Chunk load skin

This commit is contained in:
2026-07-01 13:29:01 -05:00
parent 9d7a769d8f
commit 5ecbbe296b
4 changed files with 109 additions and 69 deletions
+94 -69
View File
@@ -19,23 +19,30 @@ map_t MAP;
errorret_t mapInit() {
memoryZero(&MAP, sizeof(map_t));
MAP.loaded = true;
int32_t i = 0;
for(chunkunit_t z = 0; z < MAP_CHUNK_DEPTH; z++) {
for(chunkunit_t y = 0; y < MAP_CHUNK_HEIGHT; y++) {
for(chunkunit_t x = 0; x < MAP_CHUNK_WIDTH; x++) {
chunk_t *chunk = &MAP.chunks[i];
chunk->position.x = x + MAP.chunkPosition.x;
chunk->position.y = y + MAP.chunkPosition.y;
chunk->position.z = z + MAP.chunkPosition.z;
MAP.chunkOrder[i] = chunk;
MAP.loadPosition = (chunkpos_t){
-(MAP_CHUNK_SKIN),
-(MAP_CHUNK_SKIN),
-(MAP_CHUNK_SKIN)
};
chunkindex_t i = 0;
for(chunkunit_t z = 0; z < MAP_LOADED_CHUNK_DEPTH; z++) {
for(chunkunit_t y = 0; y < MAP_LOADED_CHUNK_HEIGHT; y++) {
for(chunkunit_t x = 0; x < MAP_LOADED_CHUNK_WIDTH; x++) {
chunk_t *chunk = &MAP.chunks[i++];
chunk->position = (chunkpos_t){
MAP.loadPosition.x + (chunkunit_t)x,
MAP.loadPosition.y + (chunkunit_t)y,
MAP.loadPosition.z + (chunkunit_t)z
};
errorChain(mapChunkLoad(chunk));
i++;
}
}
}
mapRebuildChunkOrder();
errorOk();
}
@@ -45,72 +52,77 @@ bool_t mapIsLoaded() {
errorret_t mapPositionSet(const chunkpos_t newPos) {
if(!mapIsLoaded()) errorThrow("No map loaded");
if(chunkPositionIsEqual(newPos, MAP.chunkPosition)) errorOk();
const chunkpos_t curPos = MAP.chunkPosition;
if(chunkPositionIsEqual(curPos, newPos)) {
// If the new render window still fits inside the current loaded area,
// just remap chunkOrder — no asset I/O needed.
const chunkpos_t lp = MAP.loadPosition;
if(
newPos.x >= lp.x &&
newPos.y >= lp.y &&
newPos.z >= lp.z &&
newPos.x + MAP_CHUNK_WIDTH <= lp.x + MAP_LOADED_CHUNK_WIDTH &&
newPos.y + MAP_CHUNK_HEIGHT <= lp.y + MAP_LOADED_CHUNK_HEIGHT &&
newPos.z + MAP_CHUNK_DEPTH <= lp.z + MAP_LOADED_CHUNK_DEPTH
) {
MAP.chunkPosition = newPos;
mapRebuildChunkOrder();
errorOk();
}
chunkindex_t chunksRemaining[MAP_CHUNK_COUNT] = {0};
chunkindex_t chunksFreed[MAP_CHUNK_COUNT] = {0};
uint32_t remainingCount = 0;
uint32_t freedCount = 0;
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
if(
chunk->position.x >= newPos.x &&
chunk->position.x < newPos.x + MAP_CHUNK_WIDTH &&
chunk->position.y >= newPos.y &&
chunk->position.y < newPos.y + MAP_CHUNK_HEIGHT &&
chunk->position.z >= newPos.z &&
chunk->position.z < newPos.z + MAP_CHUNK_DEPTH
) {
chunksRemaining[remainingCount++] = i;
continue;
}
chunksFreed[freedCount++] = i;
}
for(chunkindex_t i = 0; i < freedCount; i++) {
chunk_t *chunk = &MAP.chunks[chunksFreed[i]];
mapChunkUnload(chunk);
}
chunkindex_t orderIndex = 0;
for(chunkunit_t zOff = 0; zOff < MAP_CHUNK_DEPTH; zOff++) {
for(chunkunit_t yOff = 0; yOff < MAP_CHUNK_HEIGHT; yOff++) {
for(chunkunit_t xOff = 0; xOff < MAP_CHUNK_WIDTH; xOff++) {
const chunkpos_t newChunkPos = {
newPos.x + xOff, newPos.y + yOff, newPos.z + zOff
// Render window fell outside the loaded area — re-centre the load
// window on the new render position (skin buffer on every side).
const chunkpos_t newLoadPos = {
newPos.x - MAP_CHUNK_SKIN,
newPos.y - MAP_CHUNK_SKIN,
newPos.z - MAP_CHUNK_SKIN
};
chunkindex_t chunkIndex = -1;
for(chunkindex_t i = 0; i < remainingCount; i++) {
chunk_t *chunk = &MAP.chunks[chunksRemaining[i]];
if(!chunkPositionIsEqual(chunk->position, newChunkPos)) continue;
chunkIndex = chunksRemaining[i];
break;
// Separate loaded chunks into "keep" and "free" buckets.
chunkindex_t chunksFreed[MAP_LOADED_CHUNK_COUNT];
uint32_t freedCount = 0;
// Use a boolean grid so the inner load loop can check O(1).
bool_t posLoaded[MAP_LOADED_CHUNK_WIDTH][MAP_LOADED_CHUNK_HEIGHT]
[MAP_LOADED_CHUNK_DEPTH];
memoryZero(posLoaded, sizeof(posLoaded));
for(chunkindex_t i = 0; i < MAP_LOADED_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
chunkunit_t rx = chunk->position.x - newLoadPos.x;
chunkunit_t ry = chunk->position.y - newLoadPos.y;
chunkunit_t rz = chunk->position.z - newLoadPos.z;
if(
rx >= 0 && rx < MAP_LOADED_CHUNK_WIDTH &&
ry >= 0 && ry < MAP_LOADED_CHUNK_HEIGHT &&
rz >= 0 && rz < MAP_LOADED_CHUNK_DEPTH
) {
posLoaded[rx][ry][rz] = true;
} else {
mapChunkUnload(chunk);
chunksFreed[freedCount++] = i;
}
}
if(chunkIndex == -1) {
chunkIndex = chunksFreed[--freedCount];
chunk_t *chunk = &MAP.chunks[chunkIndex];
chunk->position = newChunkPos;
for(chunkunit_t z = 0; z < MAP_LOADED_CHUNK_DEPTH; z++) {
for(chunkunit_t y = 0; y < MAP_LOADED_CHUNK_HEIGHT; y++) {
for(chunkunit_t x = 0; x < MAP_LOADED_CHUNK_WIDTH; x++) {
if(posLoaded[x][y][z]) continue;
assertTrue(freedCount > 0, "No free chunk slot available.");
chunk_t *chunk = &MAP.chunks[chunksFreed[--freedCount]];
chunk->position = (chunkpos_t){
newLoadPos.x + (chunkunit_t)x,
newLoadPos.y + (chunkunit_t)y,
newLoadPos.z + (chunkunit_t)z
};
errorChain(mapChunkLoad(chunk));
}
MAP.chunkOrder[orderIndex++] = &MAP.chunks[chunkIndex];
}
}
}
MAP.loadPosition = newLoadPos;
MAP.chunkPosition = newPos;
mapRebuildChunkOrder();
errorOk();
}
@@ -119,21 +131,16 @@ errorret_t mapUpdate() {
}
errorret_t mapDispose() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
for(chunkindex_t i = 0; i < MAP_LOADED_CHUNK_COUNT; i++) {
mapChunkUnload(&MAP.chunks[i]);
}
errorOk();
}
void mapChunkUnload(chunk_t *chunk) {
uint8_t chunkIndex = (uint8_t)(chunk - MAP.chunks);
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
if(chunk->entities[i] == 0xFF) continue;
entity_t *entity = &ENTITIES[chunk->entities[i]];
assertTrue(
entity->chunkIndex == chunkIndex,
"Entity chunk index does not match chunk"
);
if(entity->type == ENTITY_TYPE_PLAYER) {
entitySetChunk(entity, 0xFF);
} else {
@@ -235,6 +242,24 @@ tile_t mapGetTile(const worldpos_t position) {
return chunk->tiles[tileIndex];
}
void mapRebuildChunkOrder() {
memoryZero(MAP.chunkOrder, sizeof(MAP.chunkOrder));
for(chunkindex_t i = 0; i < MAP_LOADED_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
const chunkpos_t rel = {
chunk->position.x - MAP.chunkPosition.x,
chunk->position.y - MAP.chunkPosition.y,
chunk->position.z - MAP.chunkPosition.z
};
if(
rel.x < 0 || rel.x >= MAP_CHUNK_WIDTH ||
rel.y < 0 || rel.y >= MAP_CHUNK_HEIGHT ||
rel.z < 0 || rel.z >= MAP_CHUNK_DEPTH
) continue;
MAP.chunkOrder[chunkPosToIndex(&rel)] = chunk;
}
}
void mapChunkLoadError(void *params, void *user) {
assertNotNull(params, "mapChunkLoadError: params cannot be NULL");
assertNotNull(user, "mapChunkLoadError: user cannot be NULL");
+8 -4
View File
@@ -12,14 +12,12 @@
#define MAP_FILE_PATH_MAX 128
typedef struct map_s {
// char_t filePath[MAP_FILE_PATH_MAX];
// char_t dirPath[MAP_FILE_PATH_MAX];
// char_t fileName[MAP_FILE_PATH_MAX];
bool_t loaded;
chunk_t chunks[MAP_CHUNK_COUNT];
chunk_t chunks[MAP_LOADED_CHUNK_COUNT];
chunk_t *chunkOrder[MAP_CHUNK_COUNT];
chunkpos_t chunkPosition;
chunkpos_t loadPosition;
} map_t;
extern map_t MAP;
@@ -106,6 +104,12 @@ void mapChunkLoadError(void *params, void *user);
*/
void mapChunkLoaded(void *params, void *user);
/**
* Rebuilds chunkOrder from the loaded chunks that fall within the
* current render window. Called whenever chunkPosition changes.
*/
void mapRebuildChunkOrder();
/**
* Gets the index of a chunk, within the world, at the given position.
*
+10
View File
@@ -22,6 +22,16 @@
#define MAP_CHUNK_DEPTH 4
#define MAP_CHUNK_COUNT (MAP_CHUNK_WIDTH * MAP_CHUNK_HEIGHT * MAP_CHUNK_DEPTH)
// Extra chunks loaded on every side beyond the render window.
// The render window can drift MAP_CHUNK_SKIN chunks in any direction
// before a load/unload cycle is triggered.
#define MAP_CHUNK_SKIN 1
#define MAP_LOADED_CHUNK_WIDTH (MAP_CHUNK_WIDTH + MAP_CHUNK_SKIN)
#define MAP_LOADED_CHUNK_HEIGHT (MAP_CHUNK_HEIGHT + MAP_CHUNK_SKIN)
#define MAP_LOADED_CHUNK_DEPTH (MAP_CHUNK_DEPTH + MAP_CHUNK_SKIN)
#define MAP_LOADED_CHUNK_COUNT \
(MAP_LOADED_CHUNK_WIDTH * MAP_LOADED_CHUNK_HEIGHT * MAP_LOADED_CHUNK_DEPTH)
#define ENTITY_COUNT 32
typedef int16_t worldunit_t;
+2 -1
View File
@@ -120,7 +120,8 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
errorret_t sceneOverworldDrawChunks() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = &MAP.chunks[i];
chunk_t *chunk = MAP.chunkOrder[i];
if(chunk == NULL) continue;
if(chunk->meshCount == 0) continue;
for(uint8_t m = 0; m < chunk->meshCount; m++) {