#include "generator.hpp"
+#include <algorithm>
#include <limits>
-#include <glm/gtx/transform.hpp>
+#include <queue>
-namespace {
-
-blank::Model::Buffer buf;
-
-}
-
namespace blank {
-Chunk::Chunk(const BlockTypeRegistry &types)
+Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
-, blocks()
+, neighbor{0}
+, blocks{}
+, light{0}
, model()
, position(0, 0, 0)
, dirty(false) {
}
-Chunk::Chunk(Chunk &&other)
+Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
-, blocks(std::move(other.blocks))
, model(std::move(other.model))
+, position(other.position)
, dirty(other.dirty) {
-
+ std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+ std::copy(other.light, other.light + sizeof(light), light);
}
-Chunk &Chunk::operator =(Chunk &&other) {
+Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
- blocks = std::move(other.blocks);
+ std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+ std::copy(other.light, other.light + sizeof(light), light);
model = std::move(other.model);
+ position = other.position;
dirty = other.dirty;
return *this;
}
-void Chunk::Allocate() {
- blocks.resize(Size());
+namespace {
+
+struct SetNode {
+
+ Chunk *chunk;
+ Chunk::Pos pos;
+
+ SetNode(Chunk *chunk, Chunk::Pos pos)
+ : chunk(chunk), pos(pos) { }
+
+ int Get() const noexcept { return chunk->GetLight(pos); }
+ void Set(int level) noexcept { chunk->SetLight(pos, level); }
+
+ bool HasNext(Block::Face face) noexcept {
+ const BlockLookup next(chunk, pos, face);
+ return next && !next.GetType().block_light;
+ }
+ SetNode GetNext(Block::Face face) noexcept {
+ const BlockLookup next(chunk, pos, face);
+ return SetNode(&next.GetChunk(), next.GetBlockPos());
+ }
+
+};
+
+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) noexcept {
+ const BlockLookup next(chunk, pos, face);
+ return next;
+ }
+ UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
+
+};
+
+std::queue<SetNode> light_queue;
+std::queue<UnsetNode> dark_queue;
+
+void work_light() noexcept {
+ 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() noexcept {
+ 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) noexcept {
+ 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) {
+ BlockLookup next_block(this, ToPos(index), Block::Face(face));
+ if (next_block) {
+ level = std::min(level, next_block.GetLight());
+ }
+ }
+ if (level > 1) {
+ SetLight(index, level - 1);
+ light_queue.emplace(this, ToPos(index));
+ work_light();
+ }
+ }
+}
-void Chunk::Draw() {
+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;
+ 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() noexcept {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = nullptr;
+ }
+}
+
+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() 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) noexcept {
+ if (light[index] != level) {
+ light[index] = level;
+ Invalidate();
+ }
+}
+
+int Chunk::GetLight(int index) const noexcept {
+ return light[index];
+}
+
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
+ float light = GetLight(index);
+ Chunk::Pos pos(ToPos(index));
+
+ Block::Face direct_face(Block::NormalFace(norm));
+ // tis okay
+ BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
+ if (direct) {
+ float direct_light = direct.GetLight();
+ if (direct_light > light) {
+ light = direct_light;
+ }
+ } else {
+ return light;
+ }
+
+ if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
+ return light;
+ }
+
+ 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;
+ }
+
+ 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 noexcept {
+ const Block &block = BlockAt(pos);
+ if (!Type(block).visible) {
+ return false;
+ }
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
+ if (!next || !next.GetType().visible) {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+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 {
+
+BlockModel::Buffer buf;
+}
-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;
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) {
- if (Obstructed(i)) continue;
-
const BlockType &type = Type(blocks[i]);
- type.FillModel(buf, ToTransform(i), vtx_counter);
+
+ if (!type.visible || Obstructed(i).All()) 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],
+ type.shape->VertexNormal(vtx - vtx_begin, blocks[i].Transform())
+ ));
+ }
}
model.Update(buf);
dirty = false;
}
-bool Chunk::Obstructed(int idx) const {
- if (IsBorder(idx)) return false;
+Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
+ Chunk::Pos pos(ToPos(idx));
+ Block::FaceSet result;
- // not checking neighbor visibility here, so all
- // invisible blocks must have their fill set to 6x false
- // (the default, so should be okay)
-
- const Block &right = blocks[idx + 1];
- if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false;
-
- const Block &left = blocks[idx - 1];
- if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false;
-
- const Block &up = blocks[idx + Width()];
- if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false;
+ 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))) {
+ result.Set(face);
+ }
+ }
- const Block &down = blocks[idx - Width()];
- if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false;
+ return result;
+}
- const Block &front = blocks[idx + Width() * Height()];
- if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false;
+glm::mat4 Chunk::ToTransform(int idx) const noexcept {
+ return glm::translate(ToCoords(idx)) * blocks[idx].Transform();
+}
- const Block &back = blocks[idx - Width() * Height()];
- if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false;
- return true;
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
+: chunk(c), pos(p) {
+ while (pos.x >= Chunk::Width()) {
+ if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
+ pos.x -= Chunk::Width();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.x < 0) {
+ if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+ pos.x += Chunk::Width();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.y >= Chunk::Height()) {
+ if (chunk->HasNeighbor(Block::FACE_UP)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_UP);
+ pos.y -= Chunk::Height();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.y < 0) {
+ if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+ pos.y += Chunk::Height();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.z >= Chunk::Depth()) {
+ if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+ pos.z -= Chunk::Depth();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.z < 0) {
+ if (chunk->HasNeighbor(Block::FACE_BACK)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+ pos.z += Chunk::Depth();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
}
-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, Block::Face face) noexcept
+: chunk(c), pos(p) {
+ pos += Block::FaceNormal(face);
+ if (!Chunk::InBounds(pos)) {
+ pos -= Block::FaceNormal(face) * Chunk::Extent();
+ chunk = &chunk->GetNeighbor(face);
+ }
}
-ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept
: base(0, 0, 0)
, reg(reg)
, gen(gen)
, loaded()
, to_generate()
, to_free()
-, load_dist(4)
-, unload_dist(5) {
+, load_dist(config.load_dist)
+, unload_dist(config.unload_dist) {
}
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
Chunk::Pos pos(x, y, z);
if (Known(pos)) {
continue;
- } else if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back(reg);
- loaded.back().Position(pos);
- gen(loaded.back());
+ } 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) {
to_generate.sort(ChunkLess(base));
}
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
+ loaded.emplace_back(reg);
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ gen(chunk);
+ Insert(chunk);
+ return chunk;
+}
+
+void ChunkLoader::Insert(Chunk &chunk) noexcept {
+ for (Chunk &other : loaded) {
+ chunk.SetNeighbor(other);
+ }
+}
+
+void ChunkLoader::Remove(Chunk &chunk) noexcept {
+ chunk.Unlink();
+}
+
+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);
}
}
}
- loaded.emplace_back(reg);
- loaded.back().Position(pos);
- gen(loaded.back());
- return loaded.back();
+ return Generate(pos);
}
void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
|| 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 {
}
}
// add missing new chunks
+ GenerateSurrounding(base);
+}
+
+void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
const Chunk::Pos offset(load_dist, load_dist, load_dist);
- Generate(base - offset, base + offset);
+ 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) {
- loaded.splice(loaded.end(), to_free, iter);
- reused = true;
- break;
- }
- }
+ if (to_generate.empty()) {
+ return;
+ }
- if (!reused) {
- if (to_free.empty()) {
- loaded.emplace_back(reg);
- } else {
- loaded.splice(loaded.end(), to_free, to_free.begin());
- reused = true;
- }
- loaded.back().Position(pos);
- gen(loaded.back());
+ Chunk::Pos pos(to_generate.front());
+ to_generate.pop_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);
+ return;
}
- to_generate.pop_front();
}
- if (!reused && !to_free.empty()) {
- to_free.pop_front();
+ if (to_free.empty()) {
+ loaded.emplace_back(reg);
+ } else {
+ to_free.front().ClearNeighbors();
+ loaded.splice(loaded.end(), to_free, to_free.begin());
}
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ gen(chunk);
+ Insert(chunk);
}
}