VoxelEngine/src/voxels/ChunksStorage.cpp
2024-03-12 23:07:24 +03:00

155 lines
4.5 KiB
C++

#include "ChunksStorage.h"
#include <assert.h>
#include <iostream>
#include "VoxelsVolume.h"
#include "Chunk.h"
#include "Block.h"
#include "../content/Content.h"
#include "../files/WorldFiles.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "../maths/voxmaths.h"
#include "../lighting/Lightmap.h"
#include "../items/Inventories.h"
#include "../typedefs.h"
ChunksStorage::ChunksStorage(Level* level) : level(level) {
}
void ChunksStorage::store(std::shared_ptr<Chunk> chunk) {
chunksMap[glm::ivec2(chunk->x, chunk->z)] = chunk;
}
std::shared_ptr<Chunk> ChunksStorage::get(int x, int z) const {
auto found = chunksMap.find(glm::ivec2(x, z));
if (found == chunksMap.end()) {
return nullptr;
}
return found->second;
}
void ChunksStorage::remove(int x, int z) {
auto found = chunksMap.find(glm::ivec2(x, z));
if (found != chunksMap.end()) {
chunksMap.erase(found->first);
}
}
static void verifyLoadedChunk(ContentIndices* indices, Chunk* chunk) {
for (size_t i = 0; i < CHUNK_VOL; i++) {
blockid_t id = chunk->voxels[i].id;
if (indices->getBlockDef(id) == nullptr) {
std::cout << "corruped block detected at " << i << " of chunk ";
std::cout << chunk->x << "x" << chunk->z;
std::cout << " -> " << (int)id << std::endl;
chunk->voxels[i].id = 11;
}
}
}
std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
World* world = level->getWorld();
WorldFiles* wfile = world->wfile.get();
auto chunk = std::make_shared<Chunk>(x, z);
store(chunk);
std::unique_ptr<ubyte[]> data(wfile->getChunk(chunk->x, chunk->z));
if (data) {
chunk->decode(data.get());
auto invs = wfile->fetchInventories(chunk->x, chunk->z);
chunk->setBlockInventories(std::move(invs));
chunk->setLoaded(true);
for(auto& entry : chunk->inventories) {
level->inventories->store(entry.second);
}
verifyLoadedChunk(level->content->getIndices(), chunk.get());
}
std::unique_ptr<light_t[]> lights (wfile->getLights(chunk->x, chunk->z));
if (lights) {
chunk->lightmap.set(lights.get());
chunk->setLoadedLights(true);
}
return chunk;
}
// reduce nesting on next modification
void ChunksStorage::getVoxels(VoxelsVolume* volume, bool backlight) const {
const Content* content = level->content;
auto indices = content->getIndices();
voxel* voxels = volume->getVoxels();
light_t* lights = volume->getLights();
int x = volume->getX();
int y = volume->getY();
int z = volume->getZ();
int w = volume->getW();
int h = volume->getH();
int d = volume->getD();
int scx = floordiv(x, CHUNK_W);
int scz = floordiv(z, CHUNK_D);
int ecx = floordiv(x + w, CHUNK_W);
int ecz = floordiv(z + d, CHUNK_D);
int cw = ecx - scx + 1;
int ch = ecz - scz + 1;
// cw*ch chunks will be scanned
for (int cz = scz; cz < scz + ch; cz++) {
for (int cx = scx; cx < scx + cw; cx++) {
auto found = chunksMap.find(glm::ivec2(cx, cz));
if (found == chunksMap.end()) {
// no chunk loaded -> filling with BLOCK_VOID
for (int ly = y; ly < y + h; ly++) {
for (int lz = max(z, cz * CHUNK_D);
lz < min(z + d, (cz + 1) * CHUNK_D);
lz++) {
for (int lx = max(x, cx * CHUNK_W);
lx < min(x + w, (cx + 1) * CHUNK_W);
lx++) {
uint idx = vox_index(lx - x, ly - y, lz - z, w, d);
voxels[idx].id = BLOCK_VOID;
lights[idx] = 0;
}
}
}
} else {
auto& chunk = found->second;
const voxel* cvoxels = chunk->voxels;
const light_t* clights = chunk->lightmap.getLights();
for (int ly = y; ly < y + h; ly++) {
for (int lz = max(z, cz * CHUNK_D);
lz < min(z + d, (cz + 1) * CHUNK_D);
lz++) {
for (int lx = max(x, cx * CHUNK_W);
lx < min(x + w, (cx + 1) * CHUNK_W);
lx++) {
uint vidx = vox_index(lx - x, ly - y, lz - z, w, d);
uint cidx = vox_index(lx - cx * CHUNK_W, ly,
lz - cz * CHUNK_D, CHUNK_W, CHUNK_D);
voxels[vidx] = cvoxels[cidx];
light_t light = clights[cidx];
if (backlight) {
const Block* block = indices->getBlockDef(voxels[vidx].id);
if (block->lightPassing) {
light = Lightmap::combine(
min(15, Lightmap::extract(light, 0)+1),
min(15, Lightmap::extract(light, 1)+1),
min(15, Lightmap::extract(light, 2)+1),
min(15, Lightmap::extract(light, 3))
);
}
}
lights[vidx] = light;
}
}
}
}
}
}
}