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/
chunk.go
395 lines (325 loc) · 9.85 KB
/
chunk.go
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/*
To the extent possible under law, Ian Davis has waived all copyright
and related or neighboring rights to this Amberfell Source Code file.
This work is published from the United Kingdom.
*/
package main
import (
"math"
"time"
)
const (
BLOCK_TYPE_MASK = 0x0F
)
type chunkindex uint32
type Chunk struct {
x, z uint16
Blocks [CHUNK_WIDTH * CHUNK_WIDTH * CHUNK_HEIGHT]Block
vertexBuffer *VertexBuffer
clean bool
standingStoneProb float64
featuresLoaded bool
adjacentsRendered [4]bool
}
type Block struct {
id BlockId
data uint8
}
func NewBlock(id BlockId, damaged bool, orientation uint8) Block {
var data uint8
if damaged {
data |= 0x1
}
data |= (orientation << 1)
return Block{id, data}
}
func NewBlockDefault(id BlockId) Block {
return Block{id, 0}
}
func (self *Block) Damaged() bool {
return (self.data & 0x1) == 0x1
}
func (self *Block) SetDamaged(damaged bool) {
self.data &= 0xE
if damaged {
self.data |= 0x1
}
}
func (self *Block) Orientation() uint8 {
return (self.data & 0x6) >> 1
}
func chunkCoordsFromWorld(x uint16, z uint16) (cx uint16, cz uint16) {
cx = uint16(math.Floor(float64(x) / CHUNK_WIDTH))
cz = uint16(math.Floor(float64(z) / CHUNK_WIDTH))
return
}
func chunkIndexFromWorld(x uint16, z uint16) chunkindex {
cx, cz := chunkCoordsFromWorld(x, z)
return chunkIndex(cx, cz)
}
func chunkIndex(cx uint16, cz uint16) chunkindex {
return chunkindex(cz)<<16 | chunkindex(cx)
}
func chunkCoordsFromindex(index chunkindex) (cx uint16, cz uint16) {
cx = uint16(index)
cz = uint16(index >> 16)
return
}
func blockIndex(x uint16, y uint16, z uint16) uint16 {
return CHUNK_WIDTH*CHUNK_WIDTH*y + CHUNK_WIDTH*x + z
}
func NewChunk(cx uint16, cz uint16, hasAmberfell bool, amberfellCoords [2]uint16) *Chunk {
startTicks := time.Now().UnixNano()
if console.visible {
println("Generating chunk at x:", cx, " z:", cz)
}
var chunk Chunk
chunk.Init(cx, cz)
xw := cx * CHUNK_WIDTH
zw := cz * CHUNK_WIDTH
chunk.standingStoneProb = 0.0
for x := uint16(0); x < CHUNK_WIDTH; x++ {
for z := uint16(0); z < CHUNK_WIDTH; z++ {
ground := TheWorld.GroundLevel(x+xw, z+zw)
soil := ground + uint16(float64(TheWorld.SoilThickness(x+xw, z+zw))*(1-((float64(ground)-CHUNK_HEIGHT/2)/(CHUNK_HEIGHT/2))))
rocks := ground // + self.Rocks(x+xw, z+zw)
upper := ground
if rocks > upper {
upper = rocks
}
if soil > upper {
upper = soil
}
if hasAmberfell && amberfellCoords[0] == x && amberfellCoords[1] == z {
for y := uint16(0); y < upper; y++ {
chunk.Set(x, y, z, BLOCK_AMBERFELL_SOURCE)
}
} else {
for y := uint16(0); y < upper; y++ {
if y >= rocks && y <= soil {
chunk.Set(x, y, z, BLOCK_DIRT)
} else {
chunk.Set(x, y, z, BLOCK_STONE)
}
}
for _, occurrence := range ORE_DISTRIBUTIONS {
surface := upper - 1
size := TheWorld.Ore(x+xw, z+zw, BlockId(occurrence.itemid), occurrence.occurrence)
if size > 0 {
if size > 2 {
surface++
}
for y := surface; y > surface-size && y > 0; y-- {
chunk.Set(x, y, z, BlockId(occurrence.itemid))
}
chunk.standingStoneProb += 0.000001 * occurrence.occurrence
break
}
}
}
}
}
//TheWorld.GenerateChunkFeatures(&chunk)
console.chunkGenerationTime = time.Now().UnixNano() - startTicks
return &chunk
}
func (c Chunk) WorldCoords(x uint16, y uint16, z uint16) (xw uint16, yw uint16, zw uint16) {
xw = c.x*CHUNK_WIDTH + x
zw = c.z*CHUNK_WIDTH + z
yw = y
return
}
func (chunk *Chunk) Init(x uint16, z uint16) {
chunk.x = x
// chunk.y = y
chunk.z = z
chunk.vertexBuffer = NewVertexBuffer(VERTEX_BUFFER_CAPACITY, terrainTexture)
}
func (chunk *Chunk) At(x uint16, y uint16, z uint16) BlockId {
return chunk.Blocks[blockIndex(x, y, z)].id
}
func (chunk *Chunk) AtB(x uint16, y uint16, z uint16) Block {
return chunk.Blocks[blockIndex(x, y, z)]
}
func (chunk *Chunk) Set(x uint16, y uint16, z uint16, b BlockId) {
chunk.SetB(x, y, z, NewBlock(b, false, ORIENT_EAST))
chunk.clean = false
}
func (chunk *Chunk) SetB(x uint16, y uint16, z uint16, block Block) {
chunk.Blocks[blockIndex(x, y, z)] = block
chunk.clean = false
}
func (self *Chunk) Render(adjacents [4]*Chunk, selectedBlockFace *BlockFace, vb chan *VertexBuffer) {
allAdjacentsAvailable := true
for _, ac := range adjacents {
if ac == nil {
allAdjacentsAvailable = false
break
}
}
if !self.featuresLoaded && allAdjacentsAvailable {
TheWorld.GenerateChunkFeatures(self, adjacents)
}
differentAdjacents := false
for i := 0; i < 4; i++ {
if adjacents[i] != nil && self.adjacentsRendered[i] == false ||
adjacents[i] == nil && self.adjacentsRendered[i] == true {
differentAdjacents = true
break
}
}
selectionInThisChunk := selectedBlockFace != nil && selectedBlockFace.pos[XAXIS] >= self.x*CHUNK_WIDTH && selectedBlockFace.pos[XAXIS] < (self.x+1)*CHUNK_WIDTH &&
selectedBlockFace.pos[ZAXIS] >= self.z*CHUNK_WIDTH && selectedBlockFace.pos[ZAXIS] < (self.z+1)*CHUNK_WIDTH
if !self.clean || differentAdjacents || selectionInThisChunk {
self.vertexBuffer.Reset()
self.clean = false
var x, y, z uint16
for x = 0; x < CHUNK_WIDTH; x++ {
for z = 0; z < CHUNK_WIDTH; z++ {
for y = 0; y < CHUNK_HEIGHT; y++ {
block := self.Blocks[blockIndex(x, y, z)]
if block.id != 0 {
pos := Vectori{self.x*CHUNK_WIDTH + x, y, self.z*CHUNK_WIDTH + z}
var neighbours [18]BlockId
if x > 0 {
neighbours[WEST_FACE] = self.At(x-1, y, z)
if z > 0 {
neighbours[DIR_NW] = self.At(x-1, y, z-1)
} else if adjacents[NORTH_FACE] != nil {
neighbours[DIR_NW] = adjacents[NORTH_FACE].At(x-1, y, CHUNK_WIDTH-1)
}
if z < CHUNK_WIDTH-1 {
neighbours[DIR_SW] = self.At(x-1, y, z+1)
} else if adjacents[SOUTH_FACE] != nil {
neighbours[DIR_SW] = adjacents[SOUTH_FACE].At(x-1, y, 0)
}
if y > 0 {
neighbours[DIR_DW] = self.At(x-1, y-1, z)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UW] = self.At(x-1, y+1, z)
}
} else if adjacents[WEST_FACE] != nil {
neighbours[WEST_FACE] = adjacents[WEST_FACE].At(CHUNK_WIDTH-1, y, z)
if z > 0 {
neighbours[DIR_NW] = adjacents[WEST_FACE].At(CHUNK_WIDTH-1, y, z-1)
}
if z < CHUNK_WIDTH-1 {
neighbours[DIR_SW] = adjacents[WEST_FACE].At(CHUNK_WIDTH-1, y, z+1)
}
if y > 0 {
neighbours[DIR_DW] = adjacents[WEST_FACE].At(CHUNK_WIDTH-1, y-1, z)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UW] = adjacents[WEST_FACE].At(CHUNK_WIDTH-1, y+1, z)
}
} else {
neighbours[WEST_FACE] = BLOCK_STONE
}
if x < CHUNK_WIDTH-1 {
neighbours[EAST_FACE] = self.At(x+1, y, z)
if z > 0 {
neighbours[DIR_NE] = self.At(x+1, y, z-1)
} else if adjacents[NORTH_FACE] != nil {
neighbours[DIR_NE] = adjacents[NORTH_FACE].At(x+1, y, CHUNK_WIDTH-1)
}
if z < CHUNK_WIDTH-1 {
neighbours[DIR_SE] = self.At(x+1, y, z+1)
} else if adjacents[SOUTH_FACE] != nil {
neighbours[DIR_SE] = adjacents[SOUTH_FACE].At(x+1, y, 0)
}
if y > 0 {
neighbours[DIR_DE] = self.At(x+1, y-1, z)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UE] = self.At(x+1, y+1, z)
}
} else if adjacents[EAST_FACE] != nil {
neighbours[EAST_FACE] = adjacents[EAST_FACE].At(0, y, z)
if z > 0 {
neighbours[DIR_NE] = adjacents[EAST_FACE].At(0, y, z-1)
}
if z < CHUNK_WIDTH-1 {
neighbours[DIR_SE] = adjacents[EAST_FACE].At(0, y, z+1)
}
if y > 0 {
neighbours[DIR_DE] = adjacents[EAST_FACE].At(0, y-1, z)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UE] = adjacents[EAST_FACE].At(0, y+1, z)
}
} else {
neighbours[EAST_FACE] = BLOCK_STONE
}
if z > 0 {
neighbours[NORTH_FACE] = self.At(x, y, z-1)
if y > 0 {
neighbours[DIR_DN] = self.At(x, y-1, z-1)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UN] = self.At(x, y+1, z-1)
}
} else if adjacents[NORTH_FACE] != nil {
neighbours[NORTH_FACE] = adjacents[NORTH_FACE].At(x, y, CHUNK_WIDTH-1)
if y > 0 {
neighbours[DIR_DN] = adjacents[NORTH_FACE].At(x, y-1, CHUNK_WIDTH-1)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_UN] = adjacents[NORTH_FACE].At(x, y+1, CHUNK_WIDTH-1)
}
} else {
neighbours[NORTH_FACE] = BLOCK_STONE
}
if z < CHUNK_WIDTH-1 {
neighbours[SOUTH_FACE] = self.At(x, y, z+1)
if y > 0 {
neighbours[DIR_DS] = self.At(x, y-1, z+1)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_US] = self.At(x, y+1, z+1)
}
} else if adjacents[SOUTH_FACE] != nil {
neighbours[SOUTH_FACE] = adjacents[SOUTH_FACE].At(x, y, 0)
if y > 0 {
neighbours[DIR_DS] = adjacents[SOUTH_FACE].At(x, y-1, 0)
}
if y < CHUNK_HEIGHT-1 {
neighbours[DIR_US] = adjacents[SOUTH_FACE].At(x, y+1, 0)
}
} else {
neighbours[SOUTH_FACE] = BLOCK_STONE
}
if y > 0 {
neighbours[DOWN_FACE] = self.At(x, y-1, z)
} else {
neighbours[DOWN_FACE] = BLOCK_STONE
}
if y < CHUNK_HEIGHT-1 {
neighbours[UP_FACE] = self.At(x, y+1, z)
} else {
neighbours[UP_FACE] = BLOCK_AIR
}
if HasVisibleFaces(neighbours) {
selectedFace := uint8(FACE_NONE)
if selectedBlockFace != nil && pos.Equals(&selectedBlockFace.pos) {
selectedFace = selectedBlockFace.face
}
TerrainCube(self.vertexBuffer, pos, neighbours, block, selectedFace)
}
}
}
}
}
for i := 0; i < 4; i++ {
if adjacents[i] != nil {
self.adjacentsRendered[i] = true
}
}
if !selectionInThisChunk {
self.clean = true
}
}
if vb != nil {
vb <- self.vertexBuffer
}
}