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path: root/src/world.c
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#include <cglm/cglm.h>
#include <threads.h>

#include "utils.h"
#include "voxel.h"

static RcChunk **world_get_chunk_entry(World *world, int cx, int cy, int cz)
{
	int side = RENDER_DISTANCE * 2 + 1;

	ivec3 min, max;
	glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
	glm_ivec3_adds(world->center, RENDER_DISTANCE, max);

	if (cx < min[0] || cy < min[1] || cz < min[2])
		return NULL;

	if (cx > max[0] || cy > max[1] || cz > max[2])
		return NULL;

	int index = 0;
	index += ((cx % side + side) % side);
	index += ((cy % side + side) % side) * side;
	index += ((cz % side + side) % side) * side * side;

	return &world->chunks[index];
}

static void world_mark_chunk_for_update(World *world, int cx, int cy, int cz)
{
	RcChunk **entry, *inner;

	entry = world_get_chunk_entry(world, cx, cy, cz);
	if (entry == NULL)
		return;

	inner = *entry;
	if (inner == NULL)
		return;

	if (inner->chunk.state >= CHUNK_MESHED)
		inner->chunk.state = CHUNK_GENERATED;
}

static void world_reload_chunk(World *world, int cx, int cy, int cz)
{
	ivec3 pos = { cx, cy, cz };
	RcChunk **entry, *inner;

	entry = world_get_chunk_entry(world, cx, cy, cz);
	if (entry == NULL)
		return;

	inner = *entry;
	if (inner != NULL) {
		if (glm_ivec3_eqv(inner->chunk.pos, pos)) {
			return;
		} else {
			*entry = NULL;
			world_lock(world);
			rcchunk_drop(inner);
			world_unlock(world);
		}
	}

	inner = xalloc(sizeof(RcChunk));
	inner->rc = 1;
	chunk_init(&inner->chunk, cx, cy, cz);
	chunk_generate(&inner->chunk, world->seed);
	*entry = inner;

	// mark neighboring chunks as mesh update needed
	world_mark_chunk_for_update(world, cx - 1, cy, cz);
	world_mark_chunk_for_update(world, cx + 1, cy, cz);
	world_mark_chunk_for_update(world, cx, cy - 1, cz);
	world_mark_chunk_for_update(world, cx, cy + 1, cz);
	world_mark_chunk_for_update(world, cx, cy, cz - 1);
	world_mark_chunk_for_update(world, cx, cy, cz + 1);
}

static void world_reload_chunks(World *world)
{
	ivec3 min, max;
	glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
	glm_ivec3_adds(world->center, RENDER_DISTANCE, max);

	// clang-format off
	for (int cx = min[0]; cx <= max[0]; cx++)
	for (int cy = min[1]; cy <= max[1]; cy++)
	for (int cz = min[2]; cz <= max[2]; cz++) {
		world_reload_chunk(world, cx, cy, cz);
	}
	// clang-format on
}

void world_init(World *world, int seed)
{
	int side = RENDER_DISTANCE * 2 + 1;
	int size = side * side * side;
	world->seed = seed;
	world->loaded = false;
	world->chunks = xzalloc(size * sizeof(RcChunk *));
	glm_ivec3_zero(world->center);
	mtx_init(&world->lock, mtx_plain);
}

void world_free(World *world)
{
	int side = RENDER_DISTANCE * 2 + 1;
	int size = side * side * side;
	world_lock(world);
	for (int i = 0; i < size; i++) {
		RcChunk **entry = &world->chunks[i];
		if (entry == NULL)
			continue;
		rcchunk_drop(*entry);
	}
	free(world->chunks);
	mtx_destroy(&world->lock);
}

void world_lock(World *world)
{
	mtx_lock(&world->lock);
}

void world_unlock(World *world)
{
	mtx_unlock(&world->lock);
}

void world_update(World *world, Camera *camera)
{
	ivec3 cp = CHUNK_VEC_V(camera->position);
	if (!world->loaded || !glm_ivec3_eqv(world->center, cp)) {
		// camera has moved, load new chunks
		glm_ivec3_copy(cp, world->center);
		world_reload_chunks(world);
	}
}

void world_render(World *world, Renderer *renderer)
{
	RcChunk *rc_chunk;
	ivec3 min, max;
	int world_size, mesh_quota;

	glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
	glm_ivec3_adds(world->center, RENDER_DISTANCE, max);

	// how many chunk we want to mesh at most
	world_size = RENDER_DISTANCE * 2 + 1;
	mesh_quota = world_size * world_size / 10;

	// clang-format off
	for (int cx = min[0]; cx <= max[0]; cx++)
	for (int cy = min[1]; cy <= max[1]; cy++)
	for (int cz = min[2]; cz <= max[2]; cz++) {
		rc_chunk = world_get_chunk(world, cx, cy, cz);
		if (rc_chunk == NULL)
			continue;

		if (rc_chunk->chunk.state < CHUNK_MESHING && mesh_quota > 0) {
			chunk_mesh(&rc_chunk->chunk, world);
			mesh_quota--;
		}

		if (rc_chunk->chunk.has_mesh)
			renderer_draw(renderer, &rc_chunk->chunk);

		rcchunk_drop(rc_chunk);
	}
	// clang-format on
}

RcChunk *world_get_chunk(World *world, int cx, int cy, int cz)
{
	RcChunk **entry, *inner;
	world_lock(world);
	entry = world_get_chunk_entry(world, cx, cy, cz);
	if (entry == NULL)
		goto not_found;
	inner = *entry;
	if (inner == NULL)
		goto not_found;
	inner->rc += 1;
	world_unlock(world);
	return inner;

not_found:
	world_unlock(world);
	return NULL;
}

bool world_is_generated(World *world, int cx, int cy, int cz)
{
	RcChunk *rc_chunk;
	bool generated;

	rc_chunk = world_get_chunk(world, cx, cy, cz);
	if (rc_chunk == NULL)
		return false;

	generated = rc_chunk->chunk.state >= CHUNK_GENERATED;
	rcchunk_drop(rc_chunk);

	return generated;
}

Block world_get_block(World *world, int gx, int gy, int gz)
{
	RcChunk *rc_chunk;
	Block block;
	ivec3 lp = LOCAL_VEC(gx, gy, gz);
	ivec3 cp = CHUNK_VEC(gx, gy, gz);

	rc_chunk = world_get_chunk(world, cp[0], cp[1], cp[2]);
	if (rc_chunk == NULL)
		return AIR;

	block = chunk_at(&rc_chunk->chunk, lp[0], lp[1], lp[2]);
	rcchunk_drop(rc_chunk);

	return block;
}

void rcchunk_drop(RcChunk *rc_chunk)
{
	rc_chunk->rc -= 1;
	if (rc_chunk->rc == 0) {
		chunk_free(&rc_chunk->chunk);
		free(rc_chunk);
	}
}