X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.cpp;h=cc53e912683cb99e576219709fd2151bf867019a;hb=d2d3cb877984b97fafb97254f5005cbf4bcf47a6;hp=e928a2199b80b2c007ef27d89446e9b41347fb85;hpb=804bde3fc09e4317eef629861638a68bfad3e343;p=blank.git diff --git a/src/chunk.cpp b/src/chunk.cpp index e928a21..cc53e91 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -1,36 +1,298 @@ #include "chunk.hpp" +#include "generator.hpp" + #include +#include #include namespace blank { -Chunk::Chunk() -: blocks(Size()) +Chunk::Chunk(const BlockTypeRegistry &types) +: types(&types) +, neighbor{ 0, 0, 0, 0, 0, 0 } +, blocks() , model() -, transform(1.0f) +, position(0, 0, 0) , dirty(false) { } Chunk::Chunk(Chunk &&other) -: blocks(std::move(other.blocks)) +: types(other.types) +, blocks(std::move(other.blocks)) , model(std::move(other.model)) -, transform(other.transform) , dirty(other.dirty) { - + for (size_t i = 0; i < Block::FACE_COUNT; ++i) { + neighbor[i] = other.neighbor[i]; + } } Chunk &Chunk::operator =(Chunk &&other) { + types = other.types; + for (size_t i = 0; i < Block::FACE_COUNT; ++i) { + neighbor[i] = other.neighbor[i]; + } blocks = std::move(other.blocks); model = std::move(other.model); - transform = other.transform; dirty = other.dirty; return *this; } +void Chunk::SetNeighbor(Chunk &other) { + if (other.position == position - Pos(-1, 0, 0)) { + neighbor[Block::FACE_LEFT] = &other; + other.neighbor[Block::FACE_RIGHT] = this; + } else if (other.position == position - Pos(1, 0, 0)) { + neighbor[Block::FACE_RIGHT] = &other; + other.neighbor[Block::FACE_LEFT] = this; + } else if (other.position == position - Pos(0, -1, 0)) { + neighbor[Block::FACE_DOWN] = &other; + other.neighbor[Block::FACE_UP] = this; + } else if (other.position == position - Pos(0, 1, 0)) { + neighbor[Block::FACE_UP] = &other; + other.neighbor[Block::FACE_DOWN] = this; + } else if (other.position == position - Pos(0, 0, -1)) { + neighbor[Block::FACE_BACK] = &other; + other.neighbor[Block::FACE_FRONT] = this; + } else if (other.position == position - Pos(0, 0, 1)) { + neighbor[Block::FACE_FRONT] = &other; + other.neighbor[Block::FACE_BACK] = this; + } +} + +void Chunk::ClearNeighbors() { + for (int i = 0; i < Block::FACE_COUNT; ++i) { + neighbor[i] = nullptr; + } +} + +void Chunk::Unlink() { + if (neighbor[Block::FACE_UP]) { + neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr; + } + if (neighbor[Block::FACE_DOWN]) { + neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr; + } + if (neighbor[Block::FACE_LEFT]) { + neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr; + } + if (neighbor[Block::FACE_RIGHT]) { + neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr; + } + if (neighbor[Block::FACE_FRONT]) { + neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr; + } + if (neighbor[Block::FACE_BACK]) { + neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr; + } +} + +void Chunk::Relink() { + if (neighbor[Block::FACE_UP]) { + neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this; + } + if (neighbor[Block::FACE_DOWN]) { + neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this; + } + if (neighbor[Block::FACE_LEFT]) { + neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this; + } + if (neighbor[Block::FACE_RIGHT]) { + neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this; + } + if (neighbor[Block::FACE_FRONT]) { + neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this; + } + if (neighbor[Block::FACE_BACK]) { + neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this; + } +} + + +namespace { + +struct SetNode { + + Chunk *chunk; + Chunk::Pos pos; + + SetNode(Chunk *chunk, Chunk::Pos pos) + : chunk(chunk), pos(pos) { } + + int Get() const { return chunk->GetLight(pos); } + void Set(int level) { chunk->SetLight(pos, level); } + + bool HasNext(Block::Face face) { + const Block *next = chunk->FindNext(pos, face); + return next && !chunk->Type(*next).block_light; + } + SetNode GetNext(Block::Face face) { + Chunk::Pos next_pos(pos + Block::FaceNormal(face)); + if (Chunk::InBounds(next_pos)) { + return SetNode(chunk, next_pos); + } else { + return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent())); + } + } + +}; + +struct UnsetNode +: public SetNode { + + int level; + + UnsetNode(Chunk *chunk, Chunk::Pos pos) + : SetNode(chunk, pos), level(Get()) { } + + UnsetNode(const SetNode &set) + : SetNode(set), level(Get()) { } + + UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); } + +}; + +std::queue light_queue; +std::queue dark_queue; + +void work_light() { + while (!light_queue.empty()) { + SetNode node = light_queue.front(); + light_queue.pop(); + + int level = node.Get() - 1; + for (int face = 0; face < Block::FACE_COUNT; ++face) { + if (node.HasNext(Block::Face(face))) { + SetNode other = node.GetNext(Block::Face(face)); + if (other.Get() < level) { + other.Set(level); + light_queue.emplace(other); + } + } + } + } +} + +void work_dark() { + while (!dark_queue.empty()) { + UnsetNode node = dark_queue.front(); + dark_queue.pop(); + + for (int face = 0; face < Block::FACE_COUNT; ++face) { + if (node.HasNext(Block::Face(face))) { + UnsetNode other = node.GetNext(Block::Face(face)); + // TODO: if there a light source here with the same level this will err + if (other.Get() != 0 && other.Get() < node.level) { + other.Set(0); + dark_queue.emplace(other); + } else { + light_queue.emplace(other); + } + } + } + } +} + +} + +void Chunk::SetBlock(int index, const Block &block) { + const BlockType &old_type = Type(blocks[index]); + const BlockType &new_type = Type(block); + + blocks[index] = block; + + if (&old_type == &new_type) return; + + if (new_type.luminosity > old_type.luminosity) { + // light added + SetLight(index, new_type.luminosity); + light_queue.emplace(this, ToPos(index)); + work_light(); + } else if (new_type.luminosity < old_type.luminosity) { + // light removed + dark_queue.emplace(this, ToPos(index)); + SetLight(index, 0); + work_dark(); + SetLight(index, new_type.luminosity); + light_queue.emplace(this, ToPos(index)); + work_light(); + } else if (new_type.block_light && !old_type.block_light) { + // obstacle added + dark_queue.emplace(this, ToPos(index)); + SetLight(index, 0); + work_dark(); + work_light(); + } else if (!new_type.block_light && old_type.block_light) { + // obstacle removed + int level = 0; + for (int face = 0; face < Block::FACE_COUNT; ++face) { + Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face))); + int next_level = 0; + if (InBounds(next_pos)) { + next_level = GetLight(next_pos); + } else { + if (HasNeighbor(Block::Face(face))) { + next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent()); + next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos); + } + } + if (level < next_level) { + level = next_level; + } + } + if (level > 1) { + SetLight(index, level - 1); + light_queue.emplace(this, ToPos(index)); + work_light(); + } + } +} + +const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const { + Pos next_pos(pos + Block::FaceNormal(face)); + if (InBounds(next_pos)) { + return &BlockAt(pos + Block::FaceNormal(face)); + } else if (HasNeighbor(face)) { + return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent())); + } else { + return nullptr; + } +} + + +void Chunk::SetLight(int index, int level) { + light[index] = level; +} + +int Chunk::GetLight(int index) const { + return light[index]; +} + + +bool Chunk::IsSurface(const Pos &pos) const { + const Block &block = BlockAt(pos); + if (!Type(block).visible) { + return false; + } + for (int face = 0; face < Block::FACE_COUNT; ++face) { + const Block *next = FindNext(pos, Block::Face(face)); + if (!next || !Type(*next).visible) { + return true; + } + } + return false; +} + + +void Chunk::Allocate() { + blocks.resize(Size(), Block(0)); + light.resize(Size(), 0); +} + + void Chunk::Draw() { if (dirty) { Update(); @@ -42,86 +304,370 @@ void Chunk::Draw() { bool Chunk::Intersection( const Ray &ray, const glm::mat4 &M, - int *blkid, - float *dist, - glm::vec3 *normal) const { - { // rough check - const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}}; - if (!blank::Intersection(ray, bb, 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) { - if (!blocks[id].type->visible) { + if (!Type(blocks[id]).visible) { continue; } float cur_dist; glm::vec3 cur_norm; - glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f); - if (blocks[id].type->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; + } +} + +void Chunk::Position(const Pos &pos) { + position = pos; +} + +glm::mat4 Chunk::Transform(const Pos &offset) const { + return glm::translate((position - offset) * Extent()); +} + + +namespace { + +Model::Buffer buf; + +} + +void Chunk::CheckUpdate() { + if (dirty) { + Update(); + } +} + +void Chunk::Update() { + 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(); + } + buf.Clear(); + buf.Reserve(vtx_count, idx_count); + + Model::Index vtx_counter = 0; + for (size_t i = 0; i < Size(); ++i) { + const BlockType &type = Type(blocks[i]); + + if (!type.visible || Obstructed(i)) continue; + + type.FillModel(buf, ToTransform(i), vtx_counter); + vtx_counter += type.shape->VertexCount(); + } + + model.Update(buf); + dirty = false; +} + +bool Chunk::Obstructed(int idx) const { + Chunk::Pos pos(ToPos(idx)); + + Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0)); + const Block *left_block = nullptr; + if (InBounds(left_pos)) { + left_block = &BlockAt(left_pos); + } else if (HasNeighbor(Block::FACE_LEFT)) { + left_pos += Chunk::Pos(Width(), 0, 0); + left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos); + } else { + return false; + } + if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) { + return false; + } + + Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0)); + const Block *right_block = nullptr; + if (InBounds(right_pos)) { + right_block = &BlockAt(right_pos); + } else if (HasNeighbor(Block::FACE_RIGHT)) { + right_pos += Chunk::Pos(-Width(), 0, 0); + right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos); + } else { + return false; + } + if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) { + return false; + } + + Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0)); + const Block *down_block = nullptr; + if (InBounds(down_pos)) { + down_block = &BlockAt(down_pos); + } else if (HasNeighbor(Block::FACE_DOWN)) { + down_pos += Chunk::Pos(0, Height(), 0); + down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos); + } else { + return false; + } + if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) { return false; } - if (blkid) { - *blkid = closest_id; + Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0)); + const Block *up_block = nullptr; + if (InBounds(up_pos)) { + up_block = &BlockAt(up_pos); + } else if (HasNeighbor(Block::FACE_UP)) { + up_pos += Chunk::Pos(0, -Height(), 0); + up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos); + } else { + return false; } - if (dist) { - *dist = closest_dist; + if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) { + return false; } - if (normal) { - *normal = closest_normal; + + Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1)); + const Block *back_block = nullptr; + if (InBounds(back_pos)) { + back_block = &BlockAt(back_pos); + } else if (HasNeighbor(Block::FACE_BACK)) { + back_pos += Chunk::Pos(0, 0, Depth()); + back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos); + } else { + return false; } + if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) { + return false; + } + + Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1)); + const Block *front_block = nullptr; + if (InBounds(front_pos)) { + front_block = &BlockAt(front_pos); + } else if (HasNeighbor(Block::FACE_FRONT)) { + front_pos += Chunk::Pos(0, 0, -Depth()); + front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos); + } else { + return false; + } + if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) { + return false; + } + return true; } -void Chunk::Position(const glm::vec3 &pos) { - position = pos; - transform = glm::translate(pos * Extent()); +glm::mat4 Chunk::ToTransform(int idx) const { + return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform(); } -int Chunk::VertexCount() const { - int count = 0; - for (const auto &block : blocks) { - count += block.type->shape->VertexCount(); +ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) +: base(0, 0, 0) +, reg(reg) +, gen(gen) +, loaded() +, to_generate() +, to_free() +, load_dist(config.load_dist) +, unload_dist(config.unload_dist) { + +} + +namespace { + +struct ChunkLess { + + explicit ChunkLess(const Chunk::Pos &base) + : base(base) { } + + bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const { + Chunk::Pos da(base - a); + Chunk::Pos db(base - b); + return + da.x * da.x + da.y * da.y + da.z * da.z < + db.x * db.x + db.y * db.y + db.z * db.z; } - return count; + + Chunk::Pos base; + +}; + } -void Chunk::Update() { - model.Clear(); - model.Reserve(VertexCount()); +void ChunkLoader::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) { + Chunk::Pos pos(x, y, z); + if (Known(pos)) { + continue; + } else if (pos == base) { + Generate(pos); - for (size_t i = 0; i < Size(); ++i) { - blocks[i].type->FillModel(ToCoords(i), model); + // 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); + } + } + } } + to_generate.sort(ChunkLess(base)); +} - model.Invalidate(); - dirty = false; +Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) { + loaded.emplace_back(reg); + Chunk &chunk = loaded.back(); + chunk.Position(pos); + Insert(chunk); + gen(chunk); + return chunk; +} + +void ChunkLoader::Insert(Chunk &chunk) { + for (Chunk &other : loaded) { + chunk.SetNeighbor(other); + } } +void ChunkLoader::Remove(Chunk &chunk) { + chunk.Unlink(); +} + +Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) { + for (Chunk &chunk : loaded) { + if (chunk.Position() == pos) { + return &chunk; + } + } + return nullptr; +} + +bool ChunkLoader::Queued(const Chunk::Pos &pos) { + for (const Chunk::Pos &chunk : to_generate) { + if (chunk == pos) { + return true; + } + } + return nullptr; +} + +bool ChunkLoader::Known(const Chunk::Pos &pos) { + if (Loaded(pos)) return true; + return Queued(pos); +} + +Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) { + Chunk *chunk = Loaded(pos); + if (chunk) { + return *chunk; + } + + for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) { + if (*iter == pos) { + to_generate.erase(iter); + break; + } + } + + return Generate(pos); +} + +void ChunkLoader::Rebase(const Chunk::Pos &new_base) { + if (new_base == base) { + return; + } + base = new_base; + + // unload far away chunks + for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) { + if (std::abs(base.x - iter->Position().x) > unload_dist + || std::abs(base.y - iter->Position().y) > unload_dist + || std::abs(base.z - iter->Position().z) > unload_dist) { + auto saved = iter; + Remove(*saved); + ++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(base.x - iter->x) > unload_dist + || std::abs(base.y - iter->y) > unload_dist + || std::abs(base.z - iter->z) > unload_dist) { + iter = to_generate.erase(iter); + } else { + ++iter; + } + } + // add missing new chunks + GenerateSurrounding(base); +} + +void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) { + const Chunk::Pos offset(load_dist, load_dist, load_dist); + Generate(pos - offset, pos + offset); +} + +void ChunkLoader::Update() { + bool reused = false; + if (!to_generate.empty()) { + Chunk::Pos pos(to_generate.front()); + + for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) { + if (iter->Position() == pos) { + iter->Relink(); + loaded.splice(loaded.end(), to_free, iter); + reused = true; + break; + } + } + + if (!reused) { + if (to_free.empty()) { + loaded.emplace_back(reg); + } else { + to_free.front().ClearNeighbors(); + loaded.splice(loaded.end(), to_free, to_free.begin()); + reused = true; + } + Chunk &chunk = loaded.back(); + chunk.Position(pos); + Insert(chunk); + gen(chunk); + } + to_generate.pop_front(); + } + + if (!reused && !to_free.empty()) { + to_free.pop_front(); + } +} }