]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
use indices for model rendering
[blank.git] / src / world.cpp
index 216f3a2d007916ae902747d8eee5b4b8b2470108..e0411159ffec2e7a5f3cdc08702554d19bd55b67 100644 (file)
@@ -14,8 +14,10 @@ World::World()
 , blockNoise(0)
 , colorNoise(1)
 , player()
+, player_chunk(0, 0, 0)
 , loaded()
-, to_generate() {
+, to_generate()
+, to_free() {
        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
@@ -36,22 +38,30 @@ World::World()
 namespace {
 
 bool ChunkLess(const Chunk &a, const Chunk &b) {
-       return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
+       return
+               a.Position().x * a.Position().x +
+               a.Position().y * a.Position().y +
+               a.Position().z * a.Position().z <
+               b.Position().x * b.Position().x +
+               b.Position().y * b.Position().y +
+               b.Position().z * b.Position().z;
 }
 
 }
 
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+void World::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
        for (int z = from.z; z < to.z; ++z) {
                for (int y = from.y; y < to.y; ++y) {
                        for (int x = from.x; x < to.x; ++x) {
-                               glm::vec3 pos{float(x), float(y), float(z)};
-                               if (x == 0 && y == 0 && z == 0) {
-                                       loaded.emplace_back();
+                               Block::Pos pos{float(x), float(y), float(z)};
+                               if (ChunkAvailable(pos)) {
+                                       continue;
+                               } else if (x == 0 && y == 0 && z == 0) {
+                                       loaded.emplace_back(blockType);
                                        loaded.back().Position(pos);
                                        Generate(loaded.back());
                                } else {
-                                       to_generate.emplace_back();
+                                       to_generate.emplace_back(blockType);
                                        to_generate.back().Position(pos);
                                }
                        }
@@ -61,23 +71,25 @@ void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
 }
 
 void World::Generate(Chunk &chunk) {
-       glm::vec3 pos(chunk.Position());
+       chunk.Allocate();
+       Chunk::Pos pos(chunk.Position());
+       glm::vec3 coords(pos * Chunk::Extent());
        if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
                for (size_t i = 1; i < blockType.Size(); ++i) {
-                       chunk.BlockAt(i) = Block(blockType[i]);
-                       chunk.BlockAt(i + 257) = Block(blockType[i]);
-                       chunk.BlockAt(i + 514) = Block(blockType[i]);
+                       chunk.BlockAt(i) = Block(i);
+                       chunk.BlockAt(i + 257) = Block(i);
+                       chunk.BlockAt(i + 514) = Block(i);
                }
        } else {
                for (int z = 0; z < Chunk::Depth(); ++z) {
                        for (int y = 0; y < Chunk::Height(); ++y) {
                                for (int x = 0; x < Chunk::Width(); ++x) {
-                                       glm::vec3 block_pos{float(x), float(y), float(z)};
-                                       glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
+                                       Block::Pos block_pos{float(x), float(y), float(z)};
+                                       glm::vec3 gen_pos = (coords + block_pos) / 64.0f;
                                        float val = blockNoise(gen_pos);
                                        if (val > 0.8f) {
                                                int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
-                                               chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
+                                               chunk.BlockAt(block_pos) = Block(col_val * 3 + 1);
                                        }
                                }
                        }
@@ -128,20 +140,46 @@ bool World::Intersection(
 }
 
 
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
-       const glm::vec3 tgt_pos = to.Position() + dir;
-       for (Chunk &chunk : LoadedChunks()) {
-               if (chunk.Position() == tgt_pos) {
-                       return chunk;
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
+       for (Chunk &chunk : loaded) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
                }
        }
+       return nullptr;
+}
+
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
        for (Chunk &chunk : to_generate) {
-               if (chunk.Position() == tgt_pos) {
-                       Generate(chunk);
-                       return chunk;
+               if (chunk.Position() == pos) {
+                       return &chunk;
                }
        }
-       loaded.emplace_back();
+       return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
+       Chunk *chunk = ChunkLoaded(pos);
+       if (chunk) return chunk;
+
+       return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+       const Chunk::Pos tgt_pos = to.Position() + dir;
+
+       Chunk *chunk = ChunkLoaded(tgt_pos);
+       if (chunk) {
+               return *chunk;
+       }
+
+       chunk = ChunkQueued(tgt_pos);
+       if (chunk) {
+               Generate(*chunk);
+               return *chunk;
+       }
+
+       loaded.emplace_back(blockType);
        loaded.back().Position(tgt_pos);
        Generate(loaded.back());
        return loaded.back();
@@ -151,10 +189,49 @@ Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
 void World::Update(int dt) {
        player.Update(dt);
 
+       CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+       if (player.ChunkCoords() != player_chunk) {
+               player_chunk = player.ChunkCoords();
+
+               constexpr int max_dist = 8;
+               // unload far away chunks
+               for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+                       if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+                                       || std::abs(player_chunk.y - iter->Position().y) > max_dist
+                                       || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+                               auto saved = iter;
+                               ++iter;
+                               to_free.splice(to_free.end(), loaded, saved);
+                       } else {
+                               ++iter;
+                       }
+               }
+               // abort far away queued chunks
+               for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+                       if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+                                       || std::abs(player_chunk.y - iter->Position().y) > max_dist
+                                       || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+                               iter = to_generate.erase(iter);
+                       } else {
+                               ++iter;
+                       }
+               }
+               // add missing new chunks
+               const Chunk::Pos offset(max_dist, max_dist, max_dist);
+               Generate(player_chunk - offset, player_chunk + offset);
+       }
+
        if (!to_generate.empty()) {
                Generate(to_generate.front());
                loaded.splice(loaded.end(), to_generate, to_generate.begin());
        }
+
+       if (!to_free.empty()) {
+               to_free.pop_front();
+       }
 }
 
 
@@ -163,8 +240,12 @@ void World::Render(DirectionalLighting &program) {
        program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
 
        for (Chunk &chunk : LoadedChunks()) {
-               program.SetM(chunk.Transform(player.ChunkCoords()));
-               chunk.Draw();
+               glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+               program.SetM(m);
+               glm::mat4 mvp(program.GetVP() * m);
+               if (!CullTest(Chunk::Bounds(), mvp)) {
+                       chunk.Draw();
+               }
        }
 }