]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
split chunk loader from world
[blank.git] / src / chunk.cpp
index a485bfbb7d37c61eab4f80c091f1b78659c29b01..04c64f26738170a98b64345ddfc9712463ce70d5 100644 (file)
@@ -1,26 +1,32 @@
 #include "chunk.hpp"
 
+#include "generator.hpp"
+
 #include <limits>
 #include <glm/gtx/transform.hpp>
 
 
 namespace blank {
 
-Chunk::Chunk()
-: blocks(Size())
+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;
@@ -28,6 +34,11 @@ Chunk &Chunk::operator =(Chunk &&other) {
 }
 
 
+void Chunk::Allocate() {
+       blocks.resize(Size());
+}
+
+
 void Chunk::Draw() {
        if (dirty) {
                Update();
@@ -43,8 +54,7 @@ bool Chunk::Intersection(
        float *dist,
        glm::vec3 *normal) const {
        { // rough check
-               const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
-               if (!blank::Intersection(ray, bb, M)) {
+               if (!blank::Intersection(ray, Bounds(), M)) {
                        return false;
                }
        }
@@ -61,13 +71,13 @@ bool Chunk::Intersection(
        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;
@@ -94,29 +104,37 @@ bool Chunk::Intersection(
        return true;
 }
 
-void Chunk::Position(const glm::vec3 &pos) {
+void Chunk::Position(const Pos &pos) {
        position = pos;
 }
 
-glm::mat4 Chunk::Transform(const glm::vec3 &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;
+       model.CheckUpdate();
 }
 
 void Chunk::Update() {
+       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();
+       }
        model.Clear();
-       model.Reserve(VertexCount());
+       model.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(model, ToCoords(i), vtx_counter);
+               vtx_counter += type.shape->VertexCount();
        }
 
        model.Invalidate();
@@ -124,4 +142,145 @@ void Chunk::Update() {
 }
 
 
+ChunkLoader::ChunkLoader(const BlockTypeRegistry &reg, 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 &a, const Chunk &b) const {
+               Chunk::Pos da(base - a.Position());
+               Chunk::Pos db(base - b.Position());
+               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(reg);
+                                       to_generate.back().Position(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;
+}
+
+Chunk *ChunkLoader::Queued(const Chunk::Pos &pos) {
+       for (Chunk &chunk : to_generate) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
+               }
+       }
+       return nullptr;
+}
+
+Chunk *ChunkLoader::Known(const Chunk::Pos &pos) {
+       Chunk *chunk = Loaded(pos);
+       if (chunk) return chunk;
+
+       return Queued(pos);
+}
+
+Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
+       Chunk *chunk = Loaded(pos);
+       if (chunk) {
+               return *chunk;
+       }
+
+       chunk = Queued(pos);
+       if (chunk) {
+               gen(*chunk);
+               return *chunk;
+       }
+
+       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->Position().x) > unload_dist
+                               || std::abs(base.y - iter->Position().y) > unload_dist
+                               || std::abs(base.z - iter->Position().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() {
+       if (!to_generate.empty()) {
+               gen(to_generate.front());
+               loaded.splice(loaded.end(), to_generate, to_generate.begin());
+       }
+
+       if (!to_free.empty()) {
+               to_free.pop_front();
+       }
+}
+
 }