#include <algorithm>
#include <limits>
#include <queue>
-#include <glm/gtx/transform.hpp>
namespace blank {
-Chunk::Chunk(const BlockTypeRegistry &types)
+Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
, neighbor{0}
, blocks{}
}
-Chunk::Chunk(Chunk &&other)
+Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
, model(std::move(other.model))
, position(other.position)
std::copy(other.light, other.light + sizeof(light), light);
}
-Chunk &Chunk::operator =(Chunk &&other) {
+Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
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); }
+ int Get() const noexcept { return chunk->GetLight(pos); }
+ void Set(int level) noexcept { chunk->SetLight(pos, level); }
- bool HasNext(Block::Face face) {
+ bool HasNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
return next && !next.GetType().block_light;
}
- SetNode GetNext(Block::Face face) {
+ SetNode GetNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
return SetNode(&next.GetChunk(), next.GetBlockPos());
}
: SetNode(set), level(Get()) { }
- bool HasNext(Block::Face face) {
+ bool HasNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
return next;
}
- UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
+ UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
};
std::queue<SetNode> light_queue;
std::queue<UnsetNode> dark_queue;
-void work_light() {
+void work_light() noexcept {
while (!light_queue.empty()) {
SetNode node = light_queue.front();
light_queue.pop();
}
}
-void work_dark() {
+void work_dark() noexcept {
while (!dark_queue.empty()) {
UnsetNode node = dark_queue.front();
dark_queue.pop();
}
-void Chunk::SetBlock(int index, const Block &block) {
+void Chunk::SetBlock(int index, const Block &block) noexcept {
const BlockType &old_type = Type(blocks[index]);
const BlockType &new_type = Type(block);
}
}
-void Chunk::SetNeighbor(Chunk &other) {
+void Chunk::SetNeighbor(Chunk &other) noexcept {
if (other.position == position + Pos(-1, 0, 0)) {
if (neighbor[Block::FACE_LEFT] != &other) {
neighbor[Block::FACE_LEFT] = &other;
}
}
-void Chunk::ClearNeighbors() {
+void Chunk::ClearNeighbors() noexcept {
for (int i = 0; i < Block::FACE_COUNT; ++i) {
neighbor[i] = nullptr;
}
}
-void Chunk::Unlink() {
+void Chunk::Unlink() noexcept {
for (int face = 0; face < Block::FACE_COUNT; ++face) {
if (neighbor[face]) {
neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
}
}
-void Chunk::Relink() {
+void Chunk::Relink() noexcept {
for (int face = 0; face < Block::FACE_COUNT; ++face) {
if (neighbor[face]) {
neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
}
-void Chunk::SetLight(int index, int level) {
+void Chunk::SetLight(int index, int level) noexcept {
if (light[index] != level) {
light[index] = level;
Invalidate();
}
}
-int Chunk::GetLight(int index) const {
+int Chunk::GetLight(int index) const noexcept {
return light[index];
}
-float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const {
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
float light = GetLight(index);
Chunk::Pos pos(ToPos(index));
if (direct_light > light) {
light = direct_light;
}
+ } else {
+ return light;
}
- // cheap alternative until AO etc are implemented
- // to tell the faces apart
+ if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
+ return light;
+ }
- 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;
+ Block::Face edge[2];
+ switch (Block::Axis(direct_face)) {
+ case 0: // X
+ edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+ edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+ break;
+ case 1: // Y
+ edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+ edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+ break;
+ case 2: // Z
+ edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+ edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+ break;
}
- return light;
+ int num = 1;
+ int occlusion = 0;
+
+ BlockLookup next[2] = {
+ direct.Next(edge[0]),
+ direct.Next(edge[1]),
+ };
+
+ if (next[0]) {
+ if (next[0].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[0].GetLight();
+ ++num;
+ }
+ }
+ if (next[1]) {
+ if (next[1].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[1].GetLight();
+ ++num;
+ }
+ }
+ if (occlusion < 2) {
+ if (next[0]) {
+ BlockLookup corner = next[0].Next(edge[1]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ } else if (next[1]) {
+ BlockLookup corner = next[1].Next(edge[0]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ }
+ } else {
+ ++occlusion;
+ }
+
+ return (light / num) - (occlusion * 0.8f);
}
-bool Chunk::IsSurface(const Pos &pos) const {
+bool Chunk::IsSurface(const Pos &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
return false;
}
-void Chunk::Draw() {
+void Chunk::Draw() noexcept {
if (dirty) {
Update();
}
int &blkid,
float &dist,
glm::vec3 &normal
-) const {
+) const noexcept {
// TODO: should be possible to heavily optimize this
int id = 0;
blkid = -1;
}
}
-void Chunk::Position(const Pos &pos) {
- position = pos;
-}
-
-glm::mat4 Chunk::Transform(const Pos &offset) const {
- return glm::translate((position - offset) * Extent());
-}
-
namespace {
}
-void Chunk::CheckUpdate() {
+void Chunk::CheckUpdate() noexcept {
if (dirty) {
Update();
}
}
-void Chunk::Update() {
+void Chunk::Update() noexcept {
int vtx_count = 0, idx_count = 0;
for (const auto &block : blocks) {
const Shape *shape = Type(block).shape;
for (size_t i = 0; i < Size(); ++i) {
const BlockType &type = Type(blocks[i]);
- if (!type.visible || Obstructed(i)) continue;
+ if (!type.visible || Obstructed(i).All()) continue;
type.FillBlockModel(buf, ToTransform(i), vtx_counter);
size_t vtx_begin = vtx_counter;
dirty = false;
}
-bool Chunk::Obstructed(int idx) const {
+Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
Chunk::Pos pos(ToPos(idx));
+ Block::FaceSet result;
for (int f = 0; f < Block::FACE_COUNT; ++f) {
Block::Face face = Block::Face(f);
BlockLookup next(const_cast<Chunk *>(this), pos, face);
- if (!next || !next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
- return false;
+ if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
+ result.Set(face);
}
}
- return true;
+ return result;
}
-glm::mat4 Chunk::ToTransform(int idx) const {
- return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+glm::mat4 Chunk::ToTransform(int idx) const noexcept {
+ return glm::translate(ToCoords(idx)) * blocks[idx].Transform();
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
: chunk(c), pos(p) {
while (pos.x >= Chunk::Width()) {
if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
}
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
: chunk(c), pos(p) {
pos += Block::FaceNormal(face);
if (!Chunk::InBounds(pos)) {
}
-ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept
: base(0, 0, 0)
, reg(reg)
, gen(gen)
struct ChunkLess {
- explicit ChunkLess(const Chunk::Pos &base)
+ explicit ChunkLess(const Chunk::Pos &base) noexcept
: base(base) { }
- bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+ bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
Chunk::Pos da(base - a);
Chunk::Pos db(base - b);
return
return chunk;
}
-void ChunkLoader::Insert(Chunk &chunk) {
+void ChunkLoader::Insert(Chunk &chunk) noexcept {
for (Chunk &other : loaded) {
chunk.SetNeighbor(other);
}
}
-void ChunkLoader::Remove(Chunk &chunk) {
+void ChunkLoader::Remove(Chunk &chunk) noexcept {
chunk.Unlink();
}
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
for (Chunk &chunk : loaded) {
if (chunk.Position() == pos) {
return &chunk;
return nullptr;
}
-bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
for (const Chunk::Pos &chunk : to_generate) {
if (chunk == pos) {
return true;
return nullptr;
}
-bool ChunkLoader::Known(const Chunk::Pos &pos) {
+bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
if (Loaded(pos)) return true;
return Queued(pos);
}