#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
#include "../graphics/BlockLighting.hpp"
+#include "../graphics/BlockMesh.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/WorldSave.hpp"
-#include "../model/BlockModel.hpp"
#include <algorithm>
#include <limits>
, lighted(false)
, position(0, 0, 0)
, ref_count(0)
-, dirty_model(false)
+, dirty_mesh(false)
, dirty_save(false) {
}
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
+, generated(other.generated)
+, lighted(other.lighted)
, position(other.position)
-, dirty_model(other.dirty_model)
+, ref_count(other.ref_count)
+, dirty_mesh(other.dirty_mesh)
, dirty_save(other.dirty_save) {
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);
+ other.ref_count = 0;
}
Chunk &Chunk::operator =(Chunk &&other) noexcept {
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);
+ generated = other.generated;
+ lighted = other.lighted;
position = other.position;
- dirty_model = other.dirty_save;
+ std::swap(ref_count, other.ref_count);
+ dirty_mesh = other.dirty_save;
dirty_save = other.dirty_save;
return *this;
}
return light[index];
}
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const EntityModel::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const Pos &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
int index = ToIndex(pos);
float light = GetLight(index);
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x, ++idx) {
const BlockType &type = Type(idx);
- if (!type.visible) {
+ if (!type.collision || !type.shape) {
continue;
}
float cur_dist;
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x, ++idx) {
const BlockType &type = Type(idx);
- if (!type.collision) {
+ if (!type.collision || !type.shape) {
continue;
}
if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
namespace {
-BlockModel::Buffer buf;
+BlockMesh::Buffer buf;
}
-void Chunk::Update(BlockModel &model) noexcept {
+void Chunk::Update(BlockMesh &model) noexcept {
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();
+ const BlockType &type = Type(block);
+ if (type.visible && type.shape) {
+ vtx_count += type.shape->VertexCount();
+ idx_count += type.shape->IndexCount();
+ }
}
buf.Clear();
buf.Reserve(vtx_count, idx_count);
- int idx = 0;
- BlockModel::Index vtx_counter = 0;
- for (size_t z = 0; z < depth; ++z) {
- for (size_t y = 0; y < height; ++y) {
- for (size_t x = 0; x < width; ++x, ++idx) {
- const BlockType &type = Type(BlockAt(idx));
- const Pos pos(x, y, z);
-
- if (!type.visible || Obstructed(pos).All()) continue;
-
- type.FillBlockModel(buf, ToTransform(pos, idx), 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(
- pos,
- buf.vertices[vtx],
- type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
- ));
+ if (idx_count > 0) {
+ int idx = 0;
+ BlockMesh::Index vtx_counter = 0;
+ for (size_t z = 0; z < depth; ++z) {
+ for (size_t y = 0; y < height; ++y) {
+ for (size_t x = 0; x < width; ++x, ++idx) {
+ const BlockType &type = Type(BlockAt(idx));
+ const Pos pos(x, y, z);
+
+ if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
+
+ type.FillBlockMesh(buf, ToTransform(pos, idx), 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(
+ pos,
+ buf.vertices[vtx],
+ type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
+ ));
+ }
}
}
}
}
model.Update(buf);
- ClearModel();
+ ClearMesh();
}
Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
void ChunkRenderer::Update(int dt) {
for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
- if (index[i] && index[i]->ShouldUpdateModel()) {
+ if (!index[i]) continue;
+ if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
+ index[i]->ScanLights();
+ }
+ if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
++updates;
}
glm::mat4 m(index[i]->Transform(index.Base()));
glm::mat4 mvp(chunk_prog.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {
- if (index[i]->ShouldUpdateModel()) {
+ if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
chunk_prog.SetM(m);
void ChunkStore::Clean() {
for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
- if (i->Referenced()) {
+ if (i->Referenced() || i->ShouldUpdateSave()) {
++i;
} else {
auto chunk = i;
++i;
free.splice(free.end(), loaded, chunk);
chunk->Unlink();
- chunk->InvalidateModel();
+ chunk->InvalidateMesh();
}
}
}