#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>
, 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 {
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;
}
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
}
}
-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 {
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);
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;
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)) {
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 {
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) {
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();
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;
}
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);
}
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 {
}
}
+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);
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();
}
}
}