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#pragma once
#include <memory>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include "Generator.hpp"
#include "ChunkIndex.hpp"
#include "../Compute/Queue.hpp"
namespace MC::World {
class World {
public:
World() : m_queue(8), m_chunks(), m_visible_chunks() {}
enum class ChunkStatus {
Empty,
WaitingForGeneration,
Done
};
struct ChunkData {
ChunkIndex index;
ChunkStatus status;
std::optional<Chunk> chunk = {};
std::optional<GFX::BindableMesh> mesh = {};
};
std::vector<ChunkData> get_visible_chunks(Vector<3> position);
private:
std::unordered_set<ChunkIndex> get_visible_chunk_indices(Vector<3> position) const;
std::unordered_set<ChunkIndex> load_finished_chunks_from_queue();
void process_chunk_visibility_updates(std::unordered_set<ChunkIndex>& new_chunks, Vector<3> player);
void request_generation(ChunkIndex index, float priority);
ChunkData& get(ChunkIndex index);
uint8_t m_view_distance_radius = 12;
Compute::Queue<Chunk, ChunkIndex> m_queue;
Generator m_generator;
std::unordered_map<ChunkIndex, ChunkData> m_chunks;
std::unordered_set<ChunkIndex> m_visible_chunks;
};
}
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