X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.cpp;h=ae13aec24c4e6de4de2d6e429dcf662bcb98a9d3;hb=46509f82dcea114b004c53a7f3a9608f2518077f;hp=10031e77e359deb60145bdefe24d2195baecfa6e;hpb=2d5671c2ef977defae9ce0ce7248582ab3e8f011;p=blank.git diff --git a/src/chunk.cpp b/src/chunk.cpp index 10031e7..ae13aec 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -6,6 +6,12 @@ #include +namespace { + +blank::Model::Buffer buf; + +} + namespace blank { Chunk::Chunk(const BlockTypeRegistry &types) @@ -50,24 +56,14 @@ void Chunk::Draw() { bool Chunk::Intersection( const Ray &ray, const glm::mat4 &M, - int *blkid, - float *dist, - glm::vec3 *normal) const { - { // rough check - if (!blank::Intersection(ray, Bounds(), M)) { - return false; - } - } - - if (!blkid && !dist && !normal) { - return true; - } - + int &blkid, + float &dist, + glm::vec3 &normal +) const { // TODO: should be possible to heavily optimize this int id = 0; - int closest_id = -1; - float closest_dist = std::numeric_limits::infinity(); - glm::vec3 closest_normal(0, 1, 0); + blkid = -1; + dist = std::numeric_limits::infinity(); for (int z = 0; z < Depth(); ++z) { for (int y = 0; y < Height(); ++y) { for (int x = 0; x < Width(); ++x, ++id) { @@ -76,32 +72,23 @@ bool Chunk::Intersection( } float cur_dist; glm::vec3 cur_norm; - Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f); - if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) { - if (cur_dist < closest_dist) { - closest_id = id; - closest_dist = cur_dist; - closest_normal = cur_norm; + if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) { + if (cur_dist < dist) { + blkid = id; + dist = cur_dist; + normal = cur_norm; } } } } } - if (closest_id < 0) { + if (blkid < 0) { return false; + } else { + normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f)); + return true; } - - if (blkid) { - *blkid = closest_id; - } - if (dist) { - *dist = closest_dist; - } - if (normal) { - *normal = closest_normal; - } - return true; } void Chunk::Position(const Pos &pos) { @@ -117,7 +104,6 @@ void Chunk::CheckUpdate() { if (dirty) { Update(); } - model.CheckUpdate(); } void Chunk::Update() { @@ -127,20 +113,54 @@ void Chunk::Update() { vtx_count += shape->VertexCount(); idx_count += shape->VertexIndexCount(); } - model.Clear(); - model.Reserve(vtx_count, idx_count); + buf.Clear(); + buf.Reserve(vtx_count, idx_count); Model::Index vtx_counter = 0; for (size_t i = 0; i < Size(); ++i) { + if (Obstructed(i)) continue; + const BlockType &type = Type(blocks[i]); - type.FillModel(model, ToCoords(i), vtx_counter); + type.FillModel(buf, ToTransform(i), vtx_counter); vtx_counter += type.shape->VertexCount(); } - model.Invalidate(); + model.Update(buf); dirty = false; } +bool Chunk::Obstructed(int idx) const { + if (IsBorder(idx)) return false; + + // not checking neighbor visibility here, so all + // invisible blocks must have their fill set to 6x false + // (the default, so should be okay) + + const Block &right = blocks[idx + 1]; + if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false; + + const Block &left = blocks[idx - 1]; + if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false; + + const Block &up = blocks[idx + Width()]; + if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false; + + const Block &down = blocks[idx - Width()]; + if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false; + + const Block &front = blocks[idx + Width() * Height()]; + if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false; + + const Block &back = blocks[idx - Width() * Height()]; + if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false; + + return true; +} + +glm::mat4 Chunk::ToTransform(int idx) const { + return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform(); +} + ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen) : base(0, 0, 0) @@ -186,6 +206,15 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) { loaded.emplace_back(reg); loaded.back().Position(pos); gen(loaded.back()); + + // orientation testing + // for (int i = 0; i < Block::FACE_COUNT; ++i) { + // for (int j = 0; j < Block::TURN_COUNT; ++j) { + // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j)); + // } + // } + // loaded.back().Invalidate(); + // loaded.back().CheckUpdate(); } else { to_generate.emplace_back(pos); }