VoxelEngine/src/logic/ChunksController.cpp

151 lines
4.5 KiB
C++

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