]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
generate and unload chunks on player move
[blank.git] / src / world.cpp
index d115378f10b6926e771e65eb9fad34d6ccdb44e1..fb1023f8c5aad75ab50d5fa630f1ca139f05d8c8 100644 (file)
@@ -13,6 +13,8 @@ World::World()
 , slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
 , blockNoise(0)
 , colorNoise(1)
+, player()
+, player_chunk(0, 0, 0)
 , loaded()
 , to_generate() {
        blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
@@ -45,7 +47,9 @@ void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
                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) {
+                               if (ChunkAvailable(pos)) {
+                                       continue;
+                               } else if (x == 0 && y == 0 && z == 0) {
                                        loaded.emplace_back();
                                        loaded.back().Position(pos);
                                        Generate(loaded.back());
@@ -101,7 +105,7 @@ bool World::Intersection(
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(), &cur_blkid, &cur_dist, &cur_normal)) {
+               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
                        if (cur_dist < closest_dist) {
                                closest_chunk = &cur_chunk;
                                closest_blkid = cur_blkid;
@@ -127,19 +131,45 @@ 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 glm::tvec3<int> &pos) {
+       for (Chunk &chunk : loaded) {
+               if (glm::tvec3<int>(chunk.Position()) == pos) {
+                       return &chunk;
                }
        }
+       return nullptr;
+}
+
+Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
        for (Chunk &chunk : to_generate) {
-               if (chunk.Position() == tgt_pos) {
-                       Generate(chunk);
-                       return chunk;
+               if (glm::tvec3<int>(chunk.Position()) == pos) {
+                       return &chunk;
                }
        }
+       return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+       Chunk *chunk = ChunkLoaded(pos);
+       if (chunk) return chunk;
+
+       return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
+       const glm::vec3 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();
        loaded.back().Position(tgt_pos);
        Generate(loaded.back());
@@ -150,6 +180,39 @@ 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) {
+                               iter = loaded.erase(iter);
+                       } 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
+               glm::tvec3<int> 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());
@@ -159,11 +222,15 @@ void World::Update(int dt) {
 
 void World::Render(DirectionalLighting &program) {
        program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
-       program.SetView(glm::inverse(player.Transform()));
+       program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
 
        for (Chunk &chunk : LoadedChunks()) {
-               program.SetM(chunk.Transform());
-               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();
+               }
        }
 }