#include <ostream>
#include <queue>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
, neighbor{0}
-, blocks{}
+, gravity()
, light{0}
, generated(false)
, lighted(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;
const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
+ int EmitLevel() const noexcept { return GetType().luminosity; }
+ bool EmitsLight() const noexcept { return EmitLevel() > 0; }
+
bool HasNext(Block::Face face) noexcept {
const BlockType &type = GetType();
if (type.block_light && !type.luminosity) return false;
UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
: SetNode(chunk, pos), level(Get()) { }
- UnsetNode(const SetNode &set)
+ explicit UnsetNode(const SetNode &set)
: SetNode(set), level(Get()) { }
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);
+ if (other.EmitsLight()) {
+ other.Set(other.EmitLevel());
+ light_queue.emplace(other);
+ } else {
+ other.Set(0);
+ }
dark_queue.emplace(other);
} else {
light_queue.emplace(other);
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) {
if (!type.collision || !type.shape) {
continue;
}
+ RoughLocation::Fine pos(x, y, z);
+
+ // center of the blok relative to the ray
+ glm::vec3 relative_center(glm::vec3((position - reference) * ExactLocation::Extent() + pos) + 0.5f);
+ if (ray.DistanceSquared(relative_center) > 3.0f) {
+ continue;
+ }
+
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
+ if (type.shape->Intersects(ray, ToTransform(reference, pos, idx), cur_dist, cur_norm)) {
if (cur_dist < coll.depth) {
coll.block = idx;
coll.depth = cur_dist;
constexpr float block_rad = 2.0f;
const float bb_radius = box_rad + block_rad;
- const RoughLocation::Fine begin(max(
+ const RoughLocation::Fine begin(glm::max(
RoughLocation::Fine(0),
- RoughLocation::Fine(floor(box_coords - bb_radius))
+ RoughLocation::Fine(glm::floor(box_coords - bb_radius))
));
- const RoughLocation::Fine end(min(
+ const RoughLocation::Fine end(glm::min(
RoughLocation::Fine(side - 1),
- RoughLocation::Fine(ceil(box_coords + bb_radius))
+ RoughLocation::Fine(glm::ceil(box_coords + bb_radius))
) - 1);
for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
const float ec_radius = entity.Radius() + Radius();
- if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
+ if (glm::distance2(entity_coords, Center()) > ec_radius * ec_radius) {
return false;
}
constexpr float block_rad = 2.0f;
const float eb_radius = entity.Radius() + block_rad;
- const RoughLocation::Fine begin(max(
+ const RoughLocation::Fine begin(glm::max(
RoughLocation::Fine(0),
- RoughLocation::Fine(floor(entity_coords - eb_radius))
+ RoughLocation::Fine(glm::floor(entity_coords - eb_radius))
));
- const RoughLocation::Fine end(min(
+ const RoughLocation::Fine end(glm::min(
RoughLocation::Fine(side),
- RoughLocation::Fine(ceil(entity_coords + eb_radius))
+ RoughLocation::Fine(glm::ceil(entity_coords + eb_radius))
));
for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
}
-void ChunkLoader::Update(int dt) {
+void ChunkLoader::Update(int) {
// check if there's chunks waiting to be loaded
// load until one of load or generation limits was hit
constexpr int max_load = 10;
chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
+ Frustum frustum(glm::transpose(chunk_prog.GetVP()));
+ AABB box;
+
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
- 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)) {
if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
- chunk_prog.SetM(m);
- models[i].Draw();
+ if (!models[i].Empty()) {
+ chunk_prog.SetM(index[i]->Transform(index.Base()));
+ models[i].Draw();
+ }
}
}
}
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) {