]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
minor optimizations in chunk
[blank.git] / src / chunk.cpp
index f172143cbf11180cc650557c900267b2eb5ee707..3824a471ac321936bb8c794bc560105cef282525 100644 (file)
@@ -9,6 +9,12 @@
 
 namespace blank {
 
+constexpr int Chunk::width;
+constexpr int Chunk::height;
+constexpr int Chunk::depth;
+constexpr int Chunk::size;
+
+
 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
 , neighbor{0}
@@ -180,10 +186,10 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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) {
+                       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);
+                                       Pos other_pos(width - 1, y, z);
                                        if (GetLight(my_pos) > 0) {
                                                light_queue.emplace(this, my_pos);
                                        }
@@ -198,9 +204,9 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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);
+                       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);
@@ -216,10 +222,10 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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) {
+                       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);
+                                       Pos other_pos(x, height - 1, z);
                                        if (GetLight(my_pos) > 0) {
                                                light_queue.emplace(this, my_pos);
                                        }
@@ -234,9 +240,9 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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);
+                       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);
@@ -252,10 +258,10 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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) {
+                       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);
+                                       Pos other_pos(x, y, depth - 1);
                                        if (GetLight(my_pos) > 0) {
                                                light_queue.emplace(this, my_pos);
                                        }
@@ -270,9 +276,9 @@ void Chunk::SetNeighbor(Chunk &other) noexcept {
                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);
+                       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);
@@ -321,9 +327,9 @@ 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 Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
+       int index = ToIndex(pos);
        float light = GetLight(index);
-       Chunk::Pos pos(ToPos(index));
 
        Block::Face direct_face(Block::NormalFace(norm));
        // tis okay
@@ -333,18 +339,81 @@ float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Mo
                if (direct_light > light) {
                        light = direct_light;
                }
+       } else {
+               return light;
        }
 
-       // cheap alternative until AO etc are implemented
-       // to tell the faces apart
+       if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
+               return light;
+       }
 
-       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;
+       Block::Face edge[2];
+       switch (Block::Axis(direct_face)) {
+               case 0: // X
+                       edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+                       edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+                       break;
+               case 1: // Y
+                       edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+                       edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+                       break;
+               case 2: // Z
+                       edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+                       edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+                       break;
+       }
+
+       int num = 1;
+       int occlusion = 0;
+
+       BlockLookup next[2] = {
+               direct.Next(edge[0]),
+               direct.Next(edge[1]),
+       };
+
+       if (next[0]) {
+               if (next[0].GetType().block_light) {
+                       ++occlusion;
+               } else {
+                       light += next[0].GetLight();
+                       ++num;
+               }
+       }
+       if (next[1]) {
+               if (next[1].GetType().block_light) {
+                       ++occlusion;
+               } else {
+                       light += next[1].GetLight();
+                       ++num;
+               }
+       }
+       if (occlusion < 2) {
+               if (next[0]) {
+                       BlockLookup corner = next[0].Next(edge[1]);
+                       if (corner) {
+                               if (corner.GetType().block_light) {
+                                       ++occlusion;
+                               } else {
+                                       light += corner.GetLight();
+                                       ++num;
+                               }
+                       }
+               } else if (next[1]) {
+                       BlockLookup corner = next[1].Next(edge[0]);
+                       if (corner) {
+                               if (corner.GetType().block_light) {
+                                       ++occlusion;
+                               } else {
+                                       light += corner.GetLight();
+                                       ++num;
+                               }
+                       }
+               }
+       } else {
+               ++occlusion;
        }
 
-       return light;
+       return (light / num) - (occlusion * 0.8f);
 }
 
 
@@ -379,20 +448,21 @@ bool Chunk::Intersection(
        glm::vec3 &normal
 ) const noexcept {
        // TODO: should be possible to heavily optimize this
-       int id = 0;
+       int idx = 0;
        blkid = -1;
        dist = std::numeric_limits<float>::infinity();
-       for (int z = 0; z < Depth(); ++z) {
-               for (int y = 0; y < Height(); ++y) {
-                       for (int x = 0; x < Width(); ++x, ++id) {
-                               if (!Type(blocks[id]).visible) {
+       for (int z = 0; z < depth; ++z) {
+               for (int y = 0; y < height; ++y) {
+                       for (int x = 0; x < width; ++x, ++idx) {
+                               const BlockType &type = Type(idx);
+                               if (!type.visible) {
                                        continue;
                                }
                                float cur_dist;
                                glm::vec3 cur_norm;
-                               if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
+                               if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
                                        if (cur_dist < dist) {
-                                               blkid = id;
+                                               blkid = idx;
                                                dist = cur_dist;
                                                normal = cur_norm;
                                        }
@@ -432,22 +502,28 @@ void Chunk::Update() noexcept {
        buf.Clear();
        buf.Reserve(vtx_count, idx_count);
 
+       int idx = 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).All()) continue;
-
-               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())
-                       ));
+       for (size_t z = 0; z < depth; ++z) {
+               for (size_t y = 0; y < height; ++y) {
+                       for (size_t x = 0; x < width; ++x, ++idx) {
+                               const BlockType &type = Type(BlockAt(idx));
+                               const Pos pos(x, y, z);
+
+                               if (!type.visible || Obstructed(pos).All()) continue;
+
+                               type.FillBlockModel(buf, ToTransform(pos, idx), 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(
+                                               pos,
+                                               buf.vertices[vtx],
+                                               type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
+                                       ));
+                               }
+                       }
                }
        }
 
@@ -455,8 +531,7 @@ void Chunk::Update() noexcept {
        dirty = false;
 }
 
-Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
-       Chunk::Pos pos(ToPos(idx));
+Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
        Block::FaceSet result;
 
        for (int f = 0; f < Block::FACE_COUNT; ++f) {
@@ -470,17 +545,17 @@ Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
        return result;
 }
 
-glm::mat4 Chunk::ToTransform(int idx) const noexcept {
-       return glm::translate(ToCoords(idx)) * blocks[idx].Transform();
+glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
+       return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
 }
 
 
 BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
 : chunk(c), pos(p) {
-       while (pos.x >= Chunk::Width()) {
+       while (pos.x >= Chunk::width) {
                if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
-                       pos.x -= Chunk::Width();
+                       pos.x -= Chunk::width;
                } else {
                        chunk = nullptr;
                        return;
@@ -489,16 +564,16 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.x < 0) {
                if (chunk->HasNeighbor(Block::FACE_LEFT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
-                       pos.x += Chunk::Width();
+                       pos.x += Chunk::width;
                } else {
                        chunk = nullptr;
                        return;
                }
        }
-       while (pos.y >= Chunk::Height()) {
+       while (pos.y >= Chunk::height) {
                if (chunk->HasNeighbor(Block::FACE_UP)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_UP);
-                       pos.y -= Chunk::Height();
+                       pos.y -= Chunk::height;
                } else {
                        chunk = nullptr;
                        return;
@@ -507,16 +582,16 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.y < 0) {
                if (chunk->HasNeighbor(Block::FACE_DOWN)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
-                       pos.y += Chunk::Height();
+                       pos.y += Chunk::height;
                } else {
                        chunk = nullptr;
                        return;
                }
        }
-       while (pos.z >= Chunk::Depth()) {
+       while (pos.z >= Chunk::depth) {
                if (chunk->HasNeighbor(Block::FACE_FRONT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
-                       pos.z -= Chunk::Depth();
+                       pos.z -= Chunk::depth;
                } else {
                        chunk = nullptr;
                        return;
@@ -525,7 +600,7 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.z < 0) {
                if (chunk->HasNeighbor(Block::FACE_BACK)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_BACK);
-                       pos.z += Chunk::Depth();
+                       pos.z += Chunk::depth;
                } else {
                        chunk = nullptr;
                        return;