]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
make gcc nag more
[blank.git] / src / world / chunk.cpp
index d124eb7373c8b4d34ab65406f4db4bb0cf350ffe..a482adb080009b7b314c5cc64628894a05bcfa36 100644 (file)
@@ -19,6 +19,9 @@
 #include <ostream>
 #include <queue>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blank {
 
@@ -30,7 +33,6 @@ Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
 , neighbor{0}
 , gravity()
-, blocks{}
 , light{0}
 , generated(false)
 , lighted(false)
@@ -111,7 +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()) { }
 
 
@@ -412,9 +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, ToTransform(reference, 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;
@@ -455,13 +465,13 @@ bool Chunk::Intersection(
        constexpr float block_rad = 2.0f;
        const float bb_radius = box_rad + block_rad;
 
-       const RoughLocation::Fine begin(max(
+       const RoughLocation::Fine begin(glm::max(
                RoughLocation::Fine(0),
-               RoughLocation::Fine(floor(box_coords - bb_radius))
+               RoughLocation::Fine(glm::floor(box_coords - bb_radius))
        ));
-       const RoughLocation::Fine end(min(
+       const RoughLocation::Fine end(glm::min(
                RoughLocation::Fine(side - 1),
-               RoughLocation::Fine(ceil(box_coords + bb_radius))
+               RoughLocation::Fine(glm::ceil(box_coords + bb_radius))
        ) - 1);
 
        for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
@@ -492,7 +502,7 @@ bool Chunk::Intersection(
        const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
        const float ec_radius = entity.Radius() + Radius();
 
-       if (distance2(entity_coords, Center()) > ec_radius * ec_radius) {
+       if (glm::distance2(entity_coords, Center()) > ec_radius * ec_radius) {
                return false;
        }
 
@@ -504,13 +514,13 @@ bool Chunk::Intersection(
        constexpr float block_rad = 2.0f;
        const float eb_radius = entity.Radius() + block_rad;
 
-       const RoughLocation::Fine begin(max(
+       const RoughLocation::Fine begin(glm::max(
                RoughLocation::Fine(0),
-               RoughLocation::Fine(floor(entity_coords - eb_radius))
+               RoughLocation::Fine(glm::floor(entity_coords - eb_radius))
        ));
-       const RoughLocation::Fine end(min(
+       const RoughLocation::Fine end(glm::min(
                RoughLocation::Fine(side),
-               RoughLocation::Fine(ceil(entity_coords + eb_radius))
+               RoughLocation::Fine(glm::ceil(entity_coords + eb_radius))
        ));
 
        for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
@@ -683,7 +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;
@@ -809,17 +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;
-               // TODO: optimize chunk culling, shoudn't be that hard
-               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();
+                       }
                }
        }
 }