summary refs log tree commit diff
path: root/src/World/World.cpp
blob: 3ff0cf46e3debae4ae545ba4b19c174f6a741bb9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
#include "World.hpp"
#include "Generation/ChunkMeshing.hpp"
#include "Generation/Lighting.hpp"
#include "../Time.hpp"

namespace MC::World {

std::vector<ChunkRegistry::Data*> World::get_visible_chunks(Position::World position) {
    process_chunk_updates();

    if (should_reassess_priorities(position)) {
        reassess_priorities(position);
    }

    auto visible_chunks = get_visible_chunk_indices(position);

    std::vector<ChunkRegistry::Data*> chunks{};
    chunks.reserve(visible_chunks.size());
    for (auto index : visible_chunks) {
        auto& data = m_registry.get(index);

        if (data.get_status() == ChunkRegistry::Status::Empty) {
            request_generation(index, calculate_priority(index, position, RequestType::Initial));
            data.status = ChunkRegistry::Status::WaitingForGeneration;
            continue;
        }

        if (data.get_status() == ChunkRegistry::Status::NeedsReification || data.get_status() == ChunkRegistry::Status::Damaged) {
            auto do_all_exist = Generation::find_chunk_neighbors(index, m_registry).all_exist();
            if (m_reification_queue.size() <= 50 && do_all_exist) {
                auto request_type = data.get_status() == ChunkRegistry::Status::Damaged ? RequestType::Update : RequestType::Initial;
                request_reification(index, calculate_priority(index, position, request_type));
                data.status = ChunkRegistry::Status::WaitingForReification;
            }
        }

        // TODO: Use a better indicator than `land_mesh.has_value()`.
        if (data.land_mesh.has_value()) chunks.push_back(&data);
    }

    return chunks;
}

std::vector<ChunkIndex> World::get_visible_chunk_indices(const Position::World position) const {
    I32 center_x = std::round(position.x() / Chunk::Width);
    I32 center_y = std::round(position.z() / Chunk::Width);

    std::vector<ChunkIndex> indices{};
    indices.reserve(m_view_distance_radius * m_view_distance_radius * 4);
    auto radius = m_view_distance_radius;
    for (I32 x = -radius; x <= radius; x++) {
        I32 height = std::round(std::sqrt(radius * radius - x * x) + 0.5);
        for (I32 y = -height; y <= height; y++) {
            // Needed so that this function and is_chunk_in_radius forcibly agree.
            if (!is_chunk_in_radius(position, {x + center_x, y + center_y})) continue;
            indices.emplace_back(x + center_x, y + center_y);
        }
    }

    auto cmp = [=](const ChunkIndex& a, const ChunkIndex& b) -> bool {
        return position.distance(a.middle()) > position.distance(b.middle());
    };
    std::sort(indices.begin(), indices.end(), cmp);

    return indices;
}

void World::process_chunk_updates() {
    auto generation_results = m_generation_queue.done();
    for (auto& [id, res] : generation_results) {
        m_registry.get(id) = {id, ChunkRegistry::Status::NeedsReification, {res.chunk}};

        log_chunk_time(res.generation_duration);
    }

    auto reification_results = m_reification_queue.done();
    for (auto& [id, res] : reification_results) {
        m_registry.get(id) = {
            id, ChunkRegistry::Status::Done,
            {res.chunk},
            res.chunk_mesh.land_mesh,
            res.chunk_mesh.water_mesh
        };

        // TODO: Damage surrounding chunks.
    }
}

void World::request_generation(ChunkIndex index, Real priority) {
    m_generation_queue.add(index, priority, [=]() -> GenerationResult {
        auto start = Time::now();
        auto chunk = m_generator.generate(index.x, index.y);
        return {chunk, Time::now() - start};
    });
}

void World::request_reification(ChunkIndex index, Real priority) {
    auto& data = m_registry.get(index);
    auto& chunk = data.chunk.value();

    auto neighbors = Generation::find_chunk_neighbors(index, m_registry);
    auto meshing_context = Generation::ChunkMeshing::create_meshing_context(data.chunk.value(), neighbors);
    m_reification_queue.add(index, priority, [=]() mutable -> ReificationResult {
        Generation::Lighting intitial_lighting{};
        intitial_lighting.add_chunk(chunk);
        intitial_lighting.illuminate(chunk);

        auto meshes = Generation::ChunkMeshing::mesh_chunk(chunk, meshing_context);
        return {chunk, meshes};
    });
}

Bool World::should_reassess_priorities(Position::World player_position) const {
    return player_position.distance(m_last_priority_reassession_at) > m_priority_reassession_distance_threshold;
}

void World::reassess_priorities(Position::World player_position) {
    m_last_priority_reassession_at = player_position;

    // TODO: How do we know a chunk has been requested as an update?
    m_generation_queue.reassess([&](ChunkIndex id) -> GenerationQueue::Reassession {
        if (!is_chunk_in_radius(player_position, id)) {
            m_registry.get(id).status = ChunkRegistry::Status::Empty;
            return {GenerationQueue::Reassession::Cancel};
        }

        return {
            GenerationQueue::Reassession::Reassess,
            calculate_priority(id, player_position, RequestType::Initial)
        };
    });

    m_reification_queue.reassess([&](ChunkIndex id) -> ReificationQueue::Reassession {
        if (!is_chunk_in_radius(player_position, id)) {
            m_registry.get(id).status = ChunkRegistry::Status::NeedsReification;
            return {ReificationQueue::Reassession::Cancel};
        }

        return {
            ReificationQueue::Reassession::Reassess,
            calculate_priority(id, player_position, RequestType::Initial)
        };
    });
}

Real World::calculate_priority(ChunkIndex chunk, Position::World player_position, RequestType request_type) {
    auto chunk_position = chunk.middle();
    auto flat_distance = Position::World{player_position.x(), chunk_position.y(), player_position.z()}.distance(chunk_position);

    Real request_type_penalty;
    switch (request_type) {
    case RequestType::Initial: request_type_penalty = 0; break;
    case RequestType::Update: request_type_penalty = 500; break;
    }

    return flat_distance + request_type_penalty;
}

void World::log_chunk_time(U64 chunk_time_ms) {
    m_statistics.chunk_time_sample_count++;
    m_statistics.average_chunk_time_ms += ((Real)chunk_time_ms - m_statistics.average_chunk_time_ms) / m_statistics.chunk_time_sample_count;
}

Real World::get_average_chunk_time() const {
    return m_statistics.average_chunk_time_ms;
}

Bool World::is_chunk_in_radius(Position::World position, ChunkIndex chunk) const {
    Real max_distance = (m_view_distance_radius + 2) * Chunk::Width; // TODO: Tune this so that m_view_distance_radius represents the exact radius.
    auto chunk_position = chunk.middle();
    // TODO: Create a flat() method in Position::World for things like this. See also: priorities.
    Position::World flat_position{position.x(), chunk_position.y(), position.z()};

    return chunk_position.distance(flat_position) < max_distance;
}

}