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chunk.h
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chunk.h
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/*
Copyright (c) 2017-2020 ByteBit
This file is part of BetterSpades.
BetterSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
BetterSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with BetterSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CHUNK_H
#define CHUNK_H
#include <stdint.h>
#include <pthread.h>
#include "glx.h"
#include "tesselator.h"
#include "libvxl.h"
#define CHUNK_SIZE 16
#define CHUNKS_PER_DIM 32
extern struct chunk {
struct glx_displaylist display_list;
int max_height;
float last_update;
int created;
int x, y;
} chunks[CHUNKS_PER_DIM * CHUNKS_PER_DIM];
extern int chunk_enabled_cores;
#define CHUNK_WORKERS_MAX 16
enum chunk_worker_state {
CHUNK_WORKERSTATE_BUSY,
CHUNK_WORKERSTATE_IDLE,
CHUNK_WORKERSTATE_FINISHED,
};
extern struct chunk_worker {
struct chunk* chunk;
int chunk_x, chunk_y;
pthread_mutex_t state_lock;
pthread_cond_t can_work;
enum chunk_worker_state state;
pthread_t thread;
int max_height;
struct tesselator tesselator;
struct libvxl_block* blocks;
uint32_t blocks_count;
uint32_t* blocks_solid;
uint32_t minimap_data[CHUNK_SIZE * CHUNK_SIZE];
} chunk_workers[CHUNK_WORKERS_MAX];
struct chunk_render_call {
struct chunk* chunk;
int mirror_x;
int mirror_y;
};
void chunk_init(void);
void chunk_block_update(int x, int y, int z);
void chunk_update_all(void);
void* chunk_generate(void* data);
void chunk_generate_greedy(int start_x, int start_z, struct tesselator* tess, int* max_height);
void chunk_generate_naive(int sx, int sz, struct libvxl_block* blocks, int count, uint32_t* solid,
struct tesselator* tess, int* max_height, int ao);
void chunk_render(struct chunk_render_call* c);
void chunk_rebuild_all(void);
void chunk_draw_visible(void);
void chunk_draw_shadow_volume(float* data, int max);
float chunk_face_light(float* data, int k, float lx, float ly, float lz);
int chunk_find_edge(float* data, int length, int exclude, float x1, float y1, float z1, float x2, float y2, float z2);
#endif