]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
make gcc nag more
[blank.git] / src / world / chunk.cpp
index a6f1521eeeafc39bdacf7478475f21b725007104..a482adb080009b7b314c5cc64628894a05bcfa36 100644 (file)
@@ -19,6 +19,9 @@
 #include <ostream>
 #include <queue>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blank {
 
@@ -29,7 +32,7 @@ constexpr int Chunk::size;
 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
 , neighbor{0}
-, blocks{}
+, gravity()
 , light{0}
 , generated(false)
 , lighted(false)
@@ -42,6 +45,7 @@ Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 
 Chunk::Chunk(Chunk &&other) noexcept
 : types(other.types)
+, gravity(std::move(other.gravity))
 , generated(other.generated)
 , lighted(other.lighted)
 , position(other.position)
@@ -57,6 +61,7 @@ Chunk::Chunk(Chunk &&other) noexcept
 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;
@@ -84,6 +89,9 @@ struct SetNode {
 
        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;
@@ -105,7 +113,7 @@ struct UnsetNode
        UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
        : SetNode(chunk, pos), level(Get()) { }
 
-       UnsetNode(const SetNode &set)
+       explicit UnsetNode(const SetNode &set)
        : SetNode(set), level(Get()) { }
 
 
@@ -146,9 +154,13 @@ void work_dark() noexcept {
                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);
@@ -167,6 +179,12 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
        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) {
@@ -226,6 +244,15 @@ void Chunk::ScanLights() {
        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;
@@ -342,6 +369,20 @@ float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Pos
 }
 
 
+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) {
@@ -359,7 +400,7 @@ bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
 
 bool Chunk::Intersection(
        const Ray &ray,
-       const glm::mat4 &M,
+       const ExactLocation::Coarse &reference,
        WorldCollision &coll
 ) noexcept {
        int idx = 0;
@@ -373,9 +414,17 @@ bool Chunk::Intersection(
                                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, M * ToTransform(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;
@@ -400,11 +449,60 @@ bool Chunk::Intersection(
        const glm::mat4 &Mchunk,
        std::vector<WorldCollision> &col
 ) noexcept {
+       bool any = false;
+       float penetration;
+       glm::vec3 normal;
+
+       if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+               return false;
+       }
+
        // box's origin relative to the chunk
        const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
        const float box_rad = box.OriginRadius();
 
-       if (distance_squared(box_coords, Center()) > (box_rad + Radius()) * (box_rad + Radius())) {
+       // assume a bounding radius of 2 for blocks
+       constexpr float block_rad = 2.0f;
+       const float bb_radius = box_rad + block_rad;
+
+       const RoughLocation::Fine begin(glm::max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(glm::floor(box_coords - bb_radius))
+       ));
+       const RoughLocation::Fine end(glm::min(
+               RoughLocation::Fine(side - 1),
+               RoughLocation::Fine(glm::ceil(box_coords + bb_radius))
+       ) - 1);
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
+                               const BlockType &type = Type(idx);
+                               if (!type.collision || !type.shape) {
+                                       continue;
+                               }
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
+                                       col.emplace_back(this, idx, penetration, normal);
+                                       any = true;
+                               }
+                       }
+               }
+       }
+       return any;
+}
+
+bool Chunk::Intersection(
+       const Entity &entity,
+       const glm::mat4 &Mentity,
+       const glm::mat4 &Mchunk,
+       std::vector<WorldCollision> &col
+) noexcept {
+       // entity's origin relative to the chunk
+       const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
+       const float ec_radius = entity.Radius() + Radius();
+
+       if (glm::distance2(entity_coords, Center()) > ec_radius * ec_radius) {
                return false;
        }
 
@@ -414,18 +512,26 @@ bool Chunk::Intersection(
 
        // assume a bounding radius of 2 for blocks
        constexpr float block_rad = 2.0f;
-       for (int idx = 0, z = 0; z < side; ++z) {
-               for (int y = 0; y < side; ++y) {
-                       for (int x = 0; x < side; ++x, ++idx) {
+       const float eb_radius = entity.Radius() + block_rad;
+
+       const RoughLocation::Fine begin(glm::max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(glm::floor(entity_coords - eb_radius))
+       ));
+       const RoughLocation::Fine end(glm::min(
+               RoughLocation::Fine(side),
+               RoughLocation::Fine(glm::ceil(entity_coords + eb_radius))
+       ));
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
                                const BlockType &type = Type(idx);
                                if (!type.collision || !type.shape) {
                                        continue;
                                }
-                               const RoughLocation::Fine block_pos(x, y, z);
-                               const ExactLocation::Fine block_coords(ToCoords(block_pos));
-                               if (distance_squared(box_coords, block_coords) <= (box_rad + block_rad) * (box_rad + block_rad)
-                                       && type.shape->Intersects(Mchunk * ToTransform(block_pos, idx), box, Mbox, penetration, normal)
-                               ) {
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
                                        col.emplace_back(this, idx, penetration, normal);
                                        any = true;
                                }
@@ -503,6 +609,10 @@ glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noex
        return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
 }
 
+glm::mat4 Chunk::ToTransform(const ExactLocation::Coarse &ref, const RoughLocation::Fine &pos, int idx) const noexcept {
+       return glm::translate(ExactLocation::Fine((position - ref) * ExactLocation::Extent()) + ToCoords(pos)) * BlockAt(idx).Transform();
+}
+
 
 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
 : chunk(c), pos(p) {
@@ -583,7 +693,7 @@ ChunkLoader::ChunkLoader(
 
 }
 
-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;
@@ -709,16 +819,22 @@ void ChunkRenderer::Render(Viewport &viewport) {
        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();
+                       }
                }
        }
 }
@@ -974,7 +1090,7 @@ ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
        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) {
@@ -984,6 +1100,16 @@ Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
        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) {