#include "chunk.hpp"
+#include "generator.hpp"
+
#include <limits>
#include <glm/gtx/transform.hpp>
+namespace {
+
+blank::Model::Buffer buf;
+
+}
+
namespace blank {
-Chunk::Chunk()
-: blocks()
+Chunk::Chunk(const BlockTypeRegistry &types)
+: types(&types)
+, blocks()
, model()
, position(0, 0, 0)
, dirty(false) {
}
Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
+: types(other.types)
+, blocks(std::move(other.blocks))
, model(std::move(other.model))
, dirty(other.dirty) {
}
Chunk &Chunk::operator =(Chunk &&other) {
+ types = other.types;
blocks = std::move(other.blocks);
model = std::move(other.model);
dirty = other.dirty;
for (int z = 0; z < Depth(); ++z) {
for (int y = 0; y < Height(); ++y) {
for (int x = 0; x < Width(); ++x, ++id) {
- if (!blocks[id].type->visible) {
+ if (!Type(blocks[id]).visible) {
continue;
}
float cur_dist;
glm::vec3 cur_norm;
- glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, 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;
return true;
}
-void Chunk::Position(const glm::tvec3<int> &pos) {
+void Chunk::Position(const Pos &pos) {
position = pos;
}
-glm::mat4 Chunk::Transform(const glm::tvec3<int> &offset) const {
+glm::mat4 Chunk::Transform(const Pos &offset) const {
return glm::translate((position - offset) * Extent());
}
-int Chunk::VertexCount() const {
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
+void Chunk::CheckUpdate() {
+ if (dirty) {
+ Update();
}
- return count;
}
void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
+ int vtx_count = 0, idx_count = 0;
+ for (const auto &block : blocks) {
+ const Shape *shape = Type(block).shape;
+ vtx_count += shape->VertexCount();
+ idx_count += shape->VertexIndexCount();
+ }
+ buf.Clear();
+ buf.Reserve(vtx_count, idx_count);
+ Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
- blocks[i].type->FillModel(ToCoords(i), model);
+ const BlockType &type = Type(blocks[i]);
+ type.FillModel(buf, ToCoords(i), vtx_counter);
+ vtx_counter += type.shape->VertexCount();
}
- model.Invalidate();
+ model.Update(buf);
dirty = false;
}
+ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
+: base(0, 0, 0)
+, reg(reg)
+, gen(gen)
+, loaded()
+, to_generate()
+, to_free()
+, load_dist(4)
+, unload_dist(5) {
+
+}
+
+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 (x == 0 && y == 0 && z == 0) {
+ loaded.emplace_back(reg);
+ loaded.back().Position(pos);
+ gen(loaded.back());
+ } else {
+ to_generate.emplace_back(pos);
+ }
+ }
+ }
+ }
+ to_generate.sort(ChunkLess(base));
+}
+
+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;
+ }
+ }
+
+ loaded.emplace_back(reg);
+ loaded.back().Position(pos);
+ gen(loaded.back());
+ return loaded.back();
+}
+
+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;
+ ++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
+ const Chunk::Pos offset(load_dist, load_dist, load_dist);
+ Generate(base - offset, base + 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 (!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());
+ }
+ to_generate.pop_front();
+ }
+
+ if (!reused && !to_free.empty()) {
+ to_free.pop_front();
+ }
+}
+
}