]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
new turn style
[blank.git] / src / world / chunk.cpp
index 6fb46794a474f4ae30ef202912cd1391d16e8644..ef9f578fa3e90dd9c90a1336925e086c1d0b3611 100644 (file)
@@ -9,9 +9,9 @@
 #include "WorldCollision.hpp"
 #include "../app/Assets.hpp"
 #include "../graphics/BlockLighting.hpp"
+#include "../graphics/BlockMesh.hpp"
 #include "../graphics/Viewport.hpp"
 #include "../io/WorldSave.hpp"
-#include "../model/BlockModel.hpp"
 
 #include <algorithm>
 #include <limits>
@@ -32,21 +32,27 @@ Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 , neighbor{0}
 , blocks{}
 , light{0}
+, generated(false)
+, lighted(false)
 , position(0, 0, 0)
 , ref_count(0)
-, dirty_model(false)
+, dirty_mesh(false)
 , dirty_save(false) {
 
 }
 
 Chunk::Chunk(Chunk &&other) noexcept
 : types(other.types)
+, generated(other.generated)
+, lighted(other.lighted)
 , position(other.position)
-, dirty_model(other.dirty_model)
+, ref_count(other.ref_count)
+, dirty_mesh(other.dirty_mesh)
 , dirty_save(other.dirty_save) {
        std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
        std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
        std::copy(other.light, other.light + sizeof(light), light);
+       other.ref_count = 0;
 }
 
 Chunk &Chunk::operator =(Chunk &&other) noexcept {
@@ -54,8 +60,11 @@ Chunk &Chunk::operator =(Chunk &&other) noexcept {
        std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
        std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
        std::copy(other.light, other.light + sizeof(light), light);
+       generated = other.generated;
+       lighted = other.lighted;
        position = other.position;
-       dirty_model = other.dirty_save;
+       std::swap(ref_count, other.ref_count);
+       dirty_mesh = other.dirty_save;
        dirty_save = other.dirty_save;
        return *this;
 }
@@ -159,7 +168,7 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
        blocks[index] = block;
        Invalidate();
 
-       if (&old_type == &new_type) return;
+       if (!lighted || &old_type == &new_type) return;
 
        if (new_type.luminosity > old_type.luminosity) {
                // light added
@@ -200,104 +209,27 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
        }
 }
 
-namespace {
-
-// propagate light from a's edge to b
-void edge_light(
-       Chunk &a, const Chunk::Pos &a_pos,
-       Chunk &b, const Chunk::Pos &b_pos
-) noexcept {
-       if (a.GetLight(a_pos) > 1) {
-               const BlockType &b_type = b.Type(Chunk::ToIndex(b_pos));
-               if (!b_type.block_light) {
-                       light_queue.emplace(&a, a_pos);
-               }
-               if (b_type.visible) {
-                       b.Invalidate();
+void Chunk::ScanLights() {
+       int idx = 0;
+       Pos pos(0, 0, 0);
+       for (; pos.z < depth; ++pos.z) {
+               for (pos.y = 0; pos.y < height; ++pos.y) {
+                       for (pos.x = 0; pos.x < width; ++pos.x, ++idx) {
+                               const BlockType &type = Type(blocks[idx]);
+                               if (type.luminosity) {
+                                       SetLight(idx, type.luminosity);
+                                       light_queue.emplace(this, pos);
+                               }
+                       }
                }
        }
-}
-
+       work_light();
+       lighted = true;
 }
 
 void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
        neighbor[face] = &other;
        other.neighbor[Block::Opposite(face)] = this;
-
-       switch (face) {
-
-               default:
-                       // error
-                       break;
-
-               case Block::FACE_LEFT:
-                       for (int z = 0; z < depth; ++z) {
-                               for (int y = 0; y < height; ++y) {
-                                       Pos my_pos(0, y, z);
-                                       Pos other_pos(width - 1, y, z);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-               case Block::FACE_RIGHT:
-                       for (int z = 0; z < depth; ++z) {
-                               for (int y = 0; y < height; ++y) {
-                                       Pos my_pos(width - 1, y, z);
-                                       Pos other_pos(0, y, z);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-               case Block::FACE_DOWN:
-                       for (int z = 0; z < depth; ++z) {
-                               for (int x = 0; x < width; ++x) {
-                                       Pos my_pos(x, 0, z);
-                                       Pos other_pos(x, height - 1, z);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-               case Block::FACE_UP:
-                       for (int z = 0; z < depth; ++z) {
-                               for (int x = 0; x < width; ++x) {
-                                       Pos my_pos(x, height - 1, z);
-                                       Pos other_pos(x, 0, z);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-               case Block::FACE_BACK:
-                       for (int y = 0; y < height; ++y) {
-                               for (int x = 0; x < width; ++x) {
-                                       Pos my_pos(x, y, 0);
-                                       Pos other_pos(x, y, depth - 1);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-               case Block::FACE_FRONT:
-                       for (int y = 0; y < height; ++y) {
-                               for (int x = 0; x < width; ++x) {
-                                       Pos my_pos(x, y, depth - 1);
-                                       Pos other_pos(x, y, 0);
-                                       edge_light(*this, my_pos, other, other_pos);
-                                       edge_light(other, other_pos, *this, my_pos);
-                               }
-                       }
-                       break;
-
-       }
-       work_light();
 }
 
 void Chunk::Unlink() noexcept {
@@ -321,7 +253,7 @@ int Chunk::GetLight(int index) const noexcept {
        return light[index];
 }
 
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const EntityModel::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const Pos &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
        int index = ToIndex(pos);
        float light = GetLight(index);
 
@@ -439,7 +371,7 @@ bool Chunk::Intersection(
                for (int y = 0; y < height; ++y) {
                        for (int x = 0; x < width; ++x, ++idx) {
                                const BlockType &type = Type(idx);
-                               if (!type.visible) {
+                               if (!type.collision || !type.shape) {
                                        continue;
                                }
                                float cur_dist;
@@ -480,7 +412,7 @@ bool Chunk::Intersection(
                for (int y = 0; y < height; ++y) {
                        for (int x = 0; x < width; ++x, ++idx) {
                                const BlockType &type = Type(idx);
-                               if (!type.collision) {
+                               if (!type.collision || !type.shape) {
                                        continue;
                                }
                                if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
@@ -496,47 +428,51 @@ bool Chunk::Intersection(
 
 namespace {
 
-BlockModel::Buffer buf;
+BlockMesh::Buffer buf;
 
 }
 
-void Chunk::Update(BlockModel &model) noexcept {
+void Chunk::Update(BlockMesh &model) noexcept {
        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();
+               const BlockType &type = Type(block);
+               if (type.visible && type.shape) {
+                       vtx_count += type.shape->VertexCount();
+                       idx_count += type.shape->IndexCount();
+               }
        }
        buf.Clear();
        buf.Reserve(vtx_count, idx_count);
 
-       int idx = 0;
-       BlockModel::Index vtx_counter = 0;
-       for (size_t z = 0; z < depth; ++z) {
-               for (size_t y = 0; y < height; ++y) {
-                       for (size_t x = 0; x < width; ++x, ++idx) {
-                               const BlockType &type = Type(BlockAt(idx));
-                               const Pos pos(x, y, z);
-
-                               if (!type.visible || Obstructed(pos).All()) continue;
-
-                               type.FillBlockModel(buf, ToTransform(pos, idx), 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(
-                                               pos,
-                                               buf.vertices[vtx],
-                                               type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
-                                       ));
+       if (idx_count > 0) {
+               int idx = 0;
+               BlockMesh::Index vtx_counter = 0;
+               for (size_t z = 0; z < depth; ++z) {
+                       for (size_t y = 0; y < height; ++y) {
+                               for (size_t x = 0; x < width; ++x, ++idx) {
+                                       const BlockType &type = Type(BlockAt(idx));
+                                       const Pos pos(x, y, z);
+
+                                       if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
+
+                                       type.FillBlockMesh(buf, ToTransform(pos, idx), 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(
+                                                       pos,
+                                                       buf.vertices[vtx],
+                                                       type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
+                                               ));
+                                       }
                                }
                        }
                }
        }
 
        model.Update(buf);
-       ClearModel();
+       ClearMesh();
 }
 
 Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
@@ -680,13 +616,39 @@ bool ChunkLoader::LoadOne() {
                return false;
        }
 
+       bool generated = false;
        if (save.Exists(pos)) {
                save.Read(*chunk);
-               return false;
        } else {
                gen(*chunk);
-               return true;
+               generated = true;
+       }
+
+       ChunkIndex *index = store.ClosestIndex(pos);
+       if (!index) {
+               return generated;
+       }
+
+       Chunk::Pos begin(pos - Chunk::Pos(1));
+       Chunk::Pos end(pos + Chunk::Pos(2));
+       for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+               for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
+                       for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
+                               if (index->IsBorder(iter)) continue;
+                               Chunk *light_chunk = index->Get(iter);
+                               if (!light_chunk) continue;
+                               if (index->HasAllSurrounding(iter)) {
+                                       if (!light_chunk->Lighted()) {
+                                               light_chunk->ScanLights();
+                                       } else {
+                                               light_chunk->InvalidateMesh();
+                                       }
+                               }
+                       }
+               }
        }
+
+       return generated;
 }
 
 void ChunkLoader::LoadN(std::size_t n) {
@@ -713,7 +675,7 @@ int ChunkRenderer::MissingChunks() const noexcept {
        return index.MissingChunks();
 }
 
-void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &tex_index) {
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
        block_tex.Bind();
        loader.LoadTextures(tex_index, block_tex);
        block_tex.FilterNearest();
@@ -721,7 +683,11 @@ void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &
 
 void ChunkRenderer::Update(int dt) {
        for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
-               if (index[i] && index[i]->ShouldUpdateModel()) {
+               if (!index[i]) continue;
+               if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
+                       index[i]->ScanLights();
+               }
+               if (index[i]->ShouldUpdateMesh()) {
                        index[i]->Update(models[i]);
                        ++updates;
                }
@@ -738,7 +704,7 @@ void ChunkRenderer::Render(Viewport &viewport) {
                glm::mat4 m(index[i]->Transform(index.Base()));
                glm::mat4 mvp(chunk_prog.GetVP() * m);
                if (!CullTest(Chunk::Bounds(), mvp)) {
-                       if (index[i]->ShouldUpdateModel()) {
+                       if (index[i]->ShouldUpdateMesh()) {
                                index[i]->Update(models[i]);
                        }
                        chunk_prog.SetM(m);
@@ -766,7 +732,28 @@ ChunkIndex::~ChunkIndex() {
 }
 
 bool ChunkIndex::InRange(const Chunk::Pos &pos) const noexcept {
-       return manhattan_radius(pos - base) <= extent;
+       return Distance(pos) <= extent;
+}
+
+bool ChunkIndex::IsBorder(const Chunk::Pos &pos) const noexcept {
+       return Distance(pos) == extent;
+}
+
+int ChunkIndex::Distance(const Chunk::Pos &pos) const noexcept {
+       return manhattan_radius(pos - base);
+}
+
+bool ChunkIndex::HasAllSurrounding(const Chunk::Pos &pos) const noexcept {
+       Chunk::Pos begin(pos - Chunk::Pos(1));
+       Chunk::Pos end(pos + Chunk::Pos(2));
+       for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+               for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
+                       for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
+                               if (!Get(iter)) return false;
+                       }
+               }
+       }
+       return true;
 }
 
 int ChunkIndex::IndexOf(const Chunk::Pos &pos) const noexcept {
@@ -962,6 +949,21 @@ void ChunkStore::UnregisterIndex(ChunkIndex &index) {
        }
 }
 
+ChunkIndex *ChunkStore::ClosestIndex(const Chunk::Pos &pos) {
+       ChunkIndex *closest_index = nullptr;
+       int closest_distance = std::numeric_limits<int>::max();
+
+       for (ChunkIndex &index : indices) {
+               int distance = index.Distance(pos);
+               if (distance < closest_distance) {
+                       closest_index = &index;
+                       closest_distance = distance;
+               }
+       }
+
+       return closest_index;
+}
+
 Chunk *ChunkStore::Get(const Chunk::Pos &pos) {
        for (ChunkIndex &index : indices) {
                Chunk *chunk = index.Get(pos);
@@ -1029,14 +1031,14 @@ Chunk::Pos ChunkStore::NextMissing() noexcept {
 
 void ChunkStore::Clean() {
        for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
-               if (i->Referenced()) {
+               if (i->Referenced() || i->ShouldUpdateSave()) {
                        ++i;
                } else {
                        auto chunk = i;
                        ++i;
                        free.splice(free.end(), loaded, chunk);
                        chunk->Unlink();
-                       chunk->InvalidateModel();
+                       chunk->InvalidateMesh();
                }
        }
 }