());
182 SetLight(index, level - 1);
183 light_queue.emplace(this, pos);
189 void Chunk::SetNeighbor(Chunk &other) noexcept {
190 if (other.position == position + Pos(-1, 0, 0)) {
191 if (neighbor[Block::FACE_LEFT] != &other) {
192 neighbor[Block::FACE_LEFT] = &other;
193 other.neighbor[Block::FACE_RIGHT] = this;
194 for (int z = 0; z < depth; ++z) {
195 for (int y = 0; y < height; ++y) {
197 Pos other_pos(width - 1, y, z);
198 if (GetLight(my_pos) > 0) {
199 light_queue.emplace(this, my_pos);
201 if (other.GetLight(other_pos) > 0) {
202 light_queue.emplace(&other, other_pos);
208 } else if (other.position == position + Pos(1, 0, 0)) {
209 if (neighbor[Block::FACE_RIGHT] != &other) {
210 neighbor[Block::FACE_RIGHT] = &other;
211 other.neighbor[Block::FACE_LEFT] = this;
212 for (int z = 0; z < depth; ++z) {
213 for (int y = 0; y < height; ++y) {
214 Pos my_pos(width - 1, y, z);
215 Pos other_pos(0, y, z);
216 if (GetLight(my_pos) > 0) {
217 light_queue.emplace(this, my_pos);
219 if (other.GetLight(other_pos) > 0) {
220 light_queue.emplace(&other, other_pos);
226 } else if (other.position == position + Pos(0, -1, 0)) {
227 if (neighbor[Block::FACE_DOWN] != &other) {
228 neighbor[Block::FACE_DOWN] = &other;
229 other.neighbor[Block::FACE_UP] = this;
230 for (int z = 0; z < depth; ++z) {
231 for (int x = 0; x < width; ++x) {
233 Pos other_pos(x, height - 1, z);
234 if (GetLight(my_pos) > 0) {
235 light_queue.emplace(this, my_pos);
237 if (other.GetLight(other_pos) > 0) {
238 light_queue.emplace(&other, other_pos);
244 } else if (other.position == position + Pos(0, 1, 0)) {
245 if (neighbor[Block::FACE_UP] != &other) {
246 neighbor[Block::FACE_UP] = &other;
247 other.neighbor[Block::FACE_DOWN] = this;
248 for (int z = 0; z < depth; ++z) {
249 for (int x = 0; x < width; ++x) {
250 Pos my_pos(x, height - 1, z);
251 Pos other_pos(x, 0, z);
252 if (GetLight(my_pos) > 0) {
253 light_queue.emplace(this, my_pos);
255 if (other.GetLight(other_pos) > 0) {
256 light_queue.emplace(&other, other_pos);
262 } else if (other.position == position + Pos(0, 0, -1)) {
263 if (neighbor[Block::FACE_BACK] != &other) {
264 neighbor[Block::FACE_BACK] = &other;
265 other.neighbor[Block::FACE_FRONT] = this;
266 for (int y = 0; y < height; ++y) {
267 for (int x = 0; x < width; ++x) {
269 Pos other_pos(x, y, depth - 1);
270 if (GetLight(my_pos) > 0) {
271 light_queue.emplace(this, my_pos);
273 if (other.GetLight(other_pos) > 0) {
274 light_queue.emplace(&other, other_pos);
280 } else if (other.position == position + Pos(0, 0, 1)) {
281 if (neighbor[Block::FACE_FRONT] != &other) {
282 neighbor[Block::FACE_FRONT] = &other;
283 other.neighbor[Block::FACE_BACK] = this;
284 for (int y = 0; y < height; ++y) {
285 for (int x = 0; x < width; ++x) {
286 Pos my_pos(x, y, depth - 1);
287 Pos other_pos(x, y, 0);
288 if (GetLight(my_pos) > 0) {
289 light_queue.emplace(this, my_pos);
291 if (other.GetLight(other_pos) > 0) {
292 light_queue.emplace(&other, other_pos);
301 void Chunk::ClearNeighbors() noexcept {
302 for (int i = 0; i < Block::FACE_COUNT; ++i) {
303 neighbor[i] = nullptr;
307 void Chunk::Unlink() noexcept {
308 for (int face = 0; face < Block::FACE_COUNT; ++face) {
309 if (neighbor[face]) {
310 neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
315 void Chunk::Relink() noexcept {
316 for (int face = 0; face < Block::FACE_COUNT; ++face) {
317 if (neighbor[face]) {
318 neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
324 void Chunk::SetLight(int index, int level) noexcept {
325 if (light[index] != level) {
326 light[index] = level;
331 int Chunk::GetLight(int index) const noexcept {
335 float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
336 int index = ToIndex(pos);
337 float light = GetLight(index);
339 Block::Face direct_face(Block::NormalFace(norm));
341 BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
343 float direct_light = direct.GetLight();
344 if (direct_light > light) {
345 light = direct_light;
351 if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
356 switch (Block::Axis(direct_face)) {
358 edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
359 edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
362 edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
363 edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
366 edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
367 edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
374 BlockLookup next[2] = {
375 direct.Next(edge[0]),
376 direct.Next(edge[1]),
380 if (next[0].GetType().block_light) {
383 light += next[0].GetLight();
388 if (next[1].GetType().block_light) {
391 light += next[1].GetLight();
397 BlockLookup corner = next[0].Next(edge[1]);
399 if (corner.GetType().block_light) {
402 light += corner.GetLight();
406 } else if (next[1]) {
407 BlockLookup corner = next[1].Next(edge[0]);
409 if (corner.GetType().block_light) {
412 light += corner.GetLight();
421 return (light / num) - (occlusion * 0.8f);
425 bool Chunk::IsSurface(const Pos &pos) const noexcept {
426 const Block &block = BlockAt(pos);
427 if (!Type(block).visible) {
430 for (int face = 0; face < Block::FACE_COUNT; ++face) {
431 BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
432 if (!next || !next.GetType().visible) {
440 void Chunk::Draw() noexcept {
448 bool Chunk::Intersection(
457 dist = std::numeric_limits<float>::infinity();
458 for (int z = 0; z < depth; ++z) {
459 for (int y = 0; y < height; ++y) {
460 for (int x = 0; x < width; ++x, ++idx) {
461 const BlockType &type = Type(idx);
467 if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
468 if (cur_dist < dist) {
481 normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
486 bool Chunk::Intersection(
488 const glm::mat4 &Mbox,
489 const glm::mat4 &Mchunk,
490 std::vector<WorldCollision> &col
496 if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
499 for (int idx = 0, z = 0; z < depth; ++z) {
500 for (int y = 0; y < height; ++y) {
501 for (int x = 0; x < width; ++x, ++idx) {
502 const BlockType &type = Type(idx);
506 if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
507 col.emplace_back(this, idx, penetration, normal);
519 BlockModel::Buffer buf;
523 void Chunk::CheckUpdate() noexcept {
529 void Chunk::Update() noexcept {
530 int vtx_count = 0, idx_count = 0;
531 for (const auto &block : blocks) {
532 const Shape *shape = Type(block).shape;
533 vtx_count += shape->VertexCount();
534 idx_count += shape->VertexIndexCount();
537 buf.Reserve(vtx_count, idx_count);
540 BlockModel::Index vtx_counter = 0;
541 for (size_t z = 0; z < depth; ++z) {
542 for (size_t y = 0; y < height; ++y) {
543 for (size_t x = 0; x < width; ++x, ++idx) {
544 const BlockType &type = Type(BlockAt(idx));
545 const Pos pos(x, y, z);
547 if (!type.visible || Obstructed(pos).All()) continue;
549 type.FillBlockModel(buf, ToTransform(pos, idx), vtx_counter);
550 size_t vtx_begin = vtx_counter;
551 vtx_counter += type.shape->VertexCount();
553 for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
554 buf.lights.emplace_back(GetVertexLight(
557 type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
568 Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
569 Block::FaceSet result;
571 for (int f = 0; f < Block::FACE_COUNT; ++f) {
572 Block::Face face = Block::Face(f);
573 BlockLookup next(const_cast<Chunk *>(this), pos, face);
574 if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
582 glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
583 return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
587 BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
589 while (pos.x >= Chunk::width) {
590 if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
591 chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
592 pos.x -= Chunk::width;
599 if (chunk->HasNeighbor(Block::FACE_LEFT)) {
600 chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
601 pos.x += Chunk::width;
607 while (pos.y >= Chunk::height) {
608 if (chunk->HasNeighbor(Block::FACE_UP)) {
609 chunk = &chunk->GetNeighbor(Block::FACE_UP);
610 pos.y -= Chunk::height;
617 if (chunk->HasNeighbor(Block::FACE_DOWN)) {
618 chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
619 pos.y += Chunk::height;
625 while (pos.z >= Chunk::depth) {
626 if (chunk->HasNeighbor(Block::FACE_FRONT)) {
627 chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
628 pos.z -= Chunk::depth;
635 if (chunk->HasNeighbor(Block::FACE_BACK)) {
636 chunk = &chunk->GetNeighbor(Block::FACE_BACK);
637 pos.z += Chunk::depth;
645 BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
647 pos += Block::FaceNormal(face);
648 if (!Chunk::InBounds(pos)) {
649 pos -= Block::FaceNormal(face) * Chunk::Extent();
650 chunk = &chunk->GetNeighbor(face);
655 ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept
662 , gen_timer(config.gen_limit)
663 , load_dist(config.load_dist)
664 , unload_dist(config.unload_dist) {
672 explicit ChunkLess(const Chunk::Pos &base) noexcept
675 bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
676 Chunk::Pos da(base - a);
677 Chunk::Pos db(base - b);
679 da.x * da.x + da.y * da.y + da.z * da.z <
680 db.x * db.x + db.y * db.y + db.z * db.z;
689 void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
690 for (int z = from.z; z < to.z; ++z) {
691 for (int y = from.y; y < to.y; ++y) {
692 for (int x = from.x; x < to.x; ++x) {
693 Chunk::Pos pos(x, y, z);
696 } else if (pos == base) {
700 // for (int i = 0; i < 16; ++i) {
701 // for (int j = 0; j < 16; ++j) {
702 // loaded.back().SetBlock(Chunk::Pos{ i, j, 0 }, Block(1));
703 // loaded.back().SetBlock(Chunk::Pos{ i, j, 15 }, Block(1));
704 // loaded.back().SetBlock(Chunk::Pos{ 0, j, i }, Block(1));
705 // loaded.back().SetBlock(Chunk::Pos{ 15, j, i }, Block(1));
708 // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 1 }, Block(13));
709 // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 1 }, Block(13));
710 // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 14 }, Block(13));
711 // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 14 }, Block(13));
712 // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 1 }, Block(13));
713 // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 1 }, Block(13));
714 // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 14 }, Block(13));
715 // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
716 // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 0 }, Block(13));
717 // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 0 }, Block(13));
718 // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 0 }, Block(13));
719 // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 0 }, Block(13));
720 // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 15 }, Block(13));
721 // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 15 }, Block(13));
722 // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 15 }, Block(13));
723 // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 15 }, Block(13));
724 // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 7 }, Block(13));
725 // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 8 }, Block(13));
726 // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 7 }, Block(13));
727 // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 8 }, Block(13));
728 // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 7 }, Block(13));
729 // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 8 }, Block(13));
730 // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 7 }, Block(13));
731 // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 8 }, Block(13));
732 // loaded.back().Invalidate();
733 // loaded.back().CheckUpdate();
735 // orientation testing
736 // for (int i = 0; i < Block::FACE_COUNT; ++i) {
737 // for (int j = 0; j < Block::TURN_COUNT; ++j) {
738 // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
741 // loaded.back().Invalidate();
742 // loaded.back().CheckUpdate();
744 to_generate.emplace_back(pos);
749 to_generate.sort(ChunkLess(base));
752 Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
753 loaded.emplace_back(reg);
754 Chunk &chunk = loaded.back();
761 void ChunkLoader::Insert(Chunk &chunk) noexcept {
762 for (Chunk &other : loaded) {
763 chunk.SetNeighbor(other);
767 void ChunkLoader::Remove(Chunk &chunk) noexcept {
771 Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
772 for (Chunk &chunk : loaded) {
773 if (chunk.Position() == pos) {
780 bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
781 for (const Chunk::Pos &chunk : to_generate) {
789 bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
790 if (Loaded(pos)) return true;
794 Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
795 Chunk *chunk = Loaded(pos);
800 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
802 to_generate.erase(iter);
807 return Generate(pos);
810 bool ChunkLoader::OutOfRange(const Chunk::Pos &pos) const noexcept {
811 return std::abs(base.x - pos.x) > unload_dist
812 || std::abs(base.y - pos.y) > unload_dist
813 || std::abs(base.z - pos.z) > unload_dist;
816 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
817 if (new_base == base) {
822 // unload far away chunks
823 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
824 if (OutOfRange(*iter)) {
828 to_free.splice(to_free.end(), loaded, saved);
833 // abort far away queued chunks
834 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
835 if (OutOfRange(*iter)) {
836 iter = to_generate.erase(iter);
841 // add missing new chunks
842 GenerateSurrounding(base);
845 void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
846 const Chunk::Pos offset(load_dist, load_dist, load_dist);
847 Generate(pos - offset, pos + offset);
850 void ChunkLoader::Update(int dt) {
851 gen_timer.Update(dt);
852 if (!gen_timer.Hit() || to_generate.empty()) {
856 Chunk::Pos pos(to_generate.front());
857 to_generate.pop_front();
859 for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
860 if (iter->Position() == pos) {
862 loaded.splice(loaded.end(), to_free, iter);
866 if (to_free.empty()) {
867 loaded.emplace_back(reg);
869 to_free.front().ClearNeighbors();
870 loaded.splice(loaded.end(), to_free, to_free.begin());
872 Chunk &chunk = loaded.back();