X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.cpp;h=f172143cbf11180cc650557c900267b2eb5ee707;hb=1121e49e7cad94ce4efd0a02c72a44469c81494e;hp=ab89ef543d2ff147348f8ea7ec46bd36c6b9ade1;hpb=5868f740c492a924cb865644b6201db1632b7376;p=blank.git diff --git a/src/chunk.cpp b/src/chunk.cpp index ab89ef5..f172143 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -2,127 +2,368 @@ #include "generator.hpp" +#include #include -#include +#include -namespace { - -blank::Model::Buffer buf; - -} - namespace blank { -Chunk::Chunk(const BlockTypeRegistry &types) +Chunk::Chunk(const BlockTypeRegistry &types) noexcept : types(&types) -, neighbor{ 0, 0, 0, 0, 0, 0 } -, blocks() +, neighbor{0} +, blocks{} +, light{0} , model() , position(0, 0, 0) , dirty(false) { } -Chunk::Chunk(Chunk &&other) +Chunk::Chunk(Chunk &&other) noexcept : types(other.types) -, blocks(std::move(other.blocks)) , model(std::move(other.model)) +, position(other.position) , dirty(other.dirty) { - for (size_t i = 0; i < Block::FACE_COUNT; ++i) { - neighbor[i] = other.neighbor[i]; - } + std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor); + std::copy(other.blocks, other.blocks + sizeof(blocks), blocks); + std::copy(other.light, other.light + sizeof(light), light); } -Chunk &Chunk::operator =(Chunk &&other) { +Chunk &Chunk::operator =(Chunk &&other) noexcept { types = other.types; - for (size_t i = 0; i < Block::FACE_COUNT; ++i) { - neighbor[i] = other.neighbor[i]; - } - blocks = std::move(other.blocks); + std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor); + std::copy(other.blocks, other.blocks + sizeof(blocks), blocks); + std::copy(other.light, other.light + sizeof(light), light); model = std::move(other.model); + position = other.position; 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; - } -} +namespace { -void Chunk::ClearNeighbors() { - for (int i = 0; i < Block::FACE_COUNT; ++i) { - neighbor[i] = nullptr; - } -} +struct SetNode { + + Chunk *chunk; + Chunk::Pos pos; + + SetNode(Chunk *chunk, Chunk::Pos pos) + : chunk(chunk), pos(pos) { } + + int Get() const noexcept { return chunk->GetLight(pos); } + void Set(int level) noexcept { chunk->SetLight(pos, level); } -void Chunk::Unlink() { - if (neighbor[Block::FACE_UP]) { - neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr; + bool HasNext(Block::Face face) noexcept { + const BlockLookup next(chunk, pos, face); + return next && !next.GetType().block_light; } - if (neighbor[Block::FACE_DOWN]) { - neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr; + SetNode GetNext(Block::Face face) noexcept { + const BlockLookup next(chunk, pos, face); + return SetNode(&next.GetChunk(), next.GetBlockPos()); } - if (neighbor[Block::FACE_LEFT]) { - neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr; + +}; + +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()) { } + + + bool HasNext(Block::Face face) noexcept { + const BlockLookup next(chunk, pos, face); + return next; } - if (neighbor[Block::FACE_RIGHT]) { - neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr; + UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); } + +}; + +std::queue light_queue; +std::queue dark_queue; + +void work_light() noexcept { + 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); + } + } + } } - if (neighbor[Block::FACE_FRONT]) { - neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr; +} + +void work_dark() noexcept { + 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) noexcept { + 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 + if (GetLight(index) > 0) { + 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) { + BlockLookup next_block(this, ToPos(index), Block::Face(face)); + if (next_block) { + level = std::min(level, next_block.GetLight()); + } + } + if (level > 1) { + SetLight(index, level - 1); + light_queue.emplace(this, ToPos(index)); + work_light(); + } } - if (neighbor[Block::FACE_BACK]) { - neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr; +} + +void Chunk::SetNeighbor(Chunk &other) noexcept { + if (other.position == position + Pos(-1, 0, 0)) { + if (neighbor[Block::FACE_LEFT] != &other) { + neighbor[Block::FACE_LEFT] = &other; + other.neighbor[Block::FACE_RIGHT] = this; + for (int z = 0; z < Depth(); ++z) { + for (int y = 0; y < Height(); ++y) { + Pos my_pos(0, y, z); + Pos other_pos(Width() - 1, y, z); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(1, 0, 0)) { + if (neighbor[Block::FACE_RIGHT] != &other) { + neighbor[Block::FACE_RIGHT] = &other; + other.neighbor[Block::FACE_LEFT] = this; + for (int z = 0; z < Depth(); ++z) { + for (int y = 0; y < Height(); ++y) { + Pos my_pos(Width() - 1, y, z); + Pos other_pos(0, y, z); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, -1, 0)) { + if (neighbor[Block::FACE_DOWN] != &other) { + neighbor[Block::FACE_DOWN] = &other; + other.neighbor[Block::FACE_UP] = this; + for (int z = 0; z < Depth(); ++z) { + for (int x = 0; x < Width(); ++x) { + Pos my_pos(x, 0, z); + Pos other_pos(x, Height() - 1, z); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 1, 0)) { + if (neighbor[Block::FACE_UP] != &other) { + neighbor[Block::FACE_UP] = &other; + other.neighbor[Block::FACE_DOWN] = this; + for (int z = 0; z < Depth(); ++z) { + for (int x = 0; x < Width(); ++x) { + Pos my_pos(x, Height() - 1, z); + Pos other_pos(x, 0, z); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 0, -1)) { + if (neighbor[Block::FACE_BACK] != &other) { + neighbor[Block::FACE_BACK] = &other; + other.neighbor[Block::FACE_FRONT] = this; + for (int y = 0; y < Height(); ++y) { + for (int x = 0; x < Width(); ++x) { + Pos my_pos(x, y, 0); + Pos other_pos(x, y, Depth() - 1); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 0, 1)) { + if (neighbor[Block::FACE_FRONT] != &other) { + neighbor[Block::FACE_FRONT] = &other; + other.neighbor[Block::FACE_BACK] = this; + for (int y = 0; y < Height(); ++y) { + for (int x = 0; x < Width(); ++x) { + Pos my_pos(x, y, Depth() - 1); + Pos other_pos(x, y, 0); + if (GetLight(my_pos) > 0) { + light_queue.emplace(this, my_pos); + } + if (other.GetLight(other_pos) > 0) { + light_queue.emplace(&other, other_pos); + } + } + } + work_light(); + } } } -void Chunk::Relink() { - if (neighbor[Block::FACE_UP]) { - neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this; +void Chunk::ClearNeighbors() noexcept { + for (int i = 0; i < Block::FACE_COUNT; ++i) { + neighbor[i] = nullptr; } - if (neighbor[Block::FACE_DOWN]) { - neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this; +} + +void Chunk::Unlink() noexcept { + for (int face = 0; face < Block::FACE_COUNT; ++face) { + if (neighbor[face]) { + neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr; + } } - if (neighbor[Block::FACE_LEFT]) { - neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this; +} + +void Chunk::Relink() noexcept { + for (int face = 0; face < Block::FACE_COUNT; ++face) { + if (neighbor[face]) { + neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this; + } } - if (neighbor[Block::FACE_RIGHT]) { - neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this; +} + + +void Chunk::SetLight(int index, int level) noexcept { + if (light[index] != level) { + light[index] = level; + Invalidate(); } - if (neighbor[Block::FACE_FRONT]) { - neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this; +} + +int Chunk::GetLight(int index) const noexcept { + return light[index]; +} + +float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept { + float light = GetLight(index); + Chunk::Pos pos(ToPos(index)); + + Block::Face direct_face(Block::NormalFace(norm)); + // tis okay + BlockLookup direct(const_cast(this), pos, Block::NormalFace(norm)); + if (direct) { + float direct_light = direct.GetLight(); + if (direct_light > light) { + light = direct_light; + } } - if (neighbor[Block::FACE_BACK]) { - neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this; + + // cheap alternative until AO etc are implemented + // to tell the faces apart + + if (direct_face == Block::FACE_LEFT || direct_face == Block::FACE_RIGHT) { + light -= 0.2; + } else if (direct_face == Block::FACE_FRONT || direct_face == Block::FACE_BACK) { + light -= 0.4; } + + return light; } -void Chunk::Allocate() { - blocks.resize(Size()); +bool Chunk::IsSurface(const Pos &pos) const noexcept { + const Block &block = BlockAt(pos); + if (!Type(block).visible) { + return false; + } + for (int face = 0; face < Block::FACE_COUNT; ++face) { + BlockLookup next = BlockLookup(const_cast(this), pos, Block::Face(face)); + if (!next || !next.GetType().visible) { + return true; + } + } + return false; } -void Chunk::Draw() { +void Chunk::Draw() noexcept { if (dirty) { Update(); } @@ -136,7 +377,7 @@ bool Chunk::Intersection( int &blkid, float &dist, glm::vec3 &normal -) const { +) const noexcept { // TODO: should be possible to heavily optimize this int id = 0; blkid = -1; @@ -168,22 +409,20 @@ bool Chunk::Intersection( } } -void Chunk::Position(const Pos &pos) { - position = pos; -} -glm::mat4 Chunk::Transform(const Pos &offset) const { - return glm::translate((position - offset) * Extent()); -} +namespace { +BlockModel::Buffer buf; -void Chunk::CheckUpdate() { +} + +void Chunk::CheckUpdate() noexcept { if (dirty) { Update(); } } -void Chunk::Update() { +void Chunk::Update() noexcept { int vtx_count = 0, idx_count = 0; for (const auto &block : blocks) { const Shape *shape = Type(block).shape; @@ -193,124 +432,126 @@ void Chunk::Update() { buf.Clear(); buf.Reserve(vtx_count, idx_count); - Model::Index vtx_counter = 0; + BlockModel::Index vtx_counter = 0; for (size_t i = 0; i < Size(); ++i) { const BlockType &type = Type(blocks[i]); - if (!type.visible || Obstructed(i)) continue; + if (!type.visible || Obstructed(i).All()) continue; - type.FillModel(buf, ToTransform(i), vtx_counter); + type.FillBlockModel(buf, ToTransform(i), vtx_counter); + size_t vtx_begin = vtx_counter; vtx_counter += type.shape->VertexCount(); + + for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) { + buf.lights.emplace_back(GetVertexLight( + i, + buf.vertices[vtx], + type.shape->VertexNormal(vtx - vtx_begin, blocks[i].Transform()) + )); + } } model.Update(buf); dirty = false; } -bool Chunk::Obstructed(int idx) const { +Block::FaceSet Chunk::Obstructed(int idx) const noexcept { Chunk::Pos pos(ToPos(idx)); + Block::FaceSet result; - 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; + for (int f = 0; f < Block::FACE_COUNT; ++f) { + Block::Face face = Block::Face(f); + BlockLookup next(const_cast(this), pos, face); + if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) { + result.Set(face); + } } - 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; - } + return result; +} - 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; - } +glm::mat4 Chunk::ToTransform(int idx) const noexcept { + return glm::translate(ToCoords(idx)) * blocks[idx].Transform(); +} - 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; + +BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept +: chunk(c), pos(p) { + while (pos.x >= Chunk::Width()) { + if (chunk->HasNeighbor(Block::FACE_RIGHT)) { + chunk = &chunk->GetNeighbor(Block::FACE_RIGHT); + pos.x -= Chunk::Width(); + } else { + chunk = nullptr; + return; + } } - if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) { - return false; + while (pos.x < 0) { + if (chunk->HasNeighbor(Block::FACE_LEFT)) { + chunk = &chunk->GetNeighbor(Block::FACE_LEFT); + pos.x += Chunk::Width(); + } else { + chunk = nullptr; + return; + } } - - 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; + while (pos.y >= Chunk::Height()) { + if (chunk->HasNeighbor(Block::FACE_UP)) { + chunk = &chunk->GetNeighbor(Block::FACE_UP); + pos.y -= Chunk::Height(); + } else { + chunk = nullptr; + return; + } } - if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) { - return false; + while (pos.y < 0) { + if (chunk->HasNeighbor(Block::FACE_DOWN)) { + chunk = &chunk->GetNeighbor(Block::FACE_DOWN); + pos.y += Chunk::Height(); + } else { + chunk = nullptr; + return; + } } - - 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; + while (pos.z >= Chunk::Depth()) { + if (chunk->HasNeighbor(Block::FACE_FRONT)) { + chunk = &chunk->GetNeighbor(Block::FACE_FRONT); + pos.z -= Chunk::Depth(); + } else { + chunk = nullptr; + return; + } } - if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) { - return false; + while (pos.z < 0) { + if (chunk->HasNeighbor(Block::FACE_BACK)) { + chunk = &chunk->GetNeighbor(Block::FACE_BACK); + pos.z += Chunk::Depth(); + } else { + chunk = nullptr; + return; + } } - - return true; } -glm::mat4 Chunk::ToTransform(int idx) const { - return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform(); +BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept +: chunk(c), pos(p) { + pos += Block::FaceNormal(face); + if (!Chunk::InBounds(pos)) { + pos -= Block::FaceNormal(face) * Chunk::Extent(); + chunk = &chunk->GetNeighbor(face); + } } -ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen) +ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept : base(0, 0, 0) , reg(reg) , gen(gen) , loaded() , to_generate() , to_free() -, load_dist(4) -, unload_dist(5) { +, load_dist(config.load_dist) +, unload_dist(config.unload_dist) { } @@ -318,10 +559,10 @@ namespace { struct ChunkLess { - explicit ChunkLess(const Chunk::Pos &base) + explicit ChunkLess(const Chunk::Pos &base) noexcept : base(base) { } - bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const { + bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept { Chunk::Pos da(base - a); Chunk::Pos db(base - b); return @@ -345,6 +586,42 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) { } else if (pos == base) { Generate(pos); + // light testing + // for (int i = 0; i < 16; ++i) { + // for (int j = 0; j < 16; ++j) { + // loaded.back().SetBlock(Chunk::Pos{ i, j, 0 }, Block(1)); + // loaded.back().SetBlock(Chunk::Pos{ i, j, 15 }, Block(1)); + // loaded.back().SetBlock(Chunk::Pos{ 0, j, i }, Block(1)); + // loaded.back().SetBlock(Chunk::Pos{ 15, j, i }, Block(1)); + // } + // } + // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 1 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 1 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 14 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 14 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 1 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 1 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 14 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 0 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 0 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 0 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 0 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 15 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 15 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 15 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 15 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 7 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 8 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 7 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 8 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 7 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 8 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 7 }, Block(13)); + // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 8 }, Block(13)); + // loaded.back().Invalidate(); + // loaded.back().CheckUpdate(); + // orientation testing // for (int i = 0; i < Block::FACE_COUNT; ++i) { // for (int j = 0; j < Block::TURN_COUNT; ++j) { @@ -366,22 +643,22 @@ Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) { loaded.emplace_back(reg); Chunk &chunk = loaded.back(); chunk.Position(pos); - Insert(chunk); gen(chunk); + Insert(chunk); return chunk; } -void ChunkLoader::Insert(Chunk &chunk) { +void ChunkLoader::Insert(Chunk &chunk) noexcept { for (Chunk &other : loaded) { chunk.SetNeighbor(other); } } -void ChunkLoader::Remove(Chunk &chunk) { +void ChunkLoader::Remove(Chunk &chunk) noexcept { chunk.Unlink(); } -Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) { +Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept { for (Chunk &chunk : loaded) { if (chunk.Position() == pos) { return &chunk; @@ -390,7 +667,7 @@ Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) { return nullptr; } -bool ChunkLoader::Queued(const Chunk::Pos &pos) { +bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept { for (const Chunk::Pos &chunk : to_generate) { if (chunk == pos) { return true; @@ -399,7 +676,7 @@ bool ChunkLoader::Queued(const Chunk::Pos &pos) { return nullptr; } -bool ChunkLoader::Known(const Chunk::Pos &pos) { +bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept { if (Loaded(pos)) return true; return Queued(pos); } @@ -450,43 +727,40 @@ void ChunkLoader::Rebase(const Chunk::Pos &new_base) { } } // add missing new chunks + GenerateSurrounding(base); +} + +void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) { const Chunk::Pos offset(load_dist, load_dist, load_dist); - Generate(base - offset, base + offset); + 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 (to_generate.empty()) { + return; + } - 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); + Chunk::Pos pos(to_generate.front()); + to_generate.pop_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); + return; } - to_generate.pop_front(); } - if (!reused && !to_free.empty()) { - to_free.pop_front(); + if (to_free.empty()) { + loaded.emplace_back(reg); + } else { + to_free.front().ClearNeighbors(); + loaded.splice(loaded.end(), to_free, to_free.begin()); } + Chunk &chunk = loaded.back(); + chunk.Position(pos); + gen(chunk); + Insert(chunk); } }