#include "generator.hpp"
+#include <algorithm>
#include <limits>
#include <queue>
#include <glm/gtx/transform.hpp>
Chunk::Chunk(const BlockTypeRegistry &types)
: types(&types)
-, neighbor{ 0, 0, 0, 0, 0, 0 }
-, blocks()
+, neighbor{0}
+, blocks{}
+, light{0}
, model()
, position(0, 0, 0)
, dirty(false) {
Chunk::Chunk(Chunk &&other)
: types(other.types)
-, blocks(std::move(other.blocks))
, 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];
- }
+ 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) {
types = other.types;
- for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = other.neighbor[i];
- }
- 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::SetNeighbor(Chunk &other) {
- if (other.position == position - Pos(-1, 0, 0)) {
- neighbor[Block::FACE_LEFT] = &other;
- other.neighbor[Block::FACE_RIGHT] = this;
- } else if (other.position == position - Pos(1, 0, 0)) {
- neighbor[Block::FACE_RIGHT] = &other;
- other.neighbor[Block::FACE_LEFT] = this;
- } else if (other.position == position - Pos(0, -1, 0)) {
- neighbor[Block::FACE_DOWN] = &other;
- other.neighbor[Block::FACE_UP] = this;
- } else if (other.position == position - Pos(0, 1, 0)) {
- neighbor[Block::FACE_UP] = &other;
- other.neighbor[Block::FACE_DOWN] = this;
- } else if (other.position == position - Pos(0, 0, -1)) {
- neighbor[Block::FACE_BACK] = &other;
- other.neighbor[Block::FACE_FRONT] = this;
- } else if (other.position == position - Pos(0, 0, 1)) {
- neighbor[Block::FACE_FRONT] = &other;
- other.neighbor[Block::FACE_BACK] = this;
- }
-}
-
-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;
- }
-}
-
-
namespace {
struct SetNode {
void Set(int level) { chunk->SetLight(pos, level); }
bool HasNext(Block::Face face) {
- const Block *next = chunk->FindNext(pos, face);
- return next && !chunk->Type(*next).block_light;
+ const BlockLookup next(chunk, pos, face);
+ return next && !next.GetType().block_light;
}
SetNode GetNext(Block::Face face) {
- Chunk::Pos next_pos(pos + Block::FaceNormal(face));
- if (Chunk::InBounds(next_pos)) {
- return SetNode(chunk, next_pos);
- } else {
- return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent()));
- }
+ const BlockLookup next(chunk, pos, face);
+ return SetNode(&next.GetChunk(), next.GetBlockPos());
}
};
UnsetNode(const SetNode &set)
: SetNode(set), level(Get()) { }
+
+ bool HasNext(Block::Face face) {
+ const BlockLookup next(chunk, pos, face);
+ return next;
+ }
UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
};
work_light();
} else if (new_type.block_light && !old_type.block_light) {
// obstacle added
- dark_queue.emplace(this, ToPos(index));
- SetLight(index, 0);
- work_dark();
- work_light();
+ 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;
}
}
+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) {
- light[index] = 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));
+ // 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;
+ }
+ }
+
+ // 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);
}
-void Chunk::Allocate() {
- blocks.resize(Size(), Block(0));
- light.resize(Size(), 0);
-}
-
-
void Chunk::Draw() {
if (dirty) {
Update();
namespace {
-Model::Buffer buf;
+BlockModel::Buffer buf;
}
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]);
if (!type.visible || Obstructed(i)) continue;
- type.FillModel(buf, ToTransform(i), vtx_counter);
+ 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.Update(buf);
}
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+: 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;
+ }
+ }
+}
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+: 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 Config &config, const BlockTypeRegistry ®, const Generator &gen)
: base(0, 0, 0)
, reg(reg)
} 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.emplace_back(reg);
Chunk &chunk = loaded.back();
chunk.Position(pos);
- Insert(chunk);
gen(chunk);
+ Insert(chunk);
return chunk;
}
}
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 (to_generate.empty()) {
+ return;
+ }
- 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);
- Insert(chunk);
- gen(chunk);
+ 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);
}
}