#include "BlockLookup.hpp"
#include "Chunk.hpp"
+#include "ChunkIndex.hpp"
#include "ChunkLoader.hpp"
+#include "ChunkRenderer.hpp"
+#include "ChunkStore.hpp"
#include "Generator.hpp"
+#include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../geometry/distance.hpp"
+#include "../graphics/BlockLighting.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/Viewport.hpp"
+#include "../io/WorldSave.hpp"
#include <algorithm>
#include <limits>
+#include <ostream>
#include <queue>
namespace blank {
-constexpr int Chunk::width;
-constexpr int Chunk::height;
-constexpr int Chunk::depth;
+constexpr int Chunk::side;
constexpr int Chunk::size;
, neighbor{0}
, blocks{}
, light{0}
-, model()
+, generated(false)
+, lighted(false)
, position(0, 0, 0)
-, dirty(false) {
+, ref_count(0)
+, dirty_mesh(false)
+, dirty_save(false) {
}
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
-, model(std::move(other.model))
+, generated(other.generated)
+, lighted(other.lighted)
, position(other.position)
-, dirty(other.dirty) {
+, ref_count(other.ref_count)
+, dirty_mesh(other.dirty_mesh)
+, dirty_save(other.dirty_save) {
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);
+ other.ref_count = 0;
}
Chunk &Chunk::operator =(Chunk &&other) noexcept {
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);
+ generated = other.generated;
+ lighted = other.lighted;
position = other.position;
- dirty = other.dirty;
+ std::swap(ref_count, other.ref_count);
+ dirty_mesh = other.dirty_save;
+ dirty_save = other.dirty_save;
return *this;
}
struct SetNode {
Chunk *chunk;
- Chunk::Pos pos;
+ RoughLocation::Fine pos;
- SetNode(Chunk *chunk, Chunk::Pos pos)
+ SetNode(Chunk *chunk, RoughLocation::Fine pos)
: chunk(chunk), pos(pos) { }
int Get() const noexcept { return chunk->GetLight(pos); }
void Set(int level) noexcept { chunk->SetLight(pos, level); }
+ const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
+
bool HasNext(Block::Face face) noexcept {
+ const BlockType &type = GetType();
+ if (type.block_light && !type.luminosity) return false;
const BlockLookup next(chunk, pos, face);
- return next && !next.GetType().block_light;
+ return next;
}
SetNode GetNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
int level;
- UnsetNode(Chunk *chunk, Chunk::Pos pos)
+ UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
: SetNode(chunk, pos), level(Get()) { }
UnsetNode(const SetNode &set)
const BlockType &new_type = Type(block);
blocks[index] = block;
+ Invalidate();
- if (&old_type == &new_type) return;
+ if (!lighted || &old_type == &new_type) return;
if (new_type.luminosity > old_type.luminosity) {
// light added
} else if (!new_type.block_light && old_type.block_light) {
// obstacle removed
int level = 0;
+ RoughLocation::Fine pos(ToPos(index));
for (int face = 0; face < Block::FACE_COUNT; ++face) {
- BlockLookup next_block(this, ToPos(index), Block::Face(face));
+ BlockLookup next_block(this, pos, Block::Face(face));
if (next_block) {
- level = std::min(level, next_block.GetLight());
+ level = std::max(level, next_block.GetLight());
}
}
if (level > 1) {
SetLight(index, level - 1);
- light_queue.emplace(this, ToPos(index));
+ light_queue.emplace(this, pos);
work_light();
}
}
}
-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);
- }
+void Chunk::ScanLights() {
+ int idx = 0;
+ RoughLocation::Fine pos(0, 0, 0);
+ for (; pos.z < side; ++pos.z) {
+ for (pos.y = 0; pos.y < side; ++pos.y) {
+ for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
+ const BlockType &type = Type(blocks[idx]);
+ if (type.luminosity) {
+ SetLight(idx, type.luminosity);
+ light_queue.emplace(this, pos);
}
}
- work_light();
}
}
+ work_light();
+ lighted = true;
}
-void Chunk::ClearNeighbors() noexcept {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = nullptr;
- }
+void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
+ neighbor[face] = &other;
+ other.neighbor[Block::Opposite(face)] = 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;
- }
- }
-}
-
-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;
+ neighbor[face] = nullptr;
}
}
}
return light[index];
}
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
int index = ToIndex(pos);
float light = GetLight(index);
}
-bool Chunk::IsSurface(const Pos &pos) const noexcept {
+bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
return false;
}
-void Chunk::Draw() noexcept {
- if (dirty) {
- Update();
- }
- model.Draw();
-}
-
-
bool Chunk::Intersection(
const Ray &ray,
const glm::mat4 &M,
- int &blkid,
- float &dist,
- glm::vec3 &normal
-) const noexcept {
- // TODO: should be possible to heavily optimize this
+ WorldCollision &coll
+) noexcept {
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, ++idx) {
+ coll.chunk = this;
+ coll.block = -1;
+ coll.depth = std::numeric_limits<float>::infinity();
+ for (int z = 0; z < side; ++z) {
+ for (int y = 0; y < side; ++y) {
+ for (int x = 0; x < side; ++x, ++idx) {
const BlockType &type = Type(idx);
- if (!type.visible) {
+ if (!type.collision || !type.shape) {
continue;
}
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
- if (cur_dist < dist) {
- blkid = idx;
- dist = cur_dist;
- normal = cur_norm;
+ if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
+ if (cur_dist < coll.depth) {
+ coll.block = idx;
+ coll.depth = cur_dist;
+ coll.normal = cur_norm;
}
}
}
}
}
- if (blkid < 0) {
+ if (coll.block < 0) {
return false;
} else {
- normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+ coll.normal = glm::vec3(BlockAt(coll.block).Transform() * glm::vec4(coll.normal, 0.0f));
return true;
}
}
+bool Chunk::Intersection(
+ const AABB &box,
+ const glm::mat4 &Mbox,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
+) noexcept {
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+ return false;
+ }
+ for (int idx = 0, z = 0; z < side; ++z) {
+ for (int y = 0; y < side; ++y) {
+ for (int x = 0; x < side; ++x, ++idx) {
+ const BlockType &type = Type(idx);
+ if (!type.collision || !type.shape) {
+ continue;
+ }
+ if (type.shape->Intersects(Mchunk * ToTransform(RoughLocation::Fine(x, y, z), idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
+ }
+ }
+ }
+ }
+ return any;
+}
-namespace {
-BlockModel::Buffer buf;
+namespace {
-}
+BlockMesh::Buffer buf;
-void Chunk::CheckUpdate() noexcept {
- if (dirty) {
- Update();
- }
}
-void Chunk::Update() noexcept {
+void Chunk::Update(BlockMesh &model) noexcept {
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();
+ const BlockType &type = Type(block);
+ if (type.visible && type.shape) {
+ vtx_count += type.shape->VertexCount();
+ idx_count += type.shape->IndexCount();
+ }
}
buf.Clear();
buf.Reserve(vtx_count, idx_count);
- int idx = 0;
- BlockModel::Index vtx_counter = 0;
- 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())
- ));
+ if (idx_count > 0) {
+ int idx = 0;
+ BlockMesh::Index vtx_counter = 0;
+ for (size_t z = 0; z < side; ++z) {
+ for (size_t y = 0; y < side; ++y) {
+ for (size_t x = 0; x < side; ++x, ++idx) {
+ const BlockType &type = Type(BlockAt(idx));
+ const RoughLocation::Fine pos(x, y, z);
+
+ if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
+
+ type.FillBlockMesh(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())
+ ));
+ }
}
}
}
}
model.Update(buf);
- dirty = false;
+ ClearMesh();
}
-Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
+Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
Block::FaceSet result;
for (int f = 0; f < Block::FACE_COUNT; ++f) {
return result;
}
-glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
+glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
: chunk(c), pos(p) {
- while (pos.x >= Chunk::width) {
+ while (pos.x >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
- pos.x -= Chunk::width;
+ pos.x -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.x < 0) {
if (chunk->HasNeighbor(Block::FACE_LEFT)) {
chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
- pos.x += Chunk::width;
+ pos.x += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
- while (pos.y >= Chunk::height) {
+ while (pos.y >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_UP)) {
chunk = &chunk->GetNeighbor(Block::FACE_UP);
- pos.y -= Chunk::height;
+ pos.y -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.y < 0) {
if (chunk->HasNeighbor(Block::FACE_DOWN)) {
chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
- pos.y += Chunk::height;
+ pos.y += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
- while (pos.z >= Chunk::depth) {
+ while (pos.z >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_FRONT)) {
chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
- pos.z -= Chunk::depth;
+ pos.z -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.z < 0) {
if (chunk->HasNeighbor(Block::FACE_BACK)) {
chunk = &chunk->GetNeighbor(Block::FACE_BACK);
- pos.z += Chunk::depth;
+ pos.z += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
: chunk(c), pos(p) {
pos += Block::FaceNormal(face);
if (!Chunk::InBounds(pos)) {
- pos -= Block::FaceNormal(face) * Chunk::Extent();
+ pos -= Block::FaceNormal(face) * ExactLocation::Extent();
chunk = &chunk->GetNeighbor(face);
}
}
-ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept
-: base(0, 0, 0)
-, reg(reg)
+ChunkLoader::ChunkLoader(
+ ChunkStore &store,
+ const Generator &gen,
+ const WorldSave &save
+) noexcept
+: store(store)
, gen(gen)
-, loaded()
-, to_generate()
-, to_free()
-, load_dist(config.load_dist)
-, unload_dist(config.unload_dist) {
+, save(save) {
}
-namespace {
+void ChunkLoader::Update(int dt) {
+ // check if there's chunks waiting to be loaded
+ // load until one of load or generation limits was hit
+ constexpr int max_load = 10;
+ constexpr int max_gen = 1;
+ int loaded = 0;
+ int generated = 0;
+ while (loaded < max_load && generated < max_gen && store.HasMissing()) {
+ if (LoadOne()) {
+ ++generated;
+ } else {
+ ++loaded;
+ }
+ }
-struct ChunkLess {
+ // store a few chunks as well
+ constexpr int max_save = 10;
+ int saved = 0;
+ for (Chunk &chunk : store) {
+ if (chunk.ShouldUpdateSave()) {
+ save.Write(chunk);
+ ++saved;
+ if (saved >= max_save) {
+ break;
+ }
+ }
+ }
+}
- explicit ChunkLess(const Chunk::Pos &base) noexcept
- : base(base) { }
+int ChunkLoader::ToLoad() const noexcept {
+ return store.EstimateMissing();
+}
- bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
- 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;
- }
+bool ChunkLoader::LoadOne() {
+ if (!store.HasMissing()) return false;
- Chunk::Pos base;
+ ExactLocation::Coarse pos = store.NextMissing();
+ Chunk *chunk = store.Allocate(pos);
+ if (!chunk) {
+ // chunk store corrupted?
+ return false;
+ }
-};
+ bool generated = false;
+ if (save.Exists(pos)) {
+ save.Read(*chunk);
+ } else {
+ gen(*chunk);
+ generated = true;
+ }
-}
+ ChunkIndex *index = store.ClosestIndex(pos);
+ if (!index) {
+ return generated;
+ }
-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);
-
- // 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) {
- // 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);
+ ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+ ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+ for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
+ for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
+ for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
+ if (index->IsBorder(iter)) continue;
+ Chunk *light_chunk = index->Get(iter);
+ if (!light_chunk) continue;
+ if (index->HasAllSurrounding(iter)) {
+ if (!light_chunk->Lighted()) {
+ light_chunk->ScanLights();
+ } else {
+ light_chunk->InvalidateMesh();
+ }
}
}
}
}
- to_generate.sort(ChunkLess(base));
-}
-Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
- loaded.emplace_back(reg);
- Chunk &chunk = loaded.back();
- chunk.Position(pos);
- gen(chunk);
- Insert(chunk);
- return chunk;
+ return generated;
}
-void ChunkLoader::Insert(Chunk &chunk) noexcept {
- for (Chunk &other : loaded) {
- chunk.SetNeighbor(other);
+void ChunkLoader::LoadN(std::size_t n) {
+ std::size_t end = std::min(n, std::size_t(ToLoad()));
+ for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
+ LoadOne();
}
}
-void ChunkLoader::Remove(Chunk &chunk) noexcept {
- chunk.Unlink();
+
+ChunkRenderer::ChunkRenderer(ChunkIndex &index)
+: index(index)
+, models(index.TotalChunks())
+, block_tex()
+, fog_density(0.0f) {
+
}
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
- for (Chunk &chunk : loaded) {
- if (chunk.Position() == pos) {
- return &chunk;
+ChunkRenderer::~ChunkRenderer() {
+
+}
+
+int ChunkRenderer::MissingChunks() const noexcept {
+ return index.MissingChunks();
+}
+
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
+ block_tex.Bind();
+ loader.LoadTextures(tex_index, block_tex);
+ block_tex.FilterNearest();
+}
+
+void ChunkRenderer::Update(int dt) {
+ for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
+ if (!index[i]) continue;
+ if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
+ index[i]->ScanLights();
+ }
+ if (index[i]->ShouldUpdateMesh()) {
+ index[i]->Update(models[i]);
+ ++updates;
}
}
- return nullptr;
}
-bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
- for (const Chunk::Pos &chunk : to_generate) {
- if (chunk == pos) {
- return true;
+void ChunkRenderer::Render(Viewport &viewport) {
+ BlockLighting &chunk_prog = viewport.ChunkProgram();
+ chunk_prog.SetTexture(block_tex);
+ chunk_prog.SetFogDensity(fog_density);
+
+ for (int i = 0; i < index.TotalChunks(); ++i) {
+ if (!index[i]) continue;
+ glm::mat4 m(index[i]->Transform(index.Base()));
+ glm::mat4 mvp(chunk_prog.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ if (index[i]->ShouldUpdateMesh()) {
+ index[i]->Update(models[i]);
+ }
+ chunk_prog.SetM(m);
+ models[i].Draw();
}
}
- return false;
}
-bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
- if (Loaded(pos)) return true;
- return Queued(pos);
+
+ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
+: store(store)
+, base(base)
+, extent(extent)
+, side_length(2 * extent + 1)
+, total_length(side_length * side_length * side_length)
+, total_indexed(0)
+, last_missing(0)
+, stride(1, side_length, side_length * side_length)
+, chunks(total_length, nullptr) {
+ Scan();
}
-Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
- Chunk *chunk = Loaded(pos);
- if (chunk) {
- return *chunk;
- }
+ChunkIndex::~ChunkIndex() {
+ Clear();
+}
- for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
- if (*iter == pos) {
- to_generate.erase(iter);
- break;
+bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
+ return Distance(pos) <= extent;
+}
+
+bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
+ return Distance(pos) == extent;
+}
+
+int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
+ return manhattan_radius(pos - base);
+}
+
+bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
+ ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+ ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+ for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
+ for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
+ for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
+ if (!Get(iter)) return false;
+ }
}
}
+ return true;
+}
+
+int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
+ ExactLocation::Coarse mod_pos(
+ GetCol(pos.x),
+ GetCol(pos.y),
+ GetCol(pos.z)
+ );
+ return mod_pos.x * stride.x
+ + mod_pos.y * stride.y
+ + mod_pos.z * stride.z;
+}
+
+ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
+ ExactLocation::Coarse zero_pos(
+ (i / stride.x) % side_length,
+ (i / stride.y) % side_length,
+ (i / stride.z) % side_length
+ );
+ ExactLocation::Coarse zero_base(
+ GetCol(base.x),
+ GetCol(base.y),
+ GetCol(base.z)
+ );
+ ExactLocation::Coarse base_relative(zero_pos - zero_base);
+ if (base_relative.x > extent) base_relative.x -= side_length;
+ else if (base_relative.x < -extent) base_relative.x += side_length;
+ if (base_relative.y > extent) base_relative.y -= side_length;
+ else if (base_relative.y < -extent) base_relative.y += side_length;
+ if (base_relative.z > extent) base_relative.z -= side_length;
+ else if (base_relative.z < -extent) base_relative.z += side_length;
+ return base + base_relative;
+}
+
+Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
+ if (InRange(pos)) {
+ return chunks[IndexOf(pos)];
+ } else {
+ return nullptr;
+ }
+}
- return Generate(pos);
+const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
+ if (InRange(pos)) {
+ return chunks[IndexOf(pos)];
+ } else {
+ return nullptr;
+ }
}
-void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
- if (new_base == base) {
+void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
+ if (new_base == base) return;
+
+ ExactLocation::Coarse diff(new_base - base);
+
+ if (manhattan_radius(diff) > extent) {
+ // that's more than half, so probably not worth shifting
+ base = new_base;
+ Clear();
+ Scan();
+ store.Clean();
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;
- }
+
+ while (diff.x > 0) {
+ Shift(Block::FACE_RIGHT);
+ --diff.x;
}
- // 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;
+ while (diff.x < 0) {
+ Shift(Block::FACE_LEFT);
+ ++diff.x;
+ }
+ while (diff.y > 0) {
+ Shift(Block::FACE_UP);
+ --diff.y;
+ }
+ while (diff.y < 0) {
+ Shift(Block::FACE_DOWN);
+ ++diff.y;
+ }
+ while (diff.z > 0) {
+ Shift(Block::FACE_FRONT);
+ --diff.z;
+ }
+ while (diff.z < 0) {
+ Shift(Block::FACE_BACK);
+ ++diff.z;
+ }
+ store.Clean();
+}
+
+int ChunkIndex::GetCol(int c) const noexcept {
+ c %= side_length;
+ if (c < 0) c += side_length;
+ return c;
+}
+
+void ChunkIndex::Shift(Block::Face f) {
+ int a_axis = Block::Axis(f);
+ int b_axis = (a_axis + 1) % 3;
+ int c_axis = (a_axis + 2) % 3;
+ int dir = Block::Direction(f);
+ base[a_axis] += dir;
+ int a = GetCol(base[a_axis] + (extent * dir));
+ int a_stride = a * stride[a_axis];
+ for (int b = 0; b < side_length; ++b) {
+ int b_stride = b * stride[b_axis];
+ for (int c = 0; c < side_length; ++c) {
+ int bc_stride = b_stride + c * stride[c_axis];
+ int index = a_stride + bc_stride;
+ Unset(index);
+ int neighbor = ((a - dir + side_length) % side_length) * stride[a_axis] + bc_stride;
+ if (chunks[neighbor] && chunks[neighbor]->HasNeighbor(f)) {
+ Set(index, chunks[neighbor]->GetNeighbor(f));
+ }
}
}
- // 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 ChunkIndex::Clear() noexcept {
+ for (int i = 0; i < total_length && total_indexed > 0; ++i) {
+ Unset(i);
+ }
}
-void ChunkLoader::Update() {
- if (to_generate.empty()) {
- return;
+void ChunkIndex::Scan() noexcept {
+ for (Chunk &chunk : store) {
+ Register(chunk);
}
+}
- Chunk::Pos pos(to_generate.front());
- to_generate.pop_front();
+void ChunkIndex::Register(Chunk &chunk) noexcept {
+ if (InRange(chunk.Position())) {
+ Set(IndexOf(chunk.Position()), chunk);
+ }
+}
+
+void ChunkIndex::Set(int index, Chunk &chunk) noexcept {
+ Unset(index);
+ chunks[index] = &chunk;
+ chunk.Ref();
+ ++total_indexed;
+}
- 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);
+void ChunkIndex::Unset(int index) noexcept {
+ if (chunks[index]) {
+ chunks[index]->UnRef();
+ chunks[index] = nullptr;
+ --total_indexed;
+ }
+}
+
+ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
+ if (MissingChunks() > 0) {
+ int roundtrip = last_missing;
+ last_missing = (last_missing + 1) % total_length;
+ while (chunks[last_missing]) {
+ last_missing = (last_missing + 1) % total_length;
+ if (last_missing == roundtrip) {
+ break;
+ }
+ }
+ }
+ return PositionOf(last_missing);
+}
+
+
+ChunkStore::ChunkStore(const BlockTypeRegistry &types)
+: types(types)
+, loaded()
+, free()
+, indices() {
+
+}
+
+ChunkStore::~ChunkStore() {
+
+}
+
+ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
+ indices.emplace_back(*this, pos, extent);
+ return indices.back();
+}
+
+void ChunkStore::UnregisterIndex(ChunkIndex &index) {
+ for (auto i = indices.begin(), end = indices.end(); i != end; ++i) {
+ if (&*i == &index) {
+ indices.erase(i);
return;
+ } else {
+ ++i;
}
}
+}
+
+ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
+ ChunkIndex *closest_index = nullptr;
+ int closest_distance = std::numeric_limits<int>::max();
+
+ for (ChunkIndex &index : indices) {
+ int distance = index.Distance(pos);
+ if (distance < closest_distance) {
+ closest_index = &index;
+ closest_distance = distance;
+ }
+ }
+
+ return closest_index;
+}
- if (to_free.empty()) {
- loaded.emplace_back(reg);
+Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
+ for (ChunkIndex &index : indices) {
+ Chunk *chunk = index.Get(pos);
+ if (chunk) {
+ return chunk;
+ }
+ }
+ return nullptr;
+}
+
+Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
+ Chunk *chunk = Get(pos);
+ if (chunk) {
+ return chunk;
+ }
+ if (free.empty()) {
+ loaded.emplace(loaded.begin(), types);
} else {
- to_free.front().ClearNeighbors();
- loaded.splice(loaded.end(), to_free, to_free.begin());
+ loaded.splice(loaded.begin(), free, free.begin());
+ loaded.front().Unlink();
+ }
+ chunk = &loaded.front();
+ chunk->Position(pos);
+ for (ChunkIndex &index : indices) {
+ if (index.InRange(pos)) {
+ index.Register(*chunk);
+ }
+ }
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ Block::Face face = Block::Face(i);
+ ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
+ Chunk *neighbor = Get(neighbor_pos);
+ if (neighbor) {
+ chunk->SetNeighbor(face, *neighbor);
+ }
+ }
+ return chunk;
+}
+
+bool ChunkStore::HasMissing() const noexcept {
+ for (const ChunkIndex &index : indices) {
+ if (index.MissingChunks() > 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int ChunkStore::EstimateMissing() const noexcept {
+ int missing = 0;
+ for (const ChunkIndex &index : indices) {
+ missing += index.MissingChunks();
+ }
+ return missing;
+}
+
+ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
+ for (ChunkIndex &index : indices) {
+ if (index.MissingChunks()) {
+ return index.NextMissing();
+ }
+ }
+ return ExactLocation::Coarse(0, 0, 0);
+}
+
+void ChunkStore::Clean() {
+ for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
+ if (i->Referenced() || i->ShouldUpdateSave()) {
+ ++i;
+ } else {
+ auto chunk = i;
+ ++i;
+ free.splice(free.end(), loaded, chunk);
+ chunk->Unlink();
+ chunk->InvalidateMesh();
+ }
}
- Chunk &chunk = loaded.back();
- chunk.Position(pos);
- gen(chunk);
- Insert(chunk);
}
}