use std::thread; use std::sync::mpsc; use std::sync::{Arc, RwLock}; use std::io::Write; use byteorder::{WriteBytesExt, NativeEndian}; use world; use render; const NUM_WORKERS: usize = 4; pub struct ChunkBuilder { threads: Vec<(mpsc::Sender, thread::JoinHandle<()>)>, free_builders: Vec, built_recv: mpsc::Receiver<(usize, BuildReply)>, } impl ChunkBuilder { pub fn new(textures: Arc>) -> ChunkBuilder { 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 textures = textures.clone(); let id = i; threads.push((work_send, thread::spawn(move || build_func(id, textures, work_recv, built_send)))); free.push(i); } ChunkBuilder { threads: threads, free_builders: free, built_recv: built_recv, } } pub fn wait_for_builders(&mut self) { while self.free_builders.len() != NUM_WORKERS { let (id, _) = self.built_recv.recv().unwrap(); self.free_builders.push(id); } } pub fn tick(&mut self, world: &mut world::World, renderer: &mut render::Renderer) { while let Ok((id, val)) = self.built_recv.try_recv() { world.reset_building_flag(val.position); renderer.update_chunk_solid(val.position, &val.solid_buffer, val.solid_count); self.free_builders.push(id); } if self.free_builders.is_empty() { return; } while let Some((x, y, z)) = world.next_dirty_chunk_section() { let t_id = self.free_builders.pop().unwrap(); 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.send(BuildReq { snapshot: snapshot, position: (x, y, z), }).unwrap(); if self.free_builders.is_empty() { return; } } } } struct BuildReq { snapshot: world::Snapshot, position: (i32, i32, i32), } struct BuildReply { position: (i32, i32, i32), solid_buffer: Vec, solid_count: usize, } fn build_func(id: usize, textures: Arc>, work_recv: mpsc::Receiver, built_send: mpsc::Sender<(usize, BuildReply)>) { use rand::{self, Rng}; loop { let BuildReq { snapshot, position, } = match work_recv.recv() { Ok(val) => val, Err(_) => return, }; let mut solid_buffer = vec![]; let mut solid_count = 0; let mut rng = rand::thread_rng(); 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.renderable() { continue; } for dir in Direction::all() { let offset = dir.get_offset(); let other = snapshot.get_block(x + offset.0, y + offset.1, z + offset.2); if other.renderable() { continue; } let stone = render::Renderer::get_texture(&textures, rng.choose(&[ "minecraft:blocks/lava_flow", "minecraft:blocks/stone", "minecraft:blocks/melon_side", "minecraft:blocks/sand", ]).unwrap()); solid_count += 6; for vert in dir.get_verts() { let mut vert = vert.clone(); // TODO vert.r = 255; vert.g = 255; vert.b = 255; vert.x += x as f32; vert.y += y as f32; vert.z += z as f32; vert.toffsetx *= stone.get_width() as i16 * 16; vert.toffsety *= stone.get_height() as i16 * 16; // TODO vert.block_light = 15 * 4000; vert.sky_light = 15 * 4000; // TODO vert.tatlas = stone.atlas as i16; vert.tx = stone.get_x() as u16; vert.ty = stone.get_y() as u16; vert.tw = stone.get_width() as u16; vert.th = stone.get_height() as u16; vert.write(&mut solid_buffer); } } } } } built_send.send((id, BuildReply { position: position, solid_buffer: solid_buffer, solid_count: solid_count, })).unwrap(); } } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum Direction { 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 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], } } 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), } } } 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 { x: f32, y: f32, z: f32, tx: u16, ty: u16, tw: u16, th: u16, toffsetx: i16, toffsety: i16, tatlas: i16, r: u8, g: u8, b: u8, block_light: u16, 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, } } 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); } }