#include <ostream>
#include <queue>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
, neighbor{0}
+, gravity()
, blocks{}
, light{0}
, generated(false)
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
+, gravity(std::move(other.gravity))
, generated(other.generated)
, lighted(other.lighted)
, position(other.position)
Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ gravity = std::move(other.gravity);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
std::copy(other.light, other.light + sizeof(light), light);
generated = other.generated;
blocks[index] = block;
Invalidate();
+ if (old_type.gravity && !new_type.gravity) {
+ gravity.erase(index);
+ } else if (new_type.gravity && !old_type.gravity) {
+ gravity.insert(index);
+ }
+
if (!lighted || &old_type == &new_type) return;
if (new_type.luminosity > old_type.luminosity) {
lighted = true;
}
+void Chunk::ScanActive() {
+ gravity.clear();
+ for (int index = 0; index < size; ++index) {
+ if (Type(index).gravity) {
+ gravity.insert(gravity.end(), index);
+ }
+ }
+}
+
void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
neighbor[face] = &other;
other.neighbor[Block::Opposite(face)] = this;
}
+glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
+ glm::vec3 grav(0.0f);
+ for (int index : gravity) {
+ RoughLocation::Fine block_pos(ToPos(index));
+ ExactLocation block_coords(position, ToCoords(block_pos));
+ // trust that block type hasn't changed
+ grav += Type(index).gravity->GetGravity(
+ coords.Difference(block_coords).Absolute(),
+ ToTransform(block_pos, index));
+ }
+ return grav;
+}
+
+
bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
+ Frustum frustum(transpose(chunk_prog.GetVP()));
+ AABB box;
+
+ //std::cout << "V = " << chunk_prog.View() << std::endl;
+ //std::cout << "P = " << chunk_prog.Projection() << std::endl;
+ //std::cout << "VP = " << chunk_prog.GetVP() << std::endl;
+ //std::cout << "frustum = " << frustum << std::endl;
+
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
- // TODO: optimize chunk culling, shoudn't be that hard
- glm::mat4 m(index[i]->Transform(index.Base()));
- glm::mat4 mvp(chunk_prog.GetVP() * m);
- if (!CullTest(Chunk::Bounds(), mvp)) {
+ box.min = (index[i]->Position() - index.Base()) * ExactLocation::Extent();
+ box.max = box.min + ExactLocation::FExtent();
+
+ if (!CullTest(box, frustum)) {
+
+ //glm::mat4 m(index[i]->Transform(index.Base()));
+ //if (CullTest(Chunk::Bounds(), chunk_prog.GetVP() * m)) {
+ // std::cout << "M = " << m << std::endl;
+ // std::cout << "box = " << box.min << ", " << box.max << std::endl;
+ // std::cout << "should've been culled" << std::endl;
+ //}
+
if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
- chunk_prog.SetM(m);
+ chunk_prog.SetM(index[i]->Transform(index.Base()));
models[i].Draw();
}
}
+ //std::cout << std::endl;
}
return closest_index;
}
-Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
+Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) noexcept {
for (ChunkIndex &index : indices) {
Chunk *chunk = index.Get(pos);
if (chunk) {
return nullptr;
}
+const Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) const noexcept {
+ for (const ChunkIndex &index : indices) {
+ const Chunk *chunk = index.Get(pos);
+ if (chunk) {
+ return chunk;
+ }
+ }
+ return nullptr;
+}
+
Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
Chunk *chunk = Get(pos);
if (chunk) {