]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
use light levels for shading of blocks
[blank.git] / src / chunk.cpp
index de30ae91a58d5e5bb092f6ed58b5831b0996bad4..994d68e41bf4e930d4d55df86379381685e4f4c3 100644 (file)
@@ -131,16 +131,12 @@ struct SetNode {
        void Set(int level) { chunk->SetLight(pos, level); }
 
        bool HasNext(Block::Face face) {
-               const Block *next = chunk->FindNext(pos, face);
-               return next && !chunk->Type(*next).block_light;
+               const BlockLookup next(chunk, pos, face);
+               return next.result && !next.chunk->Type(*next.result).block_light;
        }
        SetNode GetNext(Block::Face face) {
-               Chunk::Pos next_pos(pos + Block::FaceNormal(face));
-               if (Chunk::InBounds(next_pos)) {
-                       return SetNode(chunk, next_pos);
-               } else {
-                       return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent()));
-               }
+               const BlockLookup next(chunk, pos, face);
+               return SetNode(next.chunk, next.pos);
        }
 
 };
@@ -156,6 +152,11 @@ struct UnsetNode
        UnsetNode(const SetNode &set)
        : SetNode(set), level(Get()) { }
 
+
+       bool HasNext(Block::Face face) {
+               const BlockLookup next(chunk, pos, face);
+               return next.result;
+       }
        UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
 
 };
@@ -269,13 +270,51 @@ const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
 
 
 void Chunk::SetLight(int index, int level) {
-       light[index] = level;
+       if (light[index] != level) {
+               light[index] = level;
+               Invalidate();
+       }
 }
 
 int Chunk::GetLight(int index) const {
        return light[index];
 }
 
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const BlockModel::Normal &norm) const {
+       float light = GetLight(index);
+       Chunk::Pos pos(ToPos(index));
+
+       Block::Face direct_face(Block::NormalFace(norm));
+       const Chunk *direct_chunk = this;
+       Chunk::Pos direct_pos(pos + Block::FaceNormal(direct_face));
+       if (!InBounds(direct_pos)) {
+               if (HasNeighbor(direct_face)) {
+                       direct_chunk = &GetNeighbor(direct_face);
+                       direct_pos -= (Block::FaceNormal(direct_face) * Extent());
+                       float direct_light = direct_chunk->GetLight(direct_pos);
+                       if (direct_light > light) {
+                               light = direct_light;
+                       }
+               }
+       } else {
+               float direct_light = direct_chunk->GetLight(direct_pos);
+               if (direct_light > light) {
+                       light = direct_light;
+               }
+       }
+
+       // cheap alternative until AO etc are implemented
+       // to tell the faces apart
+
+       if (direct_face == Block::FACE_LEFT || direct_face == Block::FACE_RIGHT) {
+               light -= 0.2;
+       } else if (direct_face == Block::FACE_FRONT || direct_face == Block::FACE_BACK) {
+               light -= 0.4;
+       }
+
+       return light;
+}
+
 
 bool Chunk::IsSurface(const Pos &pos) const {
        const Block &block = BlockAt(pos);
@@ -355,7 +394,7 @@ glm::mat4 Chunk::Transform(const Pos &offset) const {
 
 namespace {
 
-Model::Buffer buf;
+BlockModel::Buffer buf;
 
 }
 
@@ -375,14 +414,19 @@ void Chunk::Update() {
        buf.Clear();
        buf.Reserve(vtx_count, idx_count);
 
-       Model::Index vtx_counter = 0;
+       BlockModel::Index vtx_counter = 0;
        for (size_t i = 0; i < Size(); ++i) {
                const BlockType &type = Type(blocks[i]);
 
                if (!type.visible || Obstructed(i)) continue;
 
-               type.FillModel(buf, ToTransform(i), vtx_counter);
+               type.FillBlockModel(buf, ToTransform(i), 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(i, buf.vertices[vtx], buf.normals[vtx]));
+               }
        }
 
        model.Update(buf);
@@ -484,6 +528,74 @@ glm::mat4 Chunk::ToTransform(int idx) const {
 }
 
 
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+: chunk(c), pos(p), result(nullptr) {
+       while (pos.x >= Chunk::Width()) {
+               if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
+                       pos.x -= Chunk::Width();
+               } else {
+                       return;
+               }
+       }
+       while (pos.x < 0) {
+               if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+                       pos.x += Chunk::Width();
+               } else {
+                       return;
+               }
+       }
+       while (pos.y >= Chunk::Height()) {
+               if (chunk->HasNeighbor(Block::FACE_UP)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_UP);
+                       pos.y -= Chunk::Height();
+               } else {
+                       return;
+               }
+       }
+       while (pos.y < 0) {
+               if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+                       pos.y += Chunk::Height();
+               } else {
+                       return;
+               }
+       }
+       while (pos.z >= Chunk::Depth()) {
+               if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+                       pos.z -= Chunk::Depth();
+               } else {
+                       return;
+               }
+       }
+       while (pos.z < 0) {
+               if (chunk->HasNeighbor(Block::FACE_BACK)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+                       pos.z += Chunk::Depth();
+               } else {
+                       return;
+               }
+       }
+       result = &chunk->BlockAt(pos);
+}
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+: chunk(c), pos(p), result(nullptr) {
+       pos += Block::FaceNormal(face);
+       if (Chunk::InBounds(pos)) {
+               result = &chunk->BlockAt(pos);
+       } else {
+               pos -= Block::FaceNormal(face) * Chunk::Extent();
+               if (chunk->HasNeighbor(face)) {
+                       chunk = &chunk->GetNeighbor(face);
+                       result = &chunk->BlockAt(pos);
+               }
+       }
+}
+
+
 ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry &reg, const Generator &gen)
 : base(0, 0, 0)
 , reg(reg)
@@ -527,6 +639,42 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
                                } else if (pos == base) {
                                        Generate(pos);
 
+                               //      light testing
+                               //      for (int i = 0; i < 16; ++i) {
+                               //              for (int j = 0; j < 16; ++j) {
+                               //                      loaded.back().SetBlock(Chunk::Pos{  i, j,  0 }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{  i, j, 15 }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{  0, j,  i }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{ 15, j,  i }, Block(1));
+                               //              }
+                               //      }
+                               //      loaded.back().SetBlock(Chunk::Pos{  1,  0,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14,  0,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1,  0, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14,  0, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1, 15,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14, 15,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1, 15, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  7,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  7,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  8,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  8,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  7, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  7, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  8, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  8, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  8 }, Block(13));
+                               //      loaded.back().Invalidate();
+                               //      loaded.back().CheckUpdate();
+
                                //      orientation testing
                                //      for (int i = 0; i < Block::FACE_COUNT; ++i) {
                                //              for (int j = 0; j < Block::TURN_COUNT; ++j) {