stevenarella/src/chunk_builder.rs

374 lines
13 KiB
Rust

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 = 8;
pub struct ChunkBuilder {
threads: Vec<(mpsc::Sender<BuildReq>, thread::JoinHandle<()>)>,
free_builders: Vec<(usize, Vec<u8>)>,
built_recv: mpsc::Receiver<(usize, BuildReply)>,
sections: Vec<(i32, i32, i32, Arc<world::SectionKey>)>,
next_collection: f64,
}
impl ChunkBuilder {
pub fn new(textures: Arc<RwLock<render::TextureManager>>) -> 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, vec![]));
}
ChunkBuilder {
threads: threads,
free_builders: free,
built_recv: built_recv,
sections: vec![],
next_collection: 0.0,
}
}
pub fn tick(&mut self, world: &mut world::World, renderer: &mut render::Renderer, delta: f64) {
use std::cmp::Ordering;
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<world::SectionKey>,
buffer: Vec<u8>,
}
struct BuildReply {
position: (i32, i32, i32),
solid_buffer: Vec<u8>,
solid_count: usize,
key: Arc<world::SectionKey>,
}
fn build_func(id: usize, textures: Arc<RwLock<render::TextureManager>>, work_recv: mpsc::Receiver<BuildReq>, built_send: mpsc::Sender<(usize, BuildReply)>) {
loop {
let BuildReq {
snapshot,
position,
key,
buffer,
} = match work_recv.recv() {
Ok(val) => val,
Err(_) => return,
};
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).get_material();
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).get_material();
if other.renderable {
continue;
}
let (mut cr, mut cg, mut cb) = (255, 255, 255);
if dir == Direction::West || dir == Direction::East {
cr = ((cr as f64) * 0.8) as u8;
cg = ((cg as f64) * 0.8) as u8;
cb = ((cb as f64) * 0.8) as u8;
}
let stone = render::Renderer::get_texture(&textures, &format!("minecraft:blocks/{}", block.texture));
solid_count += 6;
for vert in dir.get_verts() {
let mut vert = vert.clone();
// TODO
vert.r = cr;
vert.g = cg;
vert.b = cb;
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;
let (bl, sl) = calculate_light(
&snapshot,
x, y, z,
vert.x as f64,
vert.y as f64,
vert.z as f64,
dir,
true,
false
);
vert.block_light = bl;
vert.sky_light = sl;
// 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,
key: key,
})).unwrap();
}
}
fn calculate_light(snapshot: &world::Snapshot, orig_x: i32, orig_y: i32, orig_z: i32,
x: f64, y: f64, z: f64, face: Direction, smooth: bool, force: bool) -> (u16, u16) {
use std::cmp::max;
use world::block;
let (ox, oy, oz) = if !snapshot.get_block(orig_x, orig_y, orig_z).get_material().renderable { // TODO: cull check
(0, 0, 0)
} else {
face.get_offset()
};
let s_block_light = snapshot.get_block_light(orig_x + ox, orig_y + oy, orig_z + oz);
let s_sky_light = snapshot.get_sky_light(orig_x + ox, orig_y + oy, orig_z + oz);
if !smooth {
return ((s_block_light as u16) * 4000, (s_sky_light as u16) * 4000);
}
let mut block_light = 0u32;
let mut sky_light = 0u32;
let mut count = 0;
let s_block_light = max(((s_block_light as i8) - 8), 0) as u8;
let s_sky_light = max(((s_sky_light as i8) - 8), 0) as u8;
let dx = (ox as f64) * 0.6;
let dy = (oy as f64) * 0.6;
let dz = (oz as f64) * 0.6;
for ox in [-0.6, 0.0].into_iter() {
for oy in [-0.6, 0.0].into_iter() {
for oz in [-0.6, 0.0].into_iter() {
let lx = (x + ox + dx).round() as i32;
let ly = (y + oy + dy).round() as i32;
let lz = (z + oz + dz).round() as i32;
let mut bl = snapshot.get_block_light(lx, ly, lz);
let mut sl = snapshot.get_sky_light(lx, ly, lz);
if (force && match snapshot.get_block(lx, ly, lz) { block::Air{} => false, _ => true })
|| (sl == 0 && bl == 0){
bl = s_block_light;
sl = s_sky_light;
}
block_light += bl as u32;
sky_light += sl as u32;
count += 1;
}
}
}
((((block_light * 4000) / count) as u16), (((sky_light * 4000) / count) as u16))
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Direction {
Up,
Down,
North,
South,
West,
East,
}
impl Direction {
pub fn all() -> Vec<Direction> {
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<W: Write>(&self, w: &mut W) {
let _ = w.write_f32::<NativeEndian>(self.x);
let _ = w.write_f32::<NativeEndian>(self.y);
let _ = w.write_f32::<NativeEndian>(self.z);
let _ = w.write_u16::<NativeEndian>(self.tx);
let _ = w.write_u16::<NativeEndian>(self.ty);
let _ = w.write_u16::<NativeEndian>(self.tw);
let _ = w.write_u16::<NativeEndian>(self.th);
let _ = w.write_i16::<NativeEndian>(self.toffsetx);
let _ = w.write_i16::<NativeEndian>(self.toffsety);
let _ = w.write_i16::<NativeEndian>(self.tatlas);
let _ = w.write_i16::<NativeEndian>(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::<NativeEndian>(self.block_light);
let _ = w.write_u16::<NativeEndian>(self.sky_light);
let _ = w.write_u16::<NativeEndian>(0);
let _ = w.write_u16::<NativeEndian>(0);
}
}