A lot of changes in almost all files
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#include "ChunksController.h"
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#include "Chunk.h"
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#include "Chunks.h"
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#include "WorldGenerator.h"
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#include "../graphics/Mesh.h"
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#include "../graphics/VoxelRenderer.h"
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#include "../lighting/Lighting.h"
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#include "../files/WorldFiles.h"
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#include "ChunksLoader.h"
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#include <iostream>
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#define LOADERS_COUNT 3
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ChunksController::ChunksController(Chunks* chunks, Lighting* lighting) : chunks(chunks), lighting(lighting){
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loaders = new ChunksLoader*[LOADERS_COUNT];
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for (int i = 0; i < LOADERS_COUNT; i++){
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loaders[i] = new ChunksLoader();
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}
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}
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ChunksController::~ChunksController(){
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for (int i = 0; i < LOADERS_COUNT; i++)
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delete loaders[i];
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delete[] loaders;
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}
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bool ChunksController::loadVisible(WorldFiles* worldFiles){
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const int w = chunks->w;
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const int h = chunks->h;
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const int d = chunks->d;
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const int ox = chunks->ox;
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const int oy = chunks->oy;
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const int oz = chunks->oz;
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int nearX = 0;
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int nearY = 0;
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int nearZ = 0;
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int minDistance = (w/2)*(w/2);
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for (int y = 0; y < h; y++){
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for (int z = 2; z < d-2; z++){
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for (int x = 2; x < w-2; x++){
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int index = (y * d + z) * w + x;
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Chunk* chunk = chunks->chunks[index];
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if (chunk != nullptr)
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continue;
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int lx = x - w / 2;
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int ly = y - h / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + ly * ly + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearY = y;
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nearZ = z;
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}
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}
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}
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}
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int index = (nearY * d + nearZ) * w + nearX;
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Chunk* chunk = chunks->chunks[index];
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if (chunk != nullptr)
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return false;
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ChunksLoader* freeLoader = nullptr;
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for (int i = 0; i < LOADERS_COUNT; i++){
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ChunksLoader* loader = loaders[i];
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if (loader->isBusy())
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continue;
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freeLoader = loader;
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break;
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}
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if (freeLoader == nullptr)
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return false;
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chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz);
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if (worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels))
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chunk->generated = true;
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chunks->chunks[index] = chunk;
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Chunk* closes[27];
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for (int i = 0; i < 27; i++)
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closes[i] = nullptr;
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for (size_t j = 0; j < chunks->volume; j++){
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Chunk* other = chunks->chunks[j];
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if (other == nullptr)
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continue;
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if (!other->ready)
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continue;
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int ox = other->x - chunk->x;
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int oy = other->y - chunk->y;
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int oz = other->z - chunk->z;
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if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1)
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continue;
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ox += 1;
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oy += 1;
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oz += 1;
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closes[(oy * 3 + oz) * 3 + ox] = other;
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}
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freeLoader->perform(chunk, (const Chunk**)closes);
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return true;
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}
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bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
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const int w = chunks->w;
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const int h = chunks->h;
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const int d = chunks->d;
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int nearX = 0;
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int nearY = 0;
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int nearZ = 0;
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int minDistance = 1000000000;
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for (int y = 0; y < h; y++){
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for (int z = 1; z < d-1; z++){
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for (int x = 1; x < w-1; x++){
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int index = (y * d + z) * w + x;
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Chunk* chunk = chunks->chunks[index];
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if (chunk == nullptr)
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continue;
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Mesh* mesh = chunks->meshes[index];
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if (mesh != nullptr && !chunk->modified)
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continue;
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if (!chunk->ready){
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continue;
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}
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int lx = x - w / 2;
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int ly = y - h / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + ly * ly + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearY = y;
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nearZ = z;
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}
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}
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}
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}
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int index = (nearY * d + nearZ) * w + nearX;
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Chunk* chunk = chunks->chunks[index];
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if (chunk == nullptr){
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for (int y = 0; y < h; y++){
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for (int z = 1; z < d-1; z++){
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for (int x = 1; x < w-1; x++){
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int index = (y * d + z) * w + x;
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chunk = chunks->chunks[index];
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if (chunk != nullptr && chunk->ready && !chunk->accepted){
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int lx = x - w / 2;
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int ly = y - h / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + ly * ly + lz * lz);
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lighting->onChunkLoaded(chunk->x, chunk->y, chunk->z, false);
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for (int i = 0; i < chunks->volume; i++){
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Chunk* other = chunks->chunks[i];
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if (other)
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other->modified = true;
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}
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chunk->accepted = true;
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std::cout << "1: built mesh for " << chunk << std::endl;
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return true;
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}
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}
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}
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}
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return false;
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}
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Mesh* mesh = chunks->meshes[index];
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if (mesh == nullptr || chunk->modified){
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Chunk* closes[27];
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if (mesh != nullptr)
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delete mesh;
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if (chunk->isEmpty()){
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chunks->meshes[index] = nullptr;
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return false;
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}
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chunk->modified = false;
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for (int i = 0; i < 27; i++)
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closes[i] = nullptr;
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for (size_t j = 0; j < chunks->volume; j++){
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Chunk* other = chunks->chunks[j];
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if (other == nullptr)
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continue;
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if (!other->ready)
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continue;
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int ox = other->x - chunk->x;
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int oy = other->y - chunk->y;
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int oz = other->z - chunk->z;
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if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1)
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continue;
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ox += 1;
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oy += 1;
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oz += 1;
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closes[(oy * 3 + oz) * 3 + ox] = other;
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}
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mesh = renderer->render(chunk, (const Chunk**)closes);
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chunks->meshes[index] = mesh;
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//std::cout << "2: built mesh for " << chunk << std::endl;
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return true;
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}
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return false;
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}
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