]> git.localhorst.tv Git - blank.git/commitdiff
minor optimizations in chunk
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Tue, 2 Jun 2015 13:30:17 +0000 (15:30 +0200)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Tue, 2 Jun 2015 13:41:59 +0000 (15:41 +0200)
src/chunk.cpp
src/chunk.hpp
src/entity.cpp
src/generator.cpp
src/interface.cpp

index a0415fd4f8f735072cf92174eb530d6a7c2423eb..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
@@ -442,20 +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;
                                        }
@@ -495,22 +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())
+                                       ));
+                               }
+                       }
                }
        }
 
@@ -518,8 +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) {
@@ -533,17 +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;
@@ -552,16 +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;
@@ -570,16 +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;
@@ -588,7 +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;
index 040a817c87197b39586b867df66262cd5cbd4e61..d86f4170b8deff7e22d346299170bfece8860fc8 100644 (file)
@@ -25,56 +25,59 @@ public:
        Chunk(Chunk &&) noexcept;
        Chunk &operator =(Chunk &&) noexcept;
 
-       static constexpr int Width() { return 16; }
-       static constexpr int Height() { return 16; }
-       static constexpr int Depth() { return 16; }
-       static Pos Extent() noexcept { return { Width(), Height(), Depth() }; }
-       static constexpr int Size() { return Width() * Height() * Depth(); }
+       static constexpr int width = 16;
+       static constexpr int height = 16;
+       static constexpr int depth = 16;
+       static Pos Extent() noexcept { return { width, height, depth }; }
+       static constexpr int size = width * height * depth;
 
        static AABB Bounds() noexcept { return AABB{ { 0, 0, 0 }, Extent() }; }
 
        static constexpr bool InBounds(const Block::Pos &pos) noexcept {
                return
-                       pos.x >= 0 && pos.x < Width() &&
-                       pos.y >= 0 && pos.y < Height() &&
-                       pos.z >= 0 && pos.z < Depth();
+                       pos.x >= 0 && pos.x < width &&
+                       pos.y >= 0 && pos.y < height &&
+                       pos.z >= 0 && pos.z < depth;
        }
        static constexpr bool InBounds(const Pos &pos) noexcept {
                return
-                       pos.x >= 0 && pos.x < Width() &&
-                       pos.y >= 0 && pos.y < Height() &&
-                       pos.z >= 0 && pos.z < Depth();
+                       pos.x >= 0 && pos.x < width &&
+                       pos.y >= 0 && pos.y < height &&
+                       pos.z >= 0 && pos.z < depth;
        }
        static constexpr int ToIndex(const Pos &pos) noexcept {
-               return pos.x + pos.y * Width() + pos.z * Width() * Height();
+               return pos.x + pos.y * width + pos.z * width * height;
        }
        static constexpr bool InBounds(int idx) noexcept {
-               return idx >= 0 && idx < Size();
+               return idx >= 0 && idx < size;
        }
        static Block::Pos ToCoords(int idx) noexcept {
                return Block::Pos(
-                       0.5f + (idx % Width()),
-                       0.5f + ((idx / Width()) % Height()),
-                       0.5f + (idx / (Width() * Height()))
+                       0.5f + (idx % width),
+                       0.5f + ((idx / width) % height),
+                       0.5f + (idx / (width * height))
                );
        }
+       static Block::Pos ToCoords(const Pos &pos) noexcept {
+               return Block::Pos(pos) + 0.5f;
+       }
        static Pos ToPos(int idx) noexcept {
                return Pos(
-                       (idx % Width()),
-                       ((idx / Width()) % Height()),
-                       (idx / (Width() * Height()))
+                       (idx % width),
+                       ((idx / width) % height),
+                       (idx / (width * height))
                );
        }
-       glm::mat4 ToTransform(int idx) const noexcept;
+       glm::mat4 ToTransform(const Pos &pos, int idx) const noexcept;
 
        static constexpr bool IsBorder(int idx) noexcept {
                return
-                       idx < Width() * Height() ||                    // low Z plane
-                       idx % Width() == 0 ||                          // low X plane
-                       (idx / (Width() * Height())) == Depth() - 1 || // high Z plane
-                       idx % Width() == Width() - 1 ||                // high X plane
-                       (idx / Width()) % Height() == 0 ||             // low Y plane
-                       (idx / Width()) % Height() == Height() - 1;    // high Y plane
+                       idx < width * height ||                    // low Z plane
+                       idx % width == 0 ||                          // low X plane
+                       (idx / (width * height)) == depth - 1 || // high Z plane
+                       idx % width == width - 1 ||                // high X plane
+                       (idx / width) % height == 0 ||             // low Y plane
+                       (idx / width) % height == height - 1;    // high Y plane
        }
 
        bool IsSurface(int index) const noexcept { return IsSurface(ToPos(index)); }
@@ -90,7 +93,7 @@ public:
        void Relink() noexcept;
 
        // check which faces of a block at given index are obstructed (and therefore invisible)
-       Block::FaceSet Obstructed(int idx) const noexcept;
+       Block::FaceSet Obstructed(const Pos &) const noexcept;
 
        void Invalidate() noexcept { dirty = true; }
 
@@ -103,6 +106,7 @@ public:
        const Block &BlockAt(const Pos &pos) const noexcept { return BlockAt(ToIndex(pos)); }
 
        const BlockType &Type(const Block &b) const noexcept { return types->Get(b.type); }
+       const BlockType &Type(int index) const noexcept { return Type(BlockAt(index)); }
 
        void SetLight(int index, int level) noexcept;
        void SetLight(const Pos &pos, int level) noexcept { SetLight(ToIndex(pos), level); }
@@ -112,7 +116,7 @@ public:
        int GetLight(const Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
        int GetLight(const Block::Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
 
-       float GetVertexLight(int index, const BlockModel::Position &, const Model::Normal &) const noexcept;
+       float GetVertexLight(const Pos &, const BlockModel::Position &, const Model::Normal &) const noexcept;
 
        bool Intersection(
                const Ray &ray,
index 054af2a52950abe7842360be59f5192d2704aece..275c8467345dbd0f72eba5718b8456e1cfdcaa4d 100644 (file)
@@ -45,28 +45,28 @@ void Entity::Velocity(const glm::vec3 &vel) noexcept {
 
 void Entity::Position(const Block::Pos &pos) noexcept {
        position = pos;
-       while (position.x >= Chunk::Width()) {
-               position.x -= Chunk::Width();
+       while (position.x >= Chunk::width) {
+               position.x -= Chunk::width;
                ++chunk.x;
        }
        while (position.x < 0) {
-               position.x += Chunk::Width();
+               position.x += Chunk::width;
                --chunk.x;
        }
-       while (position.y >= Chunk::Height()) {
-               position.y -= Chunk::Height();
+       while (position.y >= Chunk::height) {
+               position.y -= Chunk::height;
                ++chunk.y;
        }
        while (position.y < 0) {
-               position.y += Chunk::Height();
+               position.y += Chunk::height;
                --chunk.y;
        }
-       while (position.z >= Chunk::Depth()) {
-               position.z -= Chunk::Depth();
+       while (position.z >= Chunk::depth) {
+               position.z -= Chunk::depth;
                ++chunk.z;
        }
        while (position.z < 0) {
-               position.z += Chunk::Depth();
+               position.z += Chunk::depth;
                --chunk.z;
        }
 }
index 3714065c6dc54ef6cae1d2bd00fc97c19af397c4..3d61b75a748f1d793f4e61048978f47cc35b9cce 100644 (file)
@@ -20,9 +20,9 @@ Generator::Generator(const Config &config) noexcept
 void Generator::operator ()(Chunk &chunk) const noexcept {
        Chunk::Pos pos(chunk.Position());
        glm::vec3 coords(pos * Chunk::Extent());
-       for (int z = 0; z < Chunk::Depth(); ++z) {
-               for (int y = 0; y < Chunk::Height(); ++y) {
-                       for (int x = 0; x < Chunk::Width(); ++x) {
+       for (int z = 0; z < Chunk::depth; ++z) {
+               for (int y = 0; y < Chunk::height; ++y) {
+                       for (int x = 0; x < Chunk::width; ++x) {
                                Block::Pos block_pos(x, y, z);
                                glm::vec3 gen_pos = (coords + block_pos) * stretch;
                                float val = OctaveNoise(solidNoise, coords + block_pos, 3, 0.5f, stretch, 2.0f);
@@ -36,7 +36,7 @@ void Generator::operator ()(Chunk &chunk) const noexcept {
                }
        }
        unsigned int random = 263167 * pos.x + 2097593 * pos.y + 426389 * pos.z;
-       for (int index = 0; index < Chunk::Size(); ++index) {
+       for (int index = 0; index < Chunk::size; ++index) {
                if (chunk.IsSurface(index)) {
                        random = random * 666649 + 7778777;
                        if ((random % 32) == 0) {
index f846cc88b826145b6685e2e9c9795fcf91168982..a5dcc0e06a77b9a7caf6f90cd26cd7f02ebcb3e1 100644 (file)
@@ -294,7 +294,7 @@ void Interface::CheckAim() {
                aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
                outline_transform = glm::scale(glm::vec3(1.0002f));
                outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
-               outline_transform *= aim_chunk->ToTransform(aim_block);
+               outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);
        } else {
                aim_chunk = nullptr;
        }