#include "geometry.hpp"
#include "model.hpp"
+#include <list>
#include <vector>
#include <glm/glm.hpp>
class Chunk {
public:
- Chunk();
+ using Pos = glm::tvec3<int>;
+
+public:
+ explicit Chunk(const BlockTypeRegistry &);
Chunk(Chunk &&);
Chunk &operator =(Chunk &&);
static constexpr int Width() { return 16; }
static constexpr int Height() { return 16; }
static constexpr int Depth() { return 16; }
- static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
+ static Pos Extent() { return { Width(), Height(), Depth() }; }
static constexpr int Size() { return Width() * Height() * Depth(); }
- static AABB Bounds() { return AABB{ { 0, 0, 0 }, { Width(), Height(), Depth() } }; }
+ static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
- static constexpr bool InBounds(const glm::vec3 &pos) {
+ static constexpr bool InBounds(const Block::Pos &pos) {
+ return
+ pos.x >= 0 && pos.x < Width() &&
+ pos.y >= 0 && pos.y < Height() &&
+ pos.z >= 0 && pos.z < Depth();
+ }
+ static constexpr bool InBounds(const Pos &pos) {
return
pos.x >= 0 && pos.x < Width() &&
pos.y >= 0 && pos.y < Height() &&
pos.z >= 0 && pos.z < Depth();
}
- static constexpr int ToIndex(const glm::vec3 &pos) {
- return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
+ static constexpr int ToIndex(const Pos &pos) {
+ return pos.x + pos.y * Width() + pos.z * Width() * Height();
}
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
}
- static glm::vec3 ToCoords(int idx) {
- return glm::vec3(
- 0.5f + idx % Width(),
- 0.5f + (idx / Width()) % Height(),
- 0.5f + idx / (Width() * Height())
+ static Block::Pos ToCoords(int idx) {
+ return Block::Pos(
+ 0.5f + (idx % Width()),
+ 0.5f + ((idx / Width()) % Height()),
+ 0.5f + (idx / (Width() * Height()))
);
}
+ static Pos ToPos(int idx) {
+ return Pos(
+ (idx % Width()),
+ ((idx / Width()) % Height()),
+ (idx / (Width() * Height()))
+ );
+ }
+ glm::mat4 ToTransform(int idx) const;
+
+ static constexpr bool IsBorder(int idx) {
+ return
+ idx < Width() * Height() || // low Z plane
+ idx % Width() == 0 || // low X plane
+ (idx / (Width() * Height())) == Depth() - 1 || // high Z plane
+ idx % Width() == Width() - 1 || // high X plane
+ (idx / Width()) % Height() == 0 || // low Y plane
+ (idx / Width()) % Height() == Height() - 1; // high Y plane
+ }
+
+ bool IsSurface(int index) const { return IsSurface(ToPos(index)); }
+ bool IsSurface(const Block::Pos &pos) const { return IsSurface(Pos(pos)); }
+ bool IsSurface(const Pos &pos) const;
+
+ void SetNeighbor(Chunk &);
+ bool HasNeighbor(Block::Face f) const { return neighbor[f]; }
+ Chunk &GetNeighbor(Block::Face f) { return *neighbor[f]; }
+ const Chunk &GetNeighbor(Block::Face f) const { return *neighbor[f]; }
+ void ClearNeighbors();
+ void Unlink();
+ void Relink();
+
+ // check which faces of a block at given index are obstructed (and therefore invisible)
+ Block::FaceSet Obstructed(int idx) const;
void Invalidate() { dirty = true; }
- Block &BlockAt(int index) { return blocks[index]; }
+ void SetBlock(int index, const Block &);
+ void SetBlock(const Block::Pos &pos, const Block &block) { SetBlock(ToIndex(pos), block); }
+ void SetBlock(const Pos &pos, const Block &block) { SetBlock(ToIndex(pos), block); }
+
const Block &BlockAt(int index) const { return blocks[index]; }
- Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
- const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Pos &pos) const { return BlockAt(ToIndex(pos)); }
+
+ const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
+
+ void SetLight(int index, int level);
+ void SetLight(const Pos &pos, int level) { SetLight(ToIndex(pos), level); }
+ void SetLight(const Block::Pos &pos, int level) { SetLight(ToIndex(pos), level); }
+
+ int GetLight(int index) const;
+ int GetLight(const Pos &pos) const { return GetLight(ToIndex(pos)); }
+ int GetLight(const Block::Pos &pos) const { return GetLight(ToIndex(pos)); }
+
+ float GetVertexLight(int index, const BlockModel::Position &, const Model::Normal &) const;
+
+ bool Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist
+ ) const {
+ return blank::Intersection(ray, Bounds(), M, &dist);
+ }
bool Intersection(
const Ray &,
const glm::mat4 &M,
- int *blkid = nullptr,
- float *dist = nullptr,
- glm::vec3 *normal = nullptr) const;
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal) const;
- void Position(const glm::vec3 &);
- const glm::vec3 &Position() const { return position; }
- glm::mat4 Transform(const glm::vec3 &offset) const;
+ void Position(const Pos &);
+ const Pos &Position() const { return position; }
+ glm::mat4 Transform(const Pos &offset) const;
+ void CheckUpdate();
void Draw();
private:
- int VertexCount() const;
void Update();
private:
- std::vector<Block> blocks;
- Model model;
- glm::vec3 position;
+ const BlockTypeRegistry *types;
+ Chunk *neighbor[Block::FACE_COUNT];
+ Block blocks[16 * 16 * 16];
+ unsigned char light[16 * 16 * 16];
+ BlockModel model;
+ Pos position;
bool dirty;
};
+
+class BlockLookup {
+
+public:
+ // resolve chunk/position from oob coordinates
+ BlockLookup(Chunk *c, const Chunk::Pos &p);
+
+ // resolve chunk/position from ib coordinates and direction
+ BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face dir);
+
+ // check if lookup was successful
+ operator bool() const { return chunk; }
+
+ // only valid if lookup was successful
+ Chunk &GetChunk() const { return *chunk; }
+ const Chunk::Pos &GetBlockPos() const { return pos; }
+ const Block &GetBlock() const { return GetChunk().BlockAt(GetBlockPos()); }
+ const BlockType &GetType() const { return GetChunk().Type(GetBlock()); }
+ int GetLight() const { return GetChunk().GetLight(GetBlockPos()); }
+
+private:
+ Chunk *chunk;
+ Chunk::Pos pos;
+
+};
+
+
+class Generator;
+
+class ChunkLoader {
+
+public:
+ struct Config {
+ int load_dist = 6;
+ int unload_dist = 8;
+ };
+
+ ChunkLoader(const Config &, const BlockTypeRegistry &, const Generator &);
+
+ void Generate(const Chunk::Pos &from, const Chunk::Pos &to);
+ void GenerateSurrounding(const Chunk::Pos &);
+
+ std::list<Chunk> &Loaded() { return loaded; }
+
+ Chunk *Loaded(const Chunk::Pos &);
+ bool Queued(const Chunk::Pos &);
+ bool Known(const Chunk::Pos &);
+ Chunk &ForceLoad(const Chunk::Pos &);
+
+ void Rebase(const Chunk::Pos &);
+ void Update();
+
+private:
+ Chunk &Generate(const Chunk::Pos &pos);
+ void Insert(Chunk &);
+ void Remove(Chunk &);
+
+private:
+ Chunk::Pos base;
+
+ const BlockTypeRegistry ®
+ const Generator &gen;
+
+ std::list<Chunk> loaded;
+ std::list<Chunk::Pos> to_generate;
+ std::list<Chunk> to_free;
+
+ int load_dist;
+ int unload_dist;
+
+};
+
}
#endif