VoxelEngine/src/logic/ChunksController.cpp

134 lines
3.6 KiB
C++

#include "ChunksController.hpp"
#include "../content/Content.hpp"
#include "../voxels/Block.hpp"
#include "../voxels/Chunk.hpp"
#include "../voxels/Chunks.hpp"
#include "../voxels/ChunksStorage.hpp"
#include "../voxels/WorldGenerator.hpp"
#include "../world/WorldGenerators.hpp"
#include "../graphics/core/Mesh.hpp"
#include "../lighting/Lighting.hpp"
#include "../files/WorldFiles.hpp"
#include "../world/Level.hpp"
#include "../world/World.hpp"
#include "../maths/voxmaths.hpp"
#include "../util/timeutil.hpp"
#include <limits.h>
#include <memory>
#include <iostream>
const uint MAX_WORK_PER_FRAME = 128;
const uint MIN_SURROUNDING = 9;
ChunksController::ChunksController(Level* level, uint padding)
: level(level),
chunks(level->chunks.get()),
lighting(level->lighting.get()),
padding(padding),
generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
}
ChunksController::~ChunksController(){
}
void ChunksController::update(int64_t maxDuration) {
int64_t mcstotal = 0;
for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
timeutil::Timer timer;
if (loadVisible()) {
int64_t mcs = timer.stop();
if (mcstotal + mcs < maxDuration * 1000) {
mcstotal += mcs;
continue;
}
}
break;
}
}
bool ChunksController::loadVisible(){
const int w = chunks->w;
const int d = chunks->d;
int nearX = 0;
int nearZ = 0;
int minDistance = ((w-padding*2)/2)*((w-padding*2)/2);
for (uint z = padding; z < d-padding; z++){
for (uint x = padding; x < w-padding; x++){
int index = z * w + x;
auto& chunk = chunks->chunks[index];
if (chunk != nullptr){
if (chunk->flags.loaded && !chunk->flags.lighted) {
if (buildLights(chunk)) {
return true;
}
}
continue;
}
int lx = x - w / 2;
int lz = z - d / 2;
int distance = (lx * lx + lz * lz);
if (distance < minDistance){
minDistance = distance;
nearX = x;
nearZ = z;
}
}
}
const auto& chunk = chunks->chunks[nearZ * w + nearX];
if (chunk != nullptr) {
return false;
}
const int ox = chunks->ox;
const int oz = chunks->oz;
createChunk(nearX+ox, nearZ+oz);
return true;
}
bool ChunksController::buildLights(const std::shared_ptr<Chunk>& chunk) {
int surrounding = 0;
for (int oz = -1; oz <= 1; oz++){
for (int ox = -1; ox <= 1; ox++){
if (chunks->getChunk(chunk->x+ox, chunk->z+oz))
surrounding++;
}
}
if (surrounding == MIN_SURROUNDING) {
bool lightsCache = chunk->flags.loadedLights;
if (!lightsCache) {
lighting->buildSkyLight(chunk->x, chunk->z);
}
lighting->onChunkLoaded(chunk->x, chunk->z, !lightsCache);
chunk->flags.lighted = true;
return true;
}
return false;
}
void ChunksController::createChunk(int x, int z) {
auto chunk = level->chunksStorage->create(x, z);
chunks->putChunk(chunk);
if (!chunk->flags.loaded) {
generator->generate(
chunk->voxels, x, z,
level->getWorld()->getSeed()
);
chunk->flags.unsaved = true;
}
chunk->updateHeights();
if (!chunk->flags.loadedLights) {
Lighting::prebuildSkyLight(
chunk.get(), level->content->getIndices()
);
}
chunk->flags.loaded = true;
chunk->flags.ready = true;
}