]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
optimize chunk intersection tests a little
[blank.git] / src / world.cpp
index f14ac73d37a6cbfd441e85f1deb124ddb3a1743f..675c29ffbb97a284737974053ae61c86cc22fa2c 100644 (file)
@@ -14,19 +14,75 @@ World::World()
 , generate(0)
 , chunks(blockType, generate)
 , player() {
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
+       BlockType::Faces block_fill = {  true,  true,  true,  true,  true,  true };
+       BlockType::Faces slab_fill  = { false,  true, false, false, false, false };
+       BlockType::Faces stair_fill = { false,  true, false, false, false,  true };
+
+       { // white block
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // white slab
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // white stair
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // red block
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // red slab
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // red stair
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // green block
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // green slab
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // green stair
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // blue block
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // blue slab
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // blue stair
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
+       generate.Space(0);
        generate.Solids({ 1, 4, 7, 10 });
 
        player.Position({ 4.0f, 4.0f, 4.0f });
@@ -35,6 +91,17 @@ World::World()
 }
 
 
+namespace {
+
+struct Candidate {
+       Chunk *chunk;
+       float dist;
+};
+
+std::vector<Candidate> candidates;
+
+}
+
 bool World::Intersection(
                const Ray &ray,
                const glm::mat4 &M,
@@ -42,18 +109,30 @@ bool World::Intersection(
                int *blkid,
                float *dist,
                glm::vec3 *normal) {
+       candidates.clear();
+
+       for (Chunk &cur_chunk : chunks.Loaded()) {
+               float cur_dist;
+               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), cur_dist)) {
+                       candidates.push_back({ &cur_chunk, cur_dist });
+               }
+       }
+
+       if (candidates.empty()) return false;
+
        Chunk *closest_chunk = nullptr;
-       int closest_blkid = -1;
        float closest_dist = std::numeric_limits<float>::infinity();
+       int closest_blkid = -1;
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : chunks.Loaded()) {
+       for (Candidate &cand : candidates) {
+               if (cand.dist > closest_dist) continue;
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
+               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player.ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
                        if (cur_dist < closest_dist) {
-                               closest_chunk = &cur_chunk;
+                               closest_chunk = cand.chunk;
                                closest_blkid = cur_blkid;
                                closest_dist = cur_dist;
                                closest_normal = cur_normal;