X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.cpp;h=3824a471ac321936bb8c794bc560105cef282525;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=c31926bc4acd9354aa44201657010797889b0224;hpb=76b3ec0f6aa0dacf6d4944a2787991f3585299e8;p=blank.git diff --git a/src/chunk.cpp b/src/chunk.cpp index c31926b..3824a47 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -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::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(glm::mat4(1.0f), 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;