#include "chunk.hpp"
+#include "generator.hpp"
+
#include <limits>
+#include <queue>
#include <glm/gtx/transform.hpp>
Chunk::Chunk(const BlockTypeRegistry &types)
: types(&types)
+, neighbor{ 0, 0, 0, 0, 0, 0 }
, blocks()
+, light()
, model()
, position(0, 0, 0)
, dirty(false) {
Chunk::Chunk(Chunk &&other)
: types(other.types)
, blocks(std::move(other.blocks))
+, light(std::move(other.light))
, model(std::move(other.model))
+, position(other.position)
, dirty(other.dirty) {
-
+ for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = other.neighbor[i];
+ }
}
Chunk &Chunk::operator =(Chunk &&other) {
types = other.types;
+ for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = other.neighbor[i];
+ }
blocks = std::move(other.blocks);
+ light = std::move(other.light);
model = std::move(other.model);
+ position = other.position;
dirty = other.dirty;
return *this;
}
+namespace {
+
+struct SetNode {
+
+ Chunk *chunk;
+ Chunk::Pos pos;
+
+ SetNode(Chunk *chunk, Chunk::Pos pos)
+ : chunk(chunk), pos(pos) { }
+
+ int Get() const { return chunk->GetLight(pos); }
+ void Set(int level) { chunk->SetLight(pos, level); }
+
+ bool HasNext(Block::Face face) {
+ const BlockLookup next(chunk, pos, face);
+ return next.result && !next.chunk->Type(*next.result).block_light;
+ }
+ SetNode GetNext(Block::Face face) {
+ const BlockLookup next(chunk, pos, face);
+ return SetNode(next.chunk, next.pos);
+ }
+
+};
+
+struct UnsetNode
+: public SetNode {
+
+ int level;
+
+ UnsetNode(Chunk *chunk, Chunk::Pos pos)
+ : SetNode(chunk, pos), level(Get()) { }
+
+ UnsetNode(const SetNode &set)
+ : SetNode(set), level(Get()) { }
+
+
+ bool HasNext(Block::Face face) {
+ const BlockLookup next(chunk, pos, face);
+ return next.result;
+ }
+ UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
+
+};
+
+std::queue<SetNode> light_queue;
+std::queue<UnsetNode> dark_queue;
+
+void work_light() {
+ while (!light_queue.empty()) {
+ SetNode node = light_queue.front();
+ light_queue.pop();
+
+ int level = node.Get() - 1;
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (node.HasNext(Block::Face(face))) {
+ SetNode other = node.GetNext(Block::Face(face));
+ if (other.Get() < level) {
+ other.Set(level);
+ light_queue.emplace(other);
+ }
+ }
+ }
+ }
+}
+
+void work_dark() {
+ while (!dark_queue.empty()) {
+ UnsetNode node = dark_queue.front();
+ dark_queue.pop();
+
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (node.HasNext(Block::Face(face))) {
+ UnsetNode other = node.GetNext(Block::Face(face));
+ // TODO: if there a light source here with the same level this will err
+ if (other.Get() != 0 && other.Get() < node.level) {
+ other.Set(0);
+ dark_queue.emplace(other);
+ } else {
+ light_queue.emplace(other);
+ }
+ }
+ }
+ }
+}
+
+}
+
+void Chunk::SetBlock(int index, const Block &block) {
+ const BlockType &old_type = Type(blocks[index]);
+ const BlockType &new_type = Type(block);
+
+ blocks[index] = block;
+
+ if (&old_type == &new_type) return;
+
+ if (new_type.luminosity > old_type.luminosity) {
+ // light added
+ SetLight(index, new_type.luminosity);
+ light_queue.emplace(this, ToPos(index));
+ work_light();
+ } else if (new_type.luminosity < old_type.luminosity) {
+ // light removed
+ dark_queue.emplace(this, ToPos(index));
+ SetLight(index, 0);
+ work_dark();
+ SetLight(index, new_type.luminosity);
+ light_queue.emplace(this, ToPos(index));
+ work_light();
+ } else if (new_type.block_light && !old_type.block_light) {
+ // obstacle added
+ if (GetLight(index) > 0) {
+ dark_queue.emplace(this, ToPos(index));
+ SetLight(index, 0);
+ work_dark();
+ work_light();
+ }
+ } else if (!new_type.block_light && old_type.block_light) {
+ // obstacle removed
+ int level = 0;
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
+ int next_level = 0;
+ if (InBounds(next_pos)) {
+ next_level = GetLight(next_pos);
+ } else {
+ if (HasNeighbor(Block::Face(face))) {
+ next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
+ next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
+ }
+ }
+ if (level < next_level) {
+ level = next_level;
+ }
+ }
+ if (level > 1) {
+ SetLight(index, level - 1);
+ light_queue.emplace(this, ToPos(index));
+ work_light();
+ }
+ }
+}
+
+const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
+ Pos next_pos(pos + Block::FaceNormal(face));
+ if (InBounds(next_pos)) {
+ return &BlockAt(pos + Block::FaceNormal(face));
+ } else if (HasNeighbor(face)) {
+ return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
+ } else {
+ return nullptr;
+ }
+}
+
+void Chunk::SetNeighbor(Chunk &other) {
+ if (other.position == position + Pos(-1, 0, 0)) {
+ if (neighbor[Block::FACE_LEFT] != &other) {
+ neighbor[Block::FACE_LEFT] = &other;
+ other.neighbor[Block::FACE_RIGHT] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ Pos my_pos(0, y, z);
+ Pos other_pos(Width() - 1, y, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(1, 0, 0)) {
+ if (neighbor[Block::FACE_RIGHT] != &other) {
+ neighbor[Block::FACE_RIGHT] = &other;
+ other.neighbor[Block::FACE_LEFT] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ Pos my_pos(Width() - 1, y, z);
+ Pos other_pos(0, y, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, -1, 0)) {
+ if (neighbor[Block::FACE_DOWN] != &other) {
+ neighbor[Block::FACE_DOWN] = &other;
+ other.neighbor[Block::FACE_UP] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, 0, z);
+ Pos other_pos(x, Height() - 1, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 1, 0)) {
+ if (neighbor[Block::FACE_UP] != &other) {
+ neighbor[Block::FACE_UP] = &other;
+ other.neighbor[Block::FACE_DOWN] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, Height() - 1, z);
+ Pos other_pos(x, 0, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 0, -1)) {
+ if (neighbor[Block::FACE_BACK] != &other) {
+ neighbor[Block::FACE_BACK] = &other;
+ other.neighbor[Block::FACE_FRONT] = this;
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, y, 0);
+ Pos other_pos(x, y, Depth() - 1);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 0, 1)) {
+ if (neighbor[Block::FACE_FRONT] != &other) {
+ neighbor[Block::FACE_FRONT] = &other;
+ other.neighbor[Block::FACE_BACK] = this;
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, y, Depth() - 1);
+ Pos other_pos(x, y, 0);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ }
+}
+
+void Chunk::ClearNeighbors() {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = nullptr;
+ }
+}
+
+void Chunk::Unlink() {
+ if (neighbor[Block::FACE_UP]) {
+ neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
+ }
+ if (neighbor[Block::FACE_DOWN]) {
+ neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
+ }
+ if (neighbor[Block::FACE_LEFT]) {
+ neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
+ }
+ if (neighbor[Block::FACE_RIGHT]) {
+ neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
+ }
+ if (neighbor[Block::FACE_FRONT]) {
+ neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
+ }
+ if (neighbor[Block::FACE_BACK]) {
+ neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
+ }
+}
+
+void Chunk::Relink() {
+ if (neighbor[Block::FACE_UP]) {
+ neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
+ }
+ if (neighbor[Block::FACE_DOWN]) {
+ neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
+ }
+ if (neighbor[Block::FACE_LEFT]) {
+ neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
+ }
+ if (neighbor[Block::FACE_RIGHT]) {
+ neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
+ }
+ if (neighbor[Block::FACE_FRONT]) {
+ neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
+ }
+ if (neighbor[Block::FACE_BACK]) {
+ neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
+ }
+}
+
+
+void Chunk::SetLight(int index, int level) {
+ if (light[index] != level) {
+ light[index] = level;
+ Invalidate();
+ }
+}
+
+int Chunk::GetLight(int index) const {
+ return light[index];
+}
+
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const BlockModel::Normal &norm) const {
+ float light = GetLight(index);
+ Chunk::Pos pos(ToPos(index));
+
+ Block::Face direct_face(Block::NormalFace(norm));
+ const Chunk *direct_chunk = this;
+ Chunk::Pos direct_pos(pos + Block::FaceNormal(direct_face));
+ if (!InBounds(direct_pos)) {
+ if (HasNeighbor(direct_face)) {
+ direct_chunk = &GetNeighbor(direct_face);
+ direct_pos -= (Block::FaceNormal(direct_face) * Extent());
+ float direct_light = direct_chunk->GetLight(direct_pos);
+ if (direct_light > light) {
+ light = direct_light;
+ }
+ }
+ } else {
+ float direct_light = direct_chunk->GetLight(direct_pos);
+ if (direct_light > light) {
+ light = direct_light;
+ }
+ }
+
+ // cheap alternative until AO etc are implemented
+ // to tell the faces apart
+
+ if (direct_face == Block::FACE_LEFT || direct_face == Block::FACE_RIGHT) {
+ light -= 0.2;
+ } else if (direct_face == Block::FACE_FRONT || direct_face == Block::FACE_BACK) {
+ light -= 0.4;
+ }
+
+ return light;
+}
+
+
+bool Chunk::IsSurface(const Pos &pos) const {
+ const Block &block = BlockAt(pos);
+ if (!Type(block).visible) {
+ return false;
+ }
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ const Block *next = FindNext(pos, Block::Face(face));
+ if (!next || !Type(*next).visible) {
+ return true;
+ }
+ }
+ return false;
+}
+
+
void Chunk::Allocate() {
- blocks.resize(Size());
+ blocks.resize(Size(), Block(0));
+ light.resize(Size(), 0);
}
bool Chunk::Intersection(
const Ray &ray,
const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- if (!blank::Intersection(ray, Bounds(), M)) {
- return false;
- }
- }
-
- if (!blkid && !dist && !normal) {
- return true;
- }
-
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal
+) const {
// TODO: should be possible to heavily optimize this
int id = 0;
- int closest_id = -1;
- float closest_dist = std::numeric_limits<float>::infinity();
- glm::vec3 closest_normal(0, 1, 0);
+ blkid = -1;
+ dist = std::numeric_limits<float>::infinity();
for (int z = 0; z < Depth(); ++z) {
for (int y = 0; y < Height(); ++y) {
for (int x = 0; x < Width(); ++x, ++id) {
}
float cur_dist;
glm::vec3 cur_norm;
- Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
+ if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
+ if (cur_dist < dist) {
+ blkid = id;
+ dist = cur_dist;
+ normal = cur_norm;
}
}
}
}
}
- if (closest_id < 0) {
+ if (blkid < 0) {
return false;
+ } else {
+ normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+ return true;
}
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
- }
- return true;
}
void Chunk::Position(const Pos &pos) {
}
+namespace {
+
+BlockModel::Buffer buf;
+
+}
+
+void Chunk::CheckUpdate() {
+ if (dirty) {
+ Update();
+ }
+}
+
void Chunk::Update() {
int vtx_count = 0, idx_count = 0;
for (const auto &block : blocks) {
vtx_count += shape->VertexCount();
idx_count += shape->VertexIndexCount();
}
- model.Clear();
- model.Reserve(vtx_count, idx_count);
+ buf.Clear();
+ buf.Reserve(vtx_count, idx_count);
- Model::Index vtx_counter = 0;
+ BlockModel::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
const BlockType &type = Type(blocks[i]);
- type.FillModel(model, ToCoords(i), vtx_counter);
+
+ if (!type.visible || Obstructed(i)) continue;
+
+ type.FillBlockModel(buf, ToTransform(i), vtx_counter);
+ size_t vtx_begin = vtx_counter;
vtx_counter += type.shape->VertexCount();
+
+ for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
+ buf.lights.emplace_back(GetVertexLight(i, buf.vertices[vtx], buf.normals[vtx]));
+ }
}
- model.Invalidate();
+ model.Update(buf);
dirty = false;
}
+bool Chunk::Obstructed(int idx) const {
+ Chunk::Pos pos(ToPos(idx));
+
+ Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
+ const Block *left_block = nullptr;
+ if (InBounds(left_pos)) {
+ left_block = &BlockAt(left_pos);
+ } else if (HasNeighbor(Block::FACE_LEFT)) {
+ left_pos += Chunk::Pos(Width(), 0, 0);
+ left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
+ return false;
+ }
+
+ Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
+ const Block *right_block = nullptr;
+ if (InBounds(right_pos)) {
+ right_block = &BlockAt(right_pos);
+ } else if (HasNeighbor(Block::FACE_RIGHT)) {
+ right_pos += Chunk::Pos(-Width(), 0, 0);
+ right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
+ return false;
+ }
+
+ Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
+ const Block *down_block = nullptr;
+ if (InBounds(down_pos)) {
+ down_block = &BlockAt(down_pos);
+ } else if (HasNeighbor(Block::FACE_DOWN)) {
+ down_pos += Chunk::Pos(0, Height(), 0);
+ down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
+ return false;
+ }
+
+ Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
+ const Block *up_block = nullptr;
+ if (InBounds(up_pos)) {
+ up_block = &BlockAt(up_pos);
+ } else if (HasNeighbor(Block::FACE_UP)) {
+ up_pos += Chunk::Pos(0, -Height(), 0);
+ up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
+ return false;
+ }
+
+ Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
+ const Block *back_block = nullptr;
+ if (InBounds(back_pos)) {
+ back_block = &BlockAt(back_pos);
+ } else if (HasNeighbor(Block::FACE_BACK)) {
+ back_pos += Chunk::Pos(0, 0, Depth());
+ back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
+ return false;
+ }
+
+ Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
+ const Block *front_block = nullptr;
+ if (InBounds(front_pos)) {
+ front_block = &BlockAt(front_pos);
+ } else if (HasNeighbor(Block::FACE_FRONT)) {
+ front_pos += Chunk::Pos(0, 0, -Depth());
+ front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
+ return false;
+ }
+
+ return true;
+}
+
+glm::mat4 Chunk::ToTransform(int idx) const {
+ return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
+
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+: chunk(c), pos(p), result(nullptr) {
+ while (pos.x >= Chunk::Width()) {
+ if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
+ pos.x -= Chunk::Width();
+ } else {
+ return;
+ }
+ }
+ while (pos.x < 0) {
+ if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+ pos.x += Chunk::Width();
+ } else {
+ return;
+ }
+ }
+ while (pos.y >= Chunk::Height()) {
+ if (chunk->HasNeighbor(Block::FACE_UP)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_UP);
+ pos.y -= Chunk::Height();
+ } else {
+ return;
+ }
+ }
+ while (pos.y < 0) {
+ if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+ pos.y += Chunk::Height();
+ } else {
+ return;
+ }
+ }
+ while (pos.z >= Chunk::Depth()) {
+ if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+ pos.z -= Chunk::Depth();
+ } else {
+ return;
+ }
+ }
+ while (pos.z < 0) {
+ if (chunk->HasNeighbor(Block::FACE_BACK)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+ pos.z += Chunk::Depth();
+ } else {
+ return;
+ }
+ }
+ result = &chunk->BlockAt(pos);
+}
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+: chunk(c), pos(p), result(nullptr) {
+ pos += Block::FaceNormal(face);
+ if (Chunk::InBounds(pos)) {
+ result = &chunk->BlockAt(pos);
+ } else {
+ pos -= Block::FaceNormal(face) * Chunk::Extent();
+ if (chunk->HasNeighbor(face)) {
+ chunk = &chunk->GetNeighbor(face);
+ result = &chunk->BlockAt(pos);
+ }
+ }
+}
+
+
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
+: base(0, 0, 0)
+, reg(reg)
+, gen(gen)
+, loaded()
+, to_generate()
+, to_free()
+, load_dist(config.load_dist)
+, unload_dist(config.unload_dist) {
+
+}
+
+namespace {
+
+struct ChunkLess {
+
+ explicit ChunkLess(const Chunk::Pos &base)
+ : base(base) { }
+
+ bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+ Chunk::Pos da(base - a);
+ Chunk::Pos db(base - b);
+ return
+ da.x * da.x + da.y * da.y + da.z * da.z <
+ db.x * db.x + db.y * db.y + db.z * db.z;
+ }
+
+ Chunk::Pos base;
+
+};
+
+}
+
+void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
+ for (int z = from.z; z < to.z; ++z) {
+ for (int y = from.y; y < to.y; ++y) {
+ for (int x = from.x; x < to.x; ++x) {
+ Chunk::Pos pos(x, y, z);
+ if (Known(pos)) {
+ continue;
+ } else if (pos == base) {
+ Generate(pos);
+
+ // light testing
+ // for (int i = 0; i < 16; ++i) {
+ // for (int j = 0; j < 16; ++j) {
+ // loaded.back().SetBlock(Chunk::Pos{ i, j, 0 }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ i, j, 15 }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, j, i }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, j, i }, Block(1));
+ // }
+ // }
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 8 }, Block(13));
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
+
+ // orientation testing
+ // for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ // for (int j = 0; j < Block::TURN_COUNT; ++j) {
+ // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
+ // }
+ // }
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
+ } else {
+ to_generate.emplace_back(pos);
+ }
+ }
+ }
+ }
+ to_generate.sort(ChunkLess(base));
+}
+
+Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
+ loaded.emplace_back(reg);
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ chunk.Allocate();
+ gen(chunk);
+ Insert(chunk);
+ return chunk;
+}
+
+void ChunkLoader::Insert(Chunk &chunk) {
+ for (Chunk &other : loaded) {
+ chunk.SetNeighbor(other);
+ }
+}
+
+void ChunkLoader::Remove(Chunk &chunk) {
+ chunk.Unlink();
+}
+
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+ for (Chunk &chunk : loaded) {
+ if (chunk.Position() == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
+}
+
+bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+ for (const Chunk::Pos &chunk : to_generate) {
+ if (chunk == pos) {
+ return true;
+ }
+ }
+ return nullptr;
+}
+
+bool ChunkLoader::Known(const Chunk::Pos &pos) {
+ if (Loaded(pos)) return true;
+ return Queued(pos);
+}
+
+Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
+ Chunk *chunk = Loaded(pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
+ if (*iter == pos) {
+ to_generate.erase(iter);
+ break;
+ }
+ }
+
+ return Generate(pos);
+}
+
+void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
+ if (new_base == base) {
+ return;
+ }
+ base = new_base;
+
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ if (std::abs(base.x - iter->Position().x) > unload_dist
+ || std::abs(base.y - iter->Position().y) > unload_dist
+ || std::abs(base.z - iter->Position().z) > unload_dist) {
+ auto saved = iter;
+ Remove(*saved);
+ ++iter;
+ to_free.splice(to_free.end(), loaded, saved);
+ } else {
+ ++iter;
+ }
+ }
+ // abort far away queued chunks
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+ if (std::abs(base.x - iter->x) > unload_dist
+ || std::abs(base.y - iter->y) > unload_dist
+ || std::abs(base.z - iter->z) > unload_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ GenerateSurrounding(base);
+}
+
+void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
+ const Chunk::Pos offset(load_dist, load_dist, load_dist);
+ Generate(pos - offset, pos + offset);
+}
+
+void ChunkLoader::Update() {
+ bool reused = false;
+ if (!to_generate.empty()) {
+ Chunk::Pos pos(to_generate.front());
+
+ for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
+ if (iter->Position() == pos) {
+ iter->Relink();
+ loaded.splice(loaded.end(), to_free, iter);
+ reused = true;
+ break;
+ }
+ }
+
+ if (!reused) {
+ if (to_free.empty()) {
+ loaded.emplace_back(reg);
+ } else {
+ to_free.front().ClearNeighbors();
+ loaded.splice(loaded.end(), to_free, to_free.begin());
+ reused = true;
+ }
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ chunk.Allocate();
+ gen(chunk);
+ Insert(chunk);
+ }
+ to_generate.pop_front();
+ }
+
+ if (!reused && !to_free.empty()) {
+ to_free.pop_front();
+ }
+}
}