#include "chunk.hpp"
+#include "generator.hpp"
+
#include <limits>
#include <glm/gtx/transform.hpp>
}
+ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
+: base(0, 0, 0)
+, reg(reg)
+, gen(gen)
+, loaded()
+, to_generate()
+, to_free()
+, load_dist(4)
+, unload_dist(5) {
+
+}
+
+namespace {
+
+struct ChunkLess {
+
+ explicit ChunkLess(const Chunk::Pos &base)
+ : base(base) { }
+
+ bool operator ()(const Chunk &a, const Chunk &b) const {
+ Chunk::Pos da(base - a.Position());
+ Chunk::Pos db(base - b.Position());
+ 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;
+ }
+
+ Chunk::Pos base;
+
+};
+
+}
+
+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 (x == 0 && y == 0 && z == 0) {
+ loaded.emplace_back(reg);
+ loaded.back().Position(pos);
+ gen(loaded.back());
+ } else {
+ to_generate.emplace_back(reg);
+ to_generate.back().Position(pos);
+ }
+ }
+ }
+ }
+ to_generate.sort(ChunkLess(base));
+}
+
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+ for (Chunk &chunk : loaded) {
+ if (chunk.Position() == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
+}
+
+Chunk *ChunkLoader::Queued(const Chunk::Pos &pos) {
+ for (Chunk &chunk : to_generate) {
+ if (chunk.Position() == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
+}
+
+Chunk *ChunkLoader::Known(const Chunk::Pos &pos) {
+ Chunk *chunk = Loaded(pos);
+ if (chunk) return chunk;
+
+ return Queued(pos);
+}
+
+Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
+ Chunk *chunk = Loaded(pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ chunk = Queued(pos);
+ if (chunk) {
+ gen(*chunk);
+ return *chunk;
+ }
+
+ loaded.emplace_back(reg);
+ loaded.back().Position(pos);
+ gen(loaded.back());
+ return loaded.back();
+}
+
+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;
+ ++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->Position().x) > unload_dist
+ || std::abs(base.y - iter->Position().y) > unload_dist
+ || std::abs(base.z - iter->Position().z) > unload_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ const Chunk::Pos offset(load_dist, load_dist, load_dist);
+ Generate(base - offset, base + offset);
+}
+
+void ChunkLoader::Update() {
+ if (!to_generate.empty()) {
+ gen(to_generate.front());
+ loaded.splice(loaded.end(), to_generate, to_generate.begin());
+ }
+
+ if (!to_free.empty()) {
+ to_free.pop_front();
+ }
+}
+
}
, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
, generate(0)
-, player()
-, player_chunk(0, 0, 0)
-, loaded()
-, to_generate()
-, to_free() {
+, chunks(blockType, generate)
+, player() {
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
generate.Solids({ 1, 4, 7, 10 });
player.Position({ 4.0f, 4.0f, 4.0f });
-}
-
-
-namespace {
-
-bool ChunkLess(const Chunk &a, const Chunk &b) {
- 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;
-}
+ chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
}
-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) {
- Block::Pos pos{float(x), float(y), float(z)};
- if (ChunkAvailable(pos)) {
- continue;
- } else if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back(blockType);
- loaded.back().Position(pos);
- generate(loaded.back());
- } else {
- to_generate.emplace_back(blockType);
- to_generate.back().Position(pos);
- }
- }
- }
- }
- to_generate.sort(ChunkLess);
-}
bool World::Intersection(
const Ray &ray,
float closest_dist = std::numeric_limits<float>::infinity();
glm::vec3 closest_normal;
- for (Chunk &cur_chunk : loaded) {
+ for (Chunk &cur_chunk : chunks.Loaded()) {
int cur_blkid;
float cur_dist;
glm::vec3 cur_normal;
}
-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() == 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<int> &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(blockType);
- loaded.back().Position(tgt_pos);
- generate(loaded.back());
- return loaded.back();
+ return chunks.ForceLoad(tgt_pos);
}
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();
- }
+ chunks.Rebase(player.ChunkCoords());
+ chunks.Update();
}
program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
- for (Chunk &chunk : LoadedChunks()) {
+ for (Chunk &chunk : chunks.Loaded()) {
glm::mat4 m(chunk.Transform(player.ChunkCoords()));
program.SetM(m);
glm::mat4 mvp(program.GetVP() * m);