use std::thread; use std::sync::mpsc; use std::sync::{Arc, RwLock}; use std::io::Write; use byteorder::{WriteBytesExt, NativeEndian}; use world; use render; use resources; use model; const NUM_WORKERS: usize = 8; pub struct ChunkBuilder { threads: Vec<(mpsc::Sender, thread::JoinHandle<()>)>, free_builders: Vec<(usize, Vec)>, built_recv: mpsc::Receiver<(usize, BuildReply)>, sections: Vec<(i32, i32, i32, Arc)>, next_collection: f64, models: Arc>, resources: Arc>, resource_version: usize, } impl ChunkBuilder { pub fn new(resources: Arc>, textures: Arc>) -> ChunkBuilder { let models = Arc::new(RwLock::new(model::Factory::new(resources.clone(), textures))); let mut threads = vec![]; let mut free = vec![]; let (built_send, built_recv) = mpsc::channel(); for i in 0 .. NUM_WORKERS { let built_send = built_send.clone(); let (work_send, work_recv) = mpsc::channel(); let models = models.clone(); let id = i; threads.push((work_send, thread::spawn(move || build_func(id, models, work_recv, built_send)))); free.push((i, vec![])); } ChunkBuilder { threads: threads, free_builders: free, built_recv: built_recv, sections: vec![], next_collection: 0.0, models: models, resources: resources.clone(), resource_version: 0xFFFF, } } pub fn tick(&mut self, world: &mut world::World, renderer: &mut render::Renderer, delta: f64) { use std::cmp::Ordering; { let rm = self.resources.read().unwrap(); if rm.version() != self.resource_version { self.resource_version = rm.version(); self.models.write().unwrap().version_change(); } } while let Ok((id, mut val)) = self.built_recv.try_recv() { world.reset_building_flag(val.position); renderer.update_chunk_solid(val.position, val.key, &val.solid_buffer, val.solid_count); val.solid_buffer.clear(); self.free_builders.push((id, val.solid_buffer)); } if self.free_builders.is_empty() { return; } self.next_collection -= delta; if self.next_collection <= 0.0 { let mut sections = world.get_dirty_chunk_sections(); sections.sort_by(|a, b| { let xx = ((a.0<<4)+8) as f64 - renderer.camera.pos.x; let yy = ((a.1<<4)+8) as f64 - renderer.camera.pos.y; let zz = ((a.2<<4)+8) as f64 - renderer.camera.pos.z; let a_dist = xx*xx + yy*yy + zz*zz; let xx = ((b.0<<4)+8) as f64 - renderer.camera.pos.x; let yy = ((b.1<<4)+8) as f64 - renderer.camera.pos.y; let zz = ((b.2<<4)+8) as f64 - renderer.camera.pos.z; let b_dist = xx*xx + yy*yy + zz*zz; if a_dist == b_dist { Ordering::Equal } else if a_dist > b_dist { Ordering::Less } else { Ordering::Greater } }); self.sections = sections; self.next_collection = 60.0; } while let Some((x, y, z, key)) = self.sections.pop() { let t_id = self.free_builders.pop().unwrap(); world.set_building_flag((x, y, z)); let (cx, cy, cz) = (x << 4, y << 4, z << 4); let mut snapshot = world.capture_snapshot(cx - 2, cy - 2, cz - 2, 20, 20, 20); snapshot.make_relative(-2, -2, -2); self.threads[t_id.0].0.send(BuildReq { snapshot: snapshot, position: (x, y, z), key: key, buffer: t_id.1, }).unwrap(); if self.free_builders.is_empty() { return; } } } } struct BuildReq { snapshot: world::Snapshot, position: (i32, i32, i32), key: Arc, buffer: Vec, } struct BuildReply { position: (i32, i32, i32), solid_buffer: Vec, solid_count: usize, key: Arc, } fn build_func(id: usize, models: Arc>, work_recv: mpsc::Receiver, built_send: mpsc::Sender<(usize, BuildReply)>) { use rand::{self, Rng, SeedableRng}; loop { let BuildReq { snapshot, position, key, buffer, } = match work_recv.recv() { Ok(val) => val, Err(_) => return, }; let mut rng = rand::XorShiftRng::from_seed([ position.0 as u32, position.1 as u32, position.2 as u32, (position.0 as u32 ^ position.2 as u32) | 1, ]); let mut solid_buffer = buffer; let mut solid_count = 0; for y in 0 .. 16 { for x in 0 .. 16 { for z in 0 .. 16 { let block = snapshot.get_block(x, y, z); if !block.get_material().renderable { // Use one step of the rng so that // if a block is placed in an empty // location is variant doesn't change rng.next_u32(); continue; } // TODO Liquids need a special case let model_name = block.get_model(); let variant = block.get_model_variant(); solid_count += model::Factory::get_state_model( &models, &model_name.0, &model_name.1, &variant, &mut rng, &snapshot, x, y, z, &mut solid_buffer ); } } } built_send.send((id, BuildReply { position: position, solid_buffer: solid_buffer, solid_count: solid_count, key: key, })).unwrap(); } } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum Direction { Invalid, Up, Down, North, South, West, East, } impl Direction { pub fn all() -> Vec { vec![ Direction::Up, Direction::Down, Direction::North, Direction::South, Direction::West, Direction::East, ] } pub fn from_string(val: &str) -> Direction { match val { "up" => Direction::Up, "down" => Direction::Down, "north" => Direction::North, "south" => Direction::South, "west" => Direction::West, "east" => Direction::East, _ => Direction::Invalid, } } pub fn get_verts(&self) -> &'static [BlockVertex; 4] { match *self { Direction::Up => PRECOMPUTED_VERTS[0], Direction::Down => PRECOMPUTED_VERTS[1], Direction::North => PRECOMPUTED_VERTS[2], Direction::South => PRECOMPUTED_VERTS[3], Direction::West => PRECOMPUTED_VERTS[4], Direction::East => PRECOMPUTED_VERTS[5], _ => unreachable!(), } } pub fn get_offset(&self) -> (i32, i32, i32) { match *self { Direction::Up => (0, 1, 0), Direction::Down => (0, -1, 0), Direction::North => (0, 0, -1), Direction::South => (0, 0, 1), Direction::West => (-1, 0, 0), Direction::East => (1, 0, 0), _ => unreachable!(), } } pub fn as_string(&self) -> &'static str { match *self { Direction::Up => "up", Direction::Down => "down", Direction::North => "north", Direction::South => "south", Direction::West => "west", Direction::East => "east", Direction::Invalid => "invalid", } } pub fn index(&self) -> usize { match *self { Direction::Up => 0, Direction::Down => 1, Direction::North => 2, Direction::South => 3, Direction::West => 4, Direction::East => 5, _ => unreachable!(), } } } const PRECOMPUTED_VERTS: [&'static [BlockVertex; 4]; 6] = [ &[ // Up BlockVertex::base(0.0, 1.0, 0.0, 0, 0), BlockVertex::base(1.0, 1.0, 0.0, 1, 0), BlockVertex::base(0.0, 1.0, 1.0, 0, 1), BlockVertex::base(1.0, 1.0, 1.0, 1, 1), ], &[ // Down BlockVertex::base(0.0, 0.0, 0.0, 0, 1), BlockVertex::base(0.0, 0.0, 1.0, 0, 0), BlockVertex::base(1.0, 0.0, 0.0, 1, 1), BlockVertex::base(1.0, 0.0, 1.0, 1, 0), ], &[ // North BlockVertex::base(0.0, 0.0, 0.0, 1, 1), BlockVertex::base(1.0, 0.0, 0.0, 0, 1), BlockVertex::base(0.0, 1.0, 0.0, 1, 0), BlockVertex::base(1.0, 1.0, 0.0, 0, 0), ], &[ // South BlockVertex::base(0.0, 0.0, 1.0, 0, 1), BlockVertex::base(0.0, 1.0, 1.0, 0, 0), BlockVertex::base(1.0, 0.0, 1.0, 1, 1), BlockVertex::base(1.0, 1.0, 1.0, 1, 0), ], &[ // West BlockVertex::base(0.0, 0.0, 0.0, 0, 1), BlockVertex::base(0.0, 1.0, 0.0, 0, 0), BlockVertex::base(0.0, 0.0, 1.0, 1, 1), BlockVertex::base(0.0, 1.0, 1.0, 1, 0), ], &[ // East BlockVertex::base(1.0, 0.0, 0.0, 1, 1), BlockVertex::base(1.0, 0.0, 1.0, 0, 1), BlockVertex::base(1.0, 1.0, 0.0, 1, 0), BlockVertex::base(1.0, 1.0, 1.0, 0, 0), ], ]; #[derive(Clone)] pub struct BlockVertex { pub x: f32, pub y: f32, pub z: f32, pub tx: u16, pub ty: u16, pub tw: u16, pub th: u16, pub toffsetx: i16, pub toffsety: i16, pub tatlas: i16, pub r: u8, pub g: u8, pub b: u8, pub block_light: u16, pub sky_light: u16, } impl BlockVertex { const fn base(x: f32, y: f32, z: f32, tx: i16, ty: i16) -> BlockVertex { BlockVertex { x: x, y: y, z: z, tx: 0, ty: 0, tw: 0, th: 0, toffsetx: tx, toffsety: ty, tatlas: 0, r: 0, g: 0, b: 0, block_light: 0, sky_light: 0, } } pub fn write(&self, w: &mut W) { let _ = w.write_f32::(self.x); let _ = w.write_f32::(self.y); let _ = w.write_f32::(self.z); let _ = w.write_u16::(self.tx); let _ = w.write_u16::(self.ty); let _ = w.write_u16::(self.tw); let _ = w.write_u16::(self.th); let _ = w.write_i16::(self.toffsetx); let _ = w.write_i16::(self.toffsety); let _ = w.write_i16::(self.tatlas); let _ = w.write_i16::(0); let _ = w.write_u8(self.r); let _ = w.write_u8(self.g); let _ = w.write_u8(self.b); let _ = w.write_u8(255); let _ = w.write_u16::(self.block_light); let _ = w.write_u16::(self.sky_light); let _ = w.write_u16::(0); let _ = w.write_u16::(0); } }