, blockNoise(0)
, colorNoise(1)
, player()
+, player_chunk(0, 0, 0)
, loaded()
-, to_generate() {
+, to_generate()
+, to_free() {
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
namespace {
bool ChunkLess(const Chunk &a, const Chunk &b) {
- return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
+ return
+ a.Position().x * a.Position().x +
+ a.Position().y * a.Position().y +
+ a.Position().z * a.Position().z <
+ b.Position().x * b.Position().x +
+ b.Position().y * b.Position().y +
+ b.Position().z * b.Position().z;
}
}
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+void World::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) {
- glm::vec3 pos{float(x), float(y), float(z)};
- if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back();
+ Block::Pos pos{float(x), float(y), float(z)};
+ if (ChunkAvailable(pos)) {
+ continue;
+ } else if (x == 0 && y == 0 && z == 0) {
+ loaded.emplace_back(blockType);
loaded.back().Position(pos);
Generate(loaded.back());
} else {
- to_generate.emplace_back();
+ to_generate.emplace_back(blockType);
to_generate.back().Position(pos);
}
}
}
void World::Generate(Chunk &chunk) {
- glm::vec3 pos(chunk.Position());
+ chunk.Allocate();
+ Chunk::Pos pos(chunk.Position());
+ glm::vec3 coords(pos * Chunk::Extent());
if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
for (size_t i = 1; i < blockType.Size(); ++i) {
- chunk.BlockAt(i) = Block(blockType[i]);
- chunk.BlockAt(i + 257) = Block(blockType[i]);
- chunk.BlockAt(i + 514) = Block(blockType[i]);
+ chunk.BlockAt(i) = Block(i);
+ chunk.BlockAt(i + 257) = Block(i);
+ chunk.BlockAt(i + 514) = Block(i);
}
} else {
for (int z = 0; z < Chunk::Depth(); ++z) {
for (int y = 0; y < Chunk::Height(); ++y) {
for (int x = 0; x < Chunk::Width(); ++x) {
- glm::vec3 block_pos{float(x), float(y), float(z)};
- glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
+ Block::Pos block_pos{float(x), float(y), float(z)};
+ glm::vec3 gen_pos = (coords + block_pos) / 64.0f;
float val = blockNoise(gen_pos);
if (val > 0.8f) {
int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
- chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
+ chunk.BlockAt(block_pos) = Block(col_val * 3 + 1);
}
}
}
}
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
- const glm::vec3 tgt_pos = to.Position() + dir;
- for (Chunk &chunk : LoadedChunks()) {
- if (chunk.Position() == tgt_pos) {
- return chunk;
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
+ for (Chunk &chunk : loaded) {
+ if (chunk.Position() == pos) {
+ return &chunk;
}
}
+ return nullptr;
+}
+
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
for (Chunk &chunk : to_generate) {
- if (chunk.Position() == tgt_pos) {
- Generate(chunk);
- return chunk;
+ if (chunk.Position() == pos) {
+ return &chunk;
}
}
- loaded.emplace_back();
+ return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
+ Chunk *chunk = ChunkLoaded(pos);
+ if (chunk) return chunk;
+
+ return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+ const Chunk::Pos tgt_pos = to.Position() + dir;
+
+ Chunk *chunk = ChunkLoaded(tgt_pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ chunk = ChunkQueued(tgt_pos);
+ if (chunk) {
+ Generate(*chunk);
+ return *chunk;
+ }
+
+ loaded.emplace_back(blockType);
loaded.back().Position(tgt_pos);
Generate(loaded.back());
return loaded.back();
void World::Update(int dt) {
player.Update(dt);
+ CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+ if (player.ChunkCoords() != player_chunk) {
+ player_chunk = player.ChunkCoords();
+
+ constexpr int max_dist = 8;
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_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(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ const Chunk::Pos offset(max_dist, max_dist, max_dist);
+ Generate(player_chunk - offset, player_chunk + offset);
+ }
+
if (!to_generate.empty()) {
Generate(to_generate.front());
loaded.splice(loaded.end(), to_generate, to_generate.begin());
}
+
+ if (!to_free.empty()) {
+ to_free.pop_front();
+ }
}
program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
for (Chunk &chunk : LoadedChunks()) {
- program.SetM(chunk.Transform(player.ChunkCoords()));
- chunk.Draw();
+ glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ program.SetM(m);
+ glm::mat4 mvp(program.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ chunk.Draw();
+ }
}
}