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826 lines
31 KiB
C++
826 lines
31 KiB
C++
#include "Chunk.h"
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#include <string.h>
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#include <mutex>
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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#include "LevelRenderer.h"
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#include "TileRenderer.h"
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#include "minecraft/client/renderer/Tesselator.h"
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#include "minecraft/client/renderer/culling/Culler.h"
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#include "minecraft/client/renderer/tileentity/TileEntityRenderDispatcher.h"
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#include "minecraft/world/entity/Entity.h"
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#include "minecraft/world/level/Level.h"
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#include "minecraft/world/level/LevelSource.h"
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#include "minecraft/world/level/Region.h"
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#include "minecraft/world/level/chunk/LevelChunk.h"
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#include "minecraft/world/level/tile/Tile.h"
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#include "minecraft/world/level/tile/entity/TileEntity.h"
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#include "minecraft/world/phys/AABB.h"
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#include "platform/renderer/renderer.h"
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#include "platform/stubs.h"
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#include "util/FrameProfiler.h"
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int Chunk::updates = 0;
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#if defined(_LARGE_WORLDS)
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thread_local uint8_t* Chunk::m_tlsTileIds = nullptr;
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void Chunk::CreateNewThreadStorage() {
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m_tlsTileIds = new unsigned char[16 * 16 * Level::maxBuildHeight];
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}
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void Chunk::ReleaseThreadStorage() { delete m_tlsTileIds; }
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uint8_t* Chunk::GetTileIdsStorage() { return m_tlsTileIds; }
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#else
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// 4J Stu - Don't want this when multi-threaded
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Tesselator* Chunk::t = Tesselator::getInstance();
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#endif
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LevelRenderer* Chunk::levelRenderer;
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void Chunk::reconcileRenderableTileEntities(
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const std::vector<std::shared_ptr<TileEntity> >& renderableTileEntities) {
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int key =
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levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
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auto it = globalRenderableTileEntities->find(key);
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if (!renderableTileEntities.empty()) {
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std::unordered_set<TileEntity*> currentRenderableTileEntitySet;
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currentRenderableTileEntitySet.reserve(renderableTileEntities.size());
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for (size_t i = 0; i < renderableTileEntities.size(); i++) {
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currentRenderableTileEntitySet.insert(
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renderableTileEntities[i].get());
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}
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if (it != globalRenderableTileEntities->end()) {
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LevelRenderer::RenderableTileEntityBucket& existingBucket =
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it->second;
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for (auto it2 = existingBucket.tiles.begin();
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it2 != existingBucket.tiles.end(); it2++) {
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TileEntity* tileEntity = (*it2).get();
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if (currentRenderableTileEntitySet.find(tileEntity) ==
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currentRenderableTileEntitySet.end()) {
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(*it2)->setRenderRemoveStage(
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TileEntity::e_RenderRemoveStageFlaggedAtChunk);
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levelRenderer->queueRenderableTileEntityForRemoval_Locked(
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key, tileEntity);
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} else {
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(*it2)->setRenderRemoveStage(
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TileEntity::e_RenderRemoveStageKeep);
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}
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}
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for (size_t i = 0; i < renderableTileEntities.size(); i++) {
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renderableTileEntities[i]->setRenderRemoveStage(
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TileEntity::e_RenderRemoveStageKeep);
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if (existingBucket.indexByTile.find(
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renderableTileEntities[i].get()) ==
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existingBucket.indexByTile.end()) {
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levelRenderer->addRenderableTileEntity_Locked(
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key, renderableTileEntities[i]);
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}
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}
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} else {
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for (size_t i = 0; i < renderableTileEntities.size(); i++) {
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renderableTileEntities[i]->setRenderRemoveStage(
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TileEntity::e_RenderRemoveStageKeep);
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levelRenderer->addRenderableTileEntity_Locked(
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key, renderableTileEntities[i]);
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}
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}
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} else if (it != globalRenderableTileEntities->end()) {
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for (auto it2 = it->second.tiles.begin(); it2 != it->second.tiles.end();
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it2++) {
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(*it2)->setRenderRemoveStage(
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TileEntity::e_RenderRemoveStageFlaggedAtChunk);
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levelRenderer->queueRenderableTileEntityForRemoval_Locked(
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key, (*it2).get());
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}
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}
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}
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// TODO - 4J see how input entity vector is set up and decide what way is best
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// to pass this to the function
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Chunk::Chunk(Level* level, LevelRenderer::rteMap& globalRenderableTileEntities,
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std::mutex& globalRenderableTileEntities_cs, int x, int y, int z,
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ClipChunk* clipChunk)
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: globalRenderableTileEntities(&globalRenderableTileEntities),
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globalRenderableTileEntities_cs(&globalRenderableTileEntities_cs) {
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clipChunk->visible = false;
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const double g = 6;
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bb = AABB(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g);
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id = 0;
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this->level = level;
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// this->globalRenderableTileEntities = globalRenderableTileEntities;
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assigned = false;
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this->clipChunk = clipChunk;
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setPos(x, y, z);
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}
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void Chunk::setPos(int x, int y, int z) {
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if (assigned && (x == this->x && y == this->y && z == this->z)) return;
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reset();
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this->x = x;
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this->y = y;
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this->z = z;
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xm = x + XZSIZE / 2;
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ym = y + SIZE / 2;
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zm = z + XZSIZE / 2;
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clipChunk->xm = xm;
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clipChunk->ym = ym;
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clipChunk->zm = zm;
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clipChunk->globalIdx =
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LevelRenderer::getGlobalIndexForChunk(x, y, z, level);
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#ifdef OCCLUSION_MODE_BFS
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levelRenderer->setGlobalChunkConnectivity(clipChunk->globalIdx, ~0ULL);
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#endif
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// 4J - we're not using offsetted renderlists anymore, so just set the full
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// position of this chunk into x/y/zRenderOffs where it will be used
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// directly in the renderlist of this chunk
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xRenderOffs = x;
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yRenderOffs = y;
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zRenderOffs = z;
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xRender = 0;
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yRender = 0;
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zRender = 0;
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float g = 6.0f;
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clipChunk->aabb[0] = bb.x0 + x;
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clipChunk->aabb[1] = bb.y0 + y;
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clipChunk->aabb[2] = bb.z0 + z;
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clipChunk->aabb[3] = bb.x1 + x;
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clipChunk->aabb[4] = bb.y1 + y;
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clipChunk->aabb[5] = bb.z1 + z;
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assigned = true;
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{
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std::lock_guard<std::recursive_mutex> lock(
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levelRenderer->m_csDirtyChunks);
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unsigned char refCount =
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levelRenderer->incGlobalChunkRefCount(x, y, z, level);
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// printf("\t\t [inc] refcount %d at %d, %d, %d\n",refCount,x,y,z);
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// int idx = levelRenderer->getGlobalIndexForChunk(x, y, z, level);
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// If we're the first thing to be referencing this, mark it up as dirty
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// to get rebuilt
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if (refCount == 1) {
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// printf("Setting %d %d %d dirty [%d]\n",x,y,z, idx);
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// Chunks being made dirty in this way can be very numerous (eg the
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// full visible area of the world at start up, or a whole edge of
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// the world when moving). On account of this, don't want to stick
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// them into our lock free queue that we would normally use for
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// letting the render update thread know about this chunk. Instead,
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// just set the flag to say this is dirty, and then pass a special
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// value of 1 through to the lock free stack which lets that thread
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// know that at least one chunk other than the ones in the stack
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// itself have been made dirty.
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levelRenderer->setGlobalChunkFlag(x, y, z, level,
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LevelRenderer::CHUNK_FLAG_DIRTY);
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}
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}
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}
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void Chunk::translateToPos() {
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glTranslatef((float)xRenderOffs, (float)yRenderOffs, (float)zRenderOffs);
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}
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Chunk::Chunk() {}
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void Chunk::makeCopyForRebuild(Chunk* source) {
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this->level = source->level;
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this->x = source->x;
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this->y = source->y;
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this->z = source->z;
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this->xRender = source->xRender;
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this->yRender = source->yRender;
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this->zRender = source->zRender;
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this->xRenderOffs = source->xRenderOffs;
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this->yRenderOffs = source->yRenderOffs;
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this->zRenderOffs = source->zRenderOffs;
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this->xm = source->xm;
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this->ym = source->ym;
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this->zm = source->zm;
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this->bb = source->bb;
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this->clipChunk = nullptr;
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this->id = source->id;
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this->globalRenderableTileEntities = source->globalRenderableTileEntities;
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this->globalRenderableTileEntities_cs =
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source->globalRenderableTileEntities_cs;
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}
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void Chunk::rebuild() {
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// if (!dirty) return;
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#if defined(_LARGE_WORLDS)
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Tesselator* t = Tesselator::getInstance();
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#else
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Chunk::t = Tesselator::getInstance(); // 4J - added - static initialiser
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// being set at the wrong time
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#endif
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updates++;
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int x0 = x;
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int y0 = y;
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int z0 = z;
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int x1 = x + XZSIZE;
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int y1 = y + SIZE;
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int z1 = z + XZSIZE;
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LevelChunk::touchedSky = false;
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// unordered_set<shared_ptr<TileEntity> >
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// oldTileEntities(renderableTileEntities.begin(),renderableTileEntities.end());
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//// 4J removed this & next line renderableTileEntities.clear();
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std::vector<std::shared_ptr<TileEntity> >
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renderableTileEntities; // 4J - added
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int r = 1;
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int lists = levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z,
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level) *
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2;
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lists += levelRenderer->chunkLists;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// 4J - optimisation begins.
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// Get the data for the level chunk that this render chunk is it (level
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// chunk is 16 x 16 x 128, render chunk is 16 x 16 x 16. We wouldn't have to
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// actually get all of it if the data was ordered differently, but currently
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// it is ordered by x then z then y so just getting a small range of y out
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// of it would involve getting the whole thing into the cache anyway.
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#if defined(_LARGE_WORLDS)
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unsigned char* tileIds = GetTileIdsStorage();
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#else
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static unsigned char tileIds[16 * 16 * Level::maxBuildHeight];
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#endif
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std::vector<uint8_t> tileArray(16 * 16 * Level::maxBuildHeight);
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level->getChunkAt(x, z)->getBlockData(tileArray);
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memcpy(
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tileIds, tileArray.data(),
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16 * 16 * Level::maxBuildHeight); // 4J - TODO - now our data has been
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// re-arranged, we could just extra
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// the vertical slice of this chunk
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// rather than the whole thing
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LevelSource* region =
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new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r, r);
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TileRenderer* tileRenderer =
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new TileRenderer(region, this->x, this->y, this->z, tileIds);
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// AP - added a caching system for Chunk::rebuild to take advantage of
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// Basically we're storing of copy of the tileIDs array inside the region so
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// that calls to Region::getTile can grab data more quickly from this array
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// rather than calling CompressedTileStorage. On the Vita the total thread
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// time spent in Region::getTile went from 20% to 4%.
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// We now go through the vertical section of this level chunk that we are
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// interested in and try and establish (1) if it is completely empty (2) if
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// any of the tiles can be quickly determined to not need rendering because
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// they are in the middle of other tiles and
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// so can't be seen. A large amount (> 60% in tests) of tiles that call
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// tesselateInWorld in the unoptimised version of this function fall
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// into this category. By far the largest category of these are tiles in
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// solid regions of rock.
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bool empty = true;
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{
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FRAME_PROFILE_SCOPE(ChunkPrepass);
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for (int yy = y0; yy < y1; yy++) {
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for (int zz = 0; zz < 16; zz++) {
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for (int xx = 0; xx < 16; xx++) {
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// 4J Stu - tile data is ordered in 128 blocks of full
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// width, lower 128 then upper 128
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int indexY = yy;
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int offset = 0;
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if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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unsigned char tileId =
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tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
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(indexY + 0))];
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if (tileId > 0) empty = false;
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// Don't bother trying to work out neighbours for this tile
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// if we are at the edge of the chunk - apart from the very
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// bottom of the world where we shouldn't ever be able to
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// see
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if (yy == (Level::maxBuildHeight - 1)) continue;
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if ((xx == 0) || (xx == 15)) continue;
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if ((zz == 0) || (zz == 15)) continue;
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// Establish whether this tile and its neighbours are all
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// made of rock, dirt, unbreakable tiles, or have already
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// been determined to meet this criteria themselves and have
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// a tile of 255 set.
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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tileId = tileIds[offset + (((xx - 1) << 11) |
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((zz + 0) << 7) | (indexY + 0))];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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tileId = tileIds[offset + (((xx + 1) << 11) |
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((zz + 0) << 7) | (indexY + 0))];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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tileId = tileIds[offset + (((xx + 0) << 11) |
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((zz - 1) << 7) | (indexY + 0))];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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tileId = tileIds[offset + (((xx + 0) << 11) |
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((zz + 1) << 7) | (indexY + 0))];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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// Treat the bottom of the world differently - we shouldn't
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// ever be able to look up at this, so consider tiles as
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// invisible if they are surrounded on sides other than the
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// bottom
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if (yy > 0) {
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int indexYMinusOne = yy - 1;
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int yMinusOneOffset = 0;
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if (indexYMinusOne >=
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Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexYMinusOne -=
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Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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yMinusOneOffset =
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Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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tileId = tileIds[yMinusOneOffset + (((xx + 0) << 11) |
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((zz + 0) << 7) |
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indexYMinusOne)];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) ||
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(tileId == 255)))
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continue;
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}
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int indexYPlusOne = yy + 1;
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int yPlusOneOffset = 0;
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if (indexYPlusOne >=
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Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
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indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
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yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES;
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}
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tileId = tileIds[yPlusOneOffset + (((xx + 0) << 11) |
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((zz + 0) << 7) |
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indexYPlusOne)];
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if (!((tileId == Tile::stone_Id) ||
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(tileId == Tile::dirt_Id) ||
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(tileId == Tile::unbreakable_Id) || (tileId == 255)))
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continue;
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// This tile is surrounded. Flag it as not requiring to be
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// rendered by setting its id to 255.
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tileIds[offset + (((xx + 0) << 11) | ((zz + 0) << 7) |
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(indexY + 0))] = 0xff;
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}
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}
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}
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}
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// Nothing at all to do for this chunk?
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if (empty) {
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// 4J - added - clear any renderer data associated with this
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for (int currentLayer = 0; currentLayer < 2; currentLayer++) {
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
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LevelRenderer::CHUNK_FLAG_EMPTY0,
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currentLayer);
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PlatformRenderer.CBuffClear(lists + currentLayer);
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}
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#ifdef OCCLUSION_MODE_BFS
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int globalIdx = levelRenderer->getGlobalIndexForChunk(this->x, this->y,
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this->z, level);
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levelRenderer->setGlobalChunkConnectivity(globalIdx, ~0ULL);
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
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LevelRenderer::CHUNK_FLAG_COMPILED);
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#endif
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delete region;
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delete tileRenderer;
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return;
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}
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// 4J - optimisation ends
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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Tesselator::Bounds bounds; // 4J MGH - added
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{
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// this was the old default clip bounds for the chunk, set in
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// Chunk::setPos.
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float g = 6.0f;
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bounds.boundingBox[0] = -g;
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bounds.boundingBox[1] = -g;
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bounds.boundingBox[2] = -g;
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bounds.boundingBox[3] = XZSIZE + g;
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bounds.boundingBox[4] = SIZE + g;
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bounds.boundingBox[5] = XZSIZE + g;
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}
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for (int currentLayer = 0; currentLayer < 2; currentLayer++) {
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bool renderNextLayer = false;
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bool rendered = false;
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bool started = false;
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// 4J - changed loop order here to leave y as the innermost loop for
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// better cache performance
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for (int z = z0; z < z1; z++) {
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for (int x = x0; x < x1; x++) {
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for (int y = y0; y < y1; y++) {
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// 4J Stu - tile data is ordered in 128 blocks of full
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// width, lower 128 then upper 128
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int indexY = y;
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int offset = 0;
|
|
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
|
|
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
|
|
}
|
|
|
|
// 4J - get tile from those copied into our local array in
|
|
// earlier optimisation
|
|
unsigned char tileId =
|
|
tileIds[offset +
|
|
(((x - x0) << 11) | ((z - z0) << 7) | indexY)];
|
|
// If flagged as not visible, drop out straight away
|
|
if (tileId == 0xff) continue;
|
|
// int tileId =
|
|
// region->getTile(x,y,z);
|
|
if (tileId > 0) {
|
|
if (!started) {
|
|
started = true;
|
|
|
|
glNewList(lists + currentLayer, GL_COMPILE);
|
|
glDepthMask(true); // 4J added
|
|
t->useCompactVertices(true); // 4J added
|
|
t->begin();
|
|
t->offset((float)(-this->x), (float)(-this->y),
|
|
(float)(-this->z));
|
|
}
|
|
|
|
Tile* tile = Tile::tiles[tileId];
|
|
if (currentLayer == 0 && tile->isEntityTile()) {
|
|
std::shared_ptr<TileEntity> et =
|
|
region->getTileEntity(x, y, z);
|
|
if (TileEntityRenderDispatcher::instance
|
|
->hasRenderer(et)) {
|
|
renderableTileEntities.push_back(et);
|
|
}
|
|
}
|
|
int renderLayer = tile->getRenderLayer();
|
|
|
|
if (renderLayer != currentLayer) {
|
|
renderNextLayer = true;
|
|
} else if (renderLayer == currentLayer) {
|
|
rendered |=
|
|
tileRenderer->tesselateInWorld(tile, x, y, z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (started) {
|
|
t->end();
|
|
bounds.addBounds(t->bounds); // 4J MGH - added
|
|
glEndList();
|
|
t->useCompactVertices(false); // 4J added
|
|
t->offset(0, 0, 0);
|
|
} else {
|
|
rendered = false;
|
|
}
|
|
|
|
if (rendered) {
|
|
levelRenderer->clearGlobalChunkFlag(
|
|
this->x, this->y, this->z, level,
|
|
LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
|
|
} else {
|
|
// 4J - added - clear any renderer data associated with this unused
|
|
// list
|
|
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
|
|
LevelRenderer::CHUNK_FLAG_EMPTY0,
|
|
currentLayer);
|
|
PlatformRenderer.CBuffClear(lists + currentLayer);
|
|
}
|
|
if ((currentLayer == 0) && (!renderNextLayer)) {
|
|
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level,
|
|
LevelRenderer::CHUNK_FLAG_EMPTY1);
|
|
PlatformRenderer.CBuffClear(lists + 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 4J MGH - added this to take the bound from the value calc'd in the
|
|
// tesselator
|
|
bb = {bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2],
|
|
bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]};
|
|
|
|
#ifdef OCCLUSION_MODE_BFS
|
|
uint64_t conn = computeConnectivity(tileIds); // pass tileIds
|
|
int globalIdx =
|
|
levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level);
|
|
levelRenderer->setGlobalChunkConnectivity(globalIdx, conn);
|
|
#endif
|
|
|
|
delete tileRenderer;
|
|
delete region;
|
|
|
|
// 4J - have rewritten the way that tile entities are stored globally to
|
|
// make it work more easily with split screen. Chunks are now stored
|
|
// globally in the levelrenderer, in a hashmap with a special key made up
|
|
// from the dimension and chunk position (using same index as is used for
|
|
// global flags)
|
|
{
|
|
std::lock_guard<std::mutex> lock(*globalRenderableTileEntities_cs);
|
|
reconcileRenderableTileEntities(renderableTileEntities);
|
|
}
|
|
|
|
// 4J - These removed items are now also removed from
|
|
// globalRenderableTileEntities
|
|
|
|
if (LevelChunk::touchedSky) {
|
|
levelRenderer->clearGlobalChunkFlag(
|
|
x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
|
} else {
|
|
levelRenderer->setGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_NOTSKYLIT);
|
|
}
|
|
levelRenderer->setGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_COMPILED);
|
|
|
|
return;
|
|
}
|
|
|
|
float Chunk::distanceToSqr(std::shared_ptr<Entity> player) const {
|
|
float xd = (float)(player->x - xm);
|
|
float yd = (float)(player->y - ym);
|
|
float zd = (float)(player->z - zm);
|
|
return xd * xd + yd * yd + zd * zd;
|
|
}
|
|
|
|
float Chunk::squishedDistanceToSqr(std::shared_ptr<Entity> player) {
|
|
float xd = (float)(player->x - xm);
|
|
float yd = (float)(player->y - ym) * 2;
|
|
float zd = (float)(player->z - zm);
|
|
return xd * xd + yd * yd + zd * zd;
|
|
}
|
|
|
|
#ifdef OCCLUSION_MODE_BFS
|
|
uint64_t Chunk::computeConnectivity(const uint8_t* tileIds) {
|
|
const int W = 16;
|
|
const int H = 16;
|
|
const int VOLUME = W * H * W;
|
|
|
|
auto idx = [&](int x, int y, int z) -> int {
|
|
return y * W * W + z * W + x;
|
|
};
|
|
|
|
auto isOpen = [&](int lx, int ly, int lz) -> bool {
|
|
int worldY = this->y + ly;
|
|
int offset = 0;
|
|
int indexY = worldY;
|
|
if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) {
|
|
indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT;
|
|
offset = Level::COMPRESSED_CHUNK_SECTION_TILES;
|
|
}
|
|
|
|
uint8_t tileId = tileIds[offset + ((lx << 11) | (lz << 7) | indexY)];
|
|
|
|
if (tileId == 0) return true; // air
|
|
if (tileId == 0xFF) return false; // hidden tile (yeah)
|
|
|
|
Tile* t = Tile::tiles[tileId];
|
|
return (t == nullptr) || !t->isSolidRender();
|
|
};
|
|
|
|
uint8_t visited[6][512];
|
|
memset(visited, 0, sizeof(visited));
|
|
|
|
static const int FX[6] = {1, -1, 0, 0, 0, 0};
|
|
static const int FY[6] = {0, 0, 1, -1, 0, 0};
|
|
static const int FZ[6] = {0, 0, 0, 0, 1, -1};
|
|
|
|
struct Cell {
|
|
int8_t x, y, z;
|
|
};
|
|
static thread_local std::vector<Cell> queue;
|
|
|
|
uint64_t result = 0;
|
|
|
|
for (int entryFace = 0; entryFace < 6; entryFace++) {
|
|
uint8_t* vis = visited[entryFace];
|
|
queue.clear();
|
|
int x0s, x1s, y0s, y1s, z0s, z1s;
|
|
switch (entryFace) {
|
|
case 0:
|
|
x0s = W - 1;
|
|
x1s = W - 1;
|
|
y0s = 0;
|
|
y1s = H - 1;
|
|
z0s = 0;
|
|
z1s = W - 1;
|
|
break; // +X
|
|
case 1:
|
|
x0s = 0;
|
|
x1s = 0;
|
|
y0s = 0;
|
|
y1s = H - 1;
|
|
z0s = 0;
|
|
z1s = W - 1;
|
|
break; // -X
|
|
case 2:
|
|
x0s = 0;
|
|
x1s = W - 1;
|
|
y0s = H - 1;
|
|
y1s = H - 1;
|
|
z0s = 0;
|
|
z1s = W - 1;
|
|
break; // +Y
|
|
case 3:
|
|
x0s = 0;
|
|
x1s = W - 1;
|
|
y0s = 0;
|
|
y1s = 0;
|
|
z0s = 0;
|
|
z1s = W - 1;
|
|
break; // -Y
|
|
case 4:
|
|
x0s = 0;
|
|
x1s = W - 1;
|
|
y0s = 0;
|
|
y1s = H - 1;
|
|
z0s = W - 1;
|
|
z1s = W - 1;
|
|
break; // +Z
|
|
case 5:
|
|
x0s = 0;
|
|
x1s = W - 1;
|
|
y0s = 0;
|
|
y1s = H - 1;
|
|
z0s = 0;
|
|
z1s = 0;
|
|
break; // -Z
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
for (int sy = y0s; sy <= y1s; sy++)
|
|
for (int sz = z0s; sz <= z1s; sz++)
|
|
for (int sx = x0s; sx <= x1s; sx++) {
|
|
if (!isOpen(sx, sy, sz)) continue;
|
|
int i = idx(sx, sy, sz);
|
|
if (vis[i >> 3] & (1 << (i & 7))) continue;
|
|
vis[i >> 3] |= (1 << (i & 7));
|
|
queue.push_back({(int8_t)sx, (int8_t)sy, (int8_t)sz});
|
|
}
|
|
|
|
for (int qi = 0; qi < (int)queue.size(); qi++) {
|
|
Cell cur = queue[qi];
|
|
|
|
for (int nb = 0; nb < 6; nb++) {
|
|
int nx = cur.x + FX[nb];
|
|
int ny = cur.y + FY[nb];
|
|
int nz = cur.z + FZ[nb];
|
|
|
|
// entry exit conn
|
|
if (nx < 0 || nx >= W || ny < 0 || ny >= H || nz < 0 ||
|
|
nz >= W) {
|
|
// nb IS the exit face because FX,FY,FZ are aligned
|
|
result |= ((uint64_t)1 << (entryFace * 6 + nb));
|
|
continue;
|
|
}
|
|
|
|
if (!isOpen(nx, ny, nz)) continue;
|
|
|
|
int i = idx(nx, ny, nz);
|
|
if (vis[i >> 3] & (1 << (i & 7))) continue;
|
|
vis[i >> 3] |= (1 << (i & 7));
|
|
queue.push_back({(int8_t)nx, (int8_t)ny, (int8_t)nz});
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
#endif
|
|
|
|
void Chunk::reset() {
|
|
if (assigned) {
|
|
int oldKey = -1;
|
|
bool retireRenderableTileEntities = false;
|
|
|
|
{
|
|
std::lock_guard<std::recursive_mutex> lock(
|
|
levelRenderer->m_csDirtyChunks);
|
|
oldKey = levelRenderer->getGlobalIndexForChunk(x, y, z, level);
|
|
unsigned char refCount =
|
|
levelRenderer->decGlobalChunkRefCount(x, y, z, level);
|
|
assigned = false;
|
|
// printf("\t\t [dec] refcount %d at %d, %d,
|
|
//%d\n",refCount,x,y,z);
|
|
if (refCount == 0 && oldKey != -1) {
|
|
retireRenderableTileEntities = true;
|
|
int lists = oldKey * 2;
|
|
if (lists >= 0) {
|
|
lists += levelRenderer->chunkLists;
|
|
for (int i = 0; i < 2; i++) {
|
|
// 4J - added - clear any renderer data associated with
|
|
// this unused list
|
|
PlatformRenderer.CBuffClear(lists + i);
|
|
}
|
|
levelRenderer->setGlobalChunkFlags(x, y, z, level, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (retireRenderableTileEntities) {
|
|
levelRenderer->retireRenderableTileEntitiesForChunkKey(oldKey);
|
|
}
|
|
}
|
|
|
|
clipChunk->visible = false;
|
|
}
|
|
|
|
void Chunk::_delete() {
|
|
reset();
|
|
level = nullptr;
|
|
}
|
|
|
|
int Chunk::getList(int layer) {
|
|
if (!clipChunk->visible) return -1;
|
|
|
|
int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2;
|
|
lists += levelRenderer->chunkLists;
|
|
|
|
bool empty = levelRenderer->getGlobalChunkFlag(
|
|
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
|
|
if (!empty) return lists + layer;
|
|
return -1;
|
|
}
|
|
|
|
void Chunk::cull(Culler* culler) {
|
|
if (clipChunk->visible) {
|
|
clipChunk->visible = culler->isVisible(&bb);
|
|
}
|
|
}
|
|
|
|
void Chunk::renderBB() {
|
|
// glCallList(lists + 2); // 4J - removed - TODO put back in
|
|
}
|
|
|
|
bool Chunk::isEmpty() {
|
|
if (!levelRenderer->getGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_COMPILED))
|
|
return false;
|
|
return levelRenderer->getGlobalChunkFlag(
|
|
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTYBOTH);
|
|
}
|
|
|
|
void Chunk::setDirty() {
|
|
// 4J - not used, but if this starts being used again then we'll need to
|
|
// investigate how best to handle it.
|
|
assert(0);
|
|
levelRenderer->setGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_DIRTY);
|
|
}
|
|
|
|
void Chunk::clearDirty() {
|
|
levelRenderer->clearGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_DIRTY);
|
|
#if defined(_CRITICAL_CHUNKS)
|
|
levelRenderer->clearGlobalChunkFlag(x, y, z, level,
|
|
LevelRenderer::CHUNK_FLAG_CRITICAL);
|
|
#endif
|
|
}
|
|
|
|
bool Chunk::emptyFlagSet(int layer) {
|
|
return levelRenderer->getGlobalChunkFlag(
|
|
x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer);
|
|
}
|