188 lines
5.8 KiB
C++
188 lines
5.8 KiB
C++
#include "ChunksController.hpp"
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#include <limits.h>
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#include <memory>
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#include "content/Content.hpp"
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#include "world/files/WorldFiles.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "lighting/Lighting.hpp"
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#include "maths/voxmaths.hpp"
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#include "util/timeutil.hpp"
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#include "objects/Player.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "voxels/GlobalChunks.hpp"
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#include "world/Level.hpp"
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#include "world/LevelEvents.hpp"
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#include "world/World.hpp"
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#include "world/generator/WorldGenerator.hpp"
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const uint MAX_WORK_PER_FRAME = 128;
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const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level& level)
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: level(level),
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generator(std::make_unique<WorldGenerator>(
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level.content.generators.require(level.getWorld()->getGenerator()),
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level.content,
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level.getWorld()->getSeed()
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)) {}
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ChunksController::~ChunksController() = default;
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void ChunksController::update(
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int64_t maxDuration, int loadDistance, uint padding, Player& player
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) const {
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const auto& position = player.getPosition();
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int centerX = floordiv<CHUNK_W>(glm::floor(position.x));
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int centerY = floordiv<CHUNK_D>(glm::floor(position.z));
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if (player.isLoadingChunks()) {
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/// FIXME: one generator for multiple players
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generator->update(centerX, centerY, loadDistance);
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} else {
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return;
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}
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int64_t mcstotal = 0;
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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timeutil::Timer timer;
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if (loadVisible(player, padding)) {
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int64_t mcs = timer.stop();
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if (mcstotal + mcs < maxDuration * 1000) {
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mcstotal += mcs;
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continue;
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}
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}
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break;
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}
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}
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bool ChunksController::isInLoadingZone(
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const Player& player, uint padding, int x, int z
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) const {
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const auto& chunks = *player.chunks;
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int sizeX = chunks.getWidth();
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int sizeY = chunks.getHeight();
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int minDistance = ((sizeX - padding * 2) / 2) * ((sizeY - padding * 2) / 2);
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int lx = (x - chunks.getOffsetX()) - sizeX / 2;
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int lz = (z - chunks.getOffsetY()) - sizeY / 2;
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int distance = (lx * lx + lz * lz);
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return distance < minDistance;
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}
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bool ChunksController::loadVisible(const Player& player, uint padding) const {
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auto& chunks = *player.chunks;
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int sizeX = chunks.getWidth();
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int sizeY = chunks.getHeight();
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int nearX = 0;
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int nearZ = 0;
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bool assigned = false;
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int minDistance = ((sizeX - padding * 2) / 2) * ((sizeY - padding * 2) / 2);
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int maxDistance = ((sizeX) / 2) * ((sizeY) / 2);
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for (uint z = 0; z < sizeY; z++) {
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for (uint x = 0; x < sizeX; x++) {
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int index = z * sizeX + x;
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int lx = x - sizeX / 2;
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int lz = z - sizeY / 2;
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int distance = (lx * lx + lz * lz);
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auto& chunk = chunks.getChunks()[index];
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if (chunk != nullptr) {
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if (distance >= maxDistance) {
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chunks.remove(
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x + chunks.getOffsetX(), z + chunks.getOffsetY()
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);
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}
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continue;
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}
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}
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}
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for (uint z = padding; z < sizeY - padding; z++) {
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for (uint x = padding; x < sizeX - padding; x++) {
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int index = z * sizeX + x;
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int lx = x - sizeX / 2;
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int lz = z - sizeY / 2;
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int distance = (lx * lx + lz * lz);
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auto& chunk = chunks.getChunks()[index];
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if (chunk != nullptr) {
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if (chunk->flags.loaded && !chunk->flags.lighted) {
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if (buildLights(player, chunk)) {
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return true;
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}
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}
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continue;
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}
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if (distance < minDistance) {
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minDistance = distance;
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nearX = x;
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nearZ = z;
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assigned = true;
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}
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}
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}
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const auto& chunk = chunks.getChunks()[nearZ * sizeX + nearX];
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if (chunk != nullptr || !assigned || !player.isLoadingChunks()) {
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return false;
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}
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int offsetX = chunks.getOffsetX();
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int offsetY = chunks.getOffsetY();
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createChunk(player, nearX + offsetX, nearZ + offsetY);
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return true;
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}
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bool ChunksController::buildLights(
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const Player& player, const std::shared_ptr<Chunk>& chunk
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) const {
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int surrounding = 0;
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for (int oz = -1; oz <= 1; oz++) {
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for (int ox = -1; ox <= 1; ox++) {
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if (player.chunks->getChunk(chunk->x + ox, chunk->z + oz))
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surrounding++;
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}
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}
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if (surrounding == MIN_SURROUNDING) {
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if (lighting && chunk->lightmap) {
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bool lightsCache = chunk->flags.loadedLights;
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if (!lightsCache) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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}
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lighting->onChunkLoaded(chunk->x, chunk->z, !lightsCache);
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}
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chunk->flags.lighted = true;
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return true;
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}
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return false;
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}
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void ChunksController::createChunk(const Player& player, int x, int z) const {
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if (!player.isLoadingChunks()) {
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if (auto chunk = level.chunks->fetch(x, z)) {
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player.chunks->putChunk(chunk);
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}
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return;
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}
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auto chunk = level.chunks->create(x, z, lighting != nullptr);
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player.chunks->putChunk(chunk);
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auto& chunkFlags = chunk->flags;
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if (!chunkFlags.loaded) {
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generator->generate(chunk->voxels, x, z);
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chunkFlags.unsaved = true;
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}
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chunk->updateHeights();
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level.events->trigger(LevelEventType::CHUNK_PRESENT, chunk.get());
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if (!chunkFlags.loadedLights && chunk->lightmap) {
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Lighting::prebuildSkyLight(*chunk, *level.content.getIndices());
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}
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chunkFlags.loaded = true;
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chunkFlags.ready = true;
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}
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