Delete src/voxels/ChunksLoader.cpp
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#include "ChunksLoader.h"
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#include <chrono>
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#include "Chunk.h"
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#include "Chunks.h"
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#include "Block.h"
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#include "voxel.h"
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#include "../world/World.h"
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#include "WorldGenerator.h"
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#include "../lighting/Lighting.h"
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#include "../graphics/VoxelRenderer.h"
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#include <iostream>
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#define SURROUNDINGS_C 9
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void ChunksLoader::_thread(){
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Chunks chunks(3, 3, -1, -1);
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Lighting lighting(&chunks);
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VoxelRenderer renderer;
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while (state != OFF){
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if (current == nullptr){
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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Chunk* chunk = current;
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chunks._setOffset(chunk->x-1, chunk->z-1);
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for (size_t i = 0; i < SURROUNDINGS_C; i++){
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Chunk* other = surroundings[i];
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if (other){
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chunks.putChunk(other);
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}
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}
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if (state == LOAD){
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chunks.putChunk(chunk);
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if (!chunk->isLoaded()){
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WorldGenerator::generate(chunk->voxels, chunk->x, chunk->z, world->seed);
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chunk->setUnsaved(true);
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}
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for (size_t i = 0; i < CHUNK_VOL; i++){
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if (Block::blocks[chunk->voxels[i].id] == nullptr){
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std::cout << "corruped block detected at " << i << " of chunk " << chunk->x << "x" << chunk->z << std::endl;
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chunk->voxels[i].id = 11;
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}
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}
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lighting.prebuildSkyLight(chunk->x, chunk->z);
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}
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else if (state == LIGHTS) {
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lighting.buildSkyLight(chunk->x, chunk->z);
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lighting.onChunkLoaded(chunk->x, chunk->z);
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chunk->setLighted(true);
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}
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else if (state == RENDER){
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chunk->setModified(false);
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size_t size;
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renderer.render(chunk, (const Chunk**)(surroundings.load()), size);
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float* vertices = new float[size];
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for (size_t i = 0; i < size; i++)
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vertices[i] = renderer.buffer[i];
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chunk->renderData.vertices = vertices;
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chunk->renderData.size = size;
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}
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chunks.clear(false);
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for (int i = 0; i < SURROUNDINGS_C; i++){
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Chunk* other = surroundings[i];
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if (other)
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other->decref();
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}
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chunk->setReady(true);
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current = nullptr;
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chunk->decref();
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}
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}
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void ChunksLoader::perform(Chunk* chunk, Chunk** surroundings_passed, LoaderMode mode){
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if (isBusy()){
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std::cerr << "performing while busy" << std::endl;
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return;
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}
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chunk->incref();
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if (surroundings == nullptr){
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surroundings = new Chunk*[SURROUNDINGS_C];
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}
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for (int i = 0; i < SURROUNDINGS_C; i++){
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Chunk* other = surroundings_passed[i];
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if (other == nullptr)
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surroundings[i] = nullptr;
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else {
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other->incref();
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surroundings[i] = other;
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}
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}
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current = chunk;
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state = mode;
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}
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void ChunksLoader::load(Chunk* chunk, Chunk** closes_passed){
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perform(chunk, closes_passed, LOAD);
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}
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void ChunksLoader::lights(Chunk* chunk, Chunk** closes_passed){
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perform(chunk, closes_passed, LIGHTS);
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}
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void ChunksLoader::render(Chunk* chunk, Chunk** closes_passed){
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perform(chunk, closes_passed, RENDER);
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}
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