X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=b67bef31e9a71aa17c7c5bbcedf8f7aed5786cd7;hb=eca1fdcc8e34a4918418b2de122c6200aeb7ceaf;hp=cca483d3c3ffaa8ce1f46fa3b67f02a837bb464d;hpb=bea14b67ae4e5705965f3cc6422410a25f38ef9e;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index cca483d..b67bef3 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,159 +6,6 @@ namespace blank { -const BlockType BlockType::DEFAULT; -const NullShape BlockType::DEFAULT_SHAPE; - -void BlockType::FillVBO( - const glm::vec3 &pos, - std::vector &vertices, - std::vector &colors, - std::vector &normals -) const { - shape->Vertices(vertices, pos); - colors.insert(colors.end(), shape->VertexCount(), color); - shape->Normals(normals); -} - -void BlockType::FillOutlineVBO( - std::vector &vertices, - std::vector &colors -) const { - shape->Outline(vertices); - colors.insert(colors.end(), shape->OutlineCount(), outline_color); -} - - -BlockTypeRegistry::BlockTypeRegistry() { - Add(BlockType::DEFAULT); -} - -int BlockTypeRegistry::Add(const BlockType &t) { - int id = types.size(); - types.push_back(t); - types.back().id = id; - return id; -} - - -Chunk::Chunk() -: blocks(Size()) -, model() -, transform(1.0f) -, dirty(false) { - -} - -Chunk::Chunk(Chunk &&other) -: blocks(std::move(other.blocks)) -, model(std::move(other.model)) -, transform(other.transform) -, dirty(other.dirty) { - -} - -Chunk &Chunk::operator =(Chunk &&other) { - blocks = std::move(other.blocks); - model = std::move(other.model); - transform = other.transform; - dirty = other.dirty; - return *this; -} - - -void Chunk::Draw() { - if (dirty) { - Update(); - } - model.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; - } - - // 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); - 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) { - 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 (closest_id < 0) { - return false; - } - - if (blkid) { - *blkid = closest_id; - } - if (dist) { - *dist = closest_dist; - } - if (normal) { - *normal = closest_normal; - } - return true; -} - -void Chunk::Position(const glm::vec3 &pos) { - position = pos; - transform = glm::translate(pos * Extent()); -} - - -int Chunk::VertexCount() const { - int count = 0; - for (const auto &block : blocks) { - count += block.type->shape->VertexCount(); - } - return count; -} - -void Chunk::Update() { - model.Clear(); - model.Reserve(VertexCount()); - - for (size_t i = 0; i < Size(); ++i) { - blocks[i].type->FillModel(ToCoords(i), model); - } - - model.Invalidate(); - dirty = false; -} - - World::World() : blockType() , blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}) @@ -166,8 +13,11 @@ 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() { +, 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 @@ -188,17 +38,25 @@ 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 &from, const glm::tvec3 &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) { + Block::Pos pos{float(x), float(y), float(z)}; + if (ChunkAvailable(pos)) { + continue; + } else if (x == 0 && y == 0 && z == 0) { loaded.emplace_back(); loaded.back().Position(pos); Generate(loaded.back()); @@ -213,7 +71,9 @@ void World::Generate(const glm::tvec3 &from, const glm::tvec3 &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]); @@ -224,8 +84,8 @@ void World::Generate(Chunk &chunk) { 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; @@ -254,7 +114,7 @@ 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; @@ -280,19 +140,45 @@ 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 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; } } + 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 &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(); loaded.back().Position(tgt_pos); Generate(loaded.back()); @@ -303,20 +189,63 @@ 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(); + } } 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(); + } } }