diff --git a/src/Builder.c b/src/Builder.c
index 038525d78..a2ee6dfbc 100644
--- a/src/Builder.c
+++ b/src/Builder.c
@@ -9,7 +9,6 @@
#include "ErrorHandler.h"
#include "Drawer.h"
#include "ExtMath.h"
-#include "ChunkUpdater.h"
#include "BlockID.h"
#include "Block.h"
#include "PackedCol.h"
@@ -340,7 +339,7 @@ static bool Builder_BuildChunk(int x1, int y1, int z1, bool* allAir) {
void Builder_MakeChunk(struct ChunkInfo* info) {
int x = info->CentreX - 8, y = info->CentreY - 8, z = info->CentreZ - 8;
- bool allAir, hasMesh, hasNorm, hasTrans;
+ bool allAir, hasMesh, hasNorm, hasTran;
int totalVerts, partsIndex;
int i, j, curIdx, offset;
@@ -357,22 +356,22 @@ void Builder_MakeChunk(struct ChunkInfo* info) {
#endif
partsIndex = MapRenderer_Pack(x >> CHUNK_SHIFT, y >> CHUNK_SHIFT, z >> CHUNK_SHIFT);
- offset = 0;
- hasNorm = false;
- hasTrans = false;
+ offset = 0;
+ hasNorm = false;
+ hasTran = false;
for (i = 0; i < MapRenderer_1DUsedCount; i++) {
j = i + ATLAS1D_MAX_ATLASES;
curIdx = partsIndex + i * MapRenderer_ChunksCount;
Builder_SetPartInfo(&Builder_Parts[i], &offset, &MapRenderer_PartsNormal[curIdx], &hasNorm);
- Builder_SetPartInfo(&Builder_Parts[j], &offset, &MapRenderer_PartsTranslucent[curIdx], &hasTrans);
+ Builder_SetPartInfo(&Builder_Parts[j], &offset, &MapRenderer_PartsTranslucent[curIdx], &hasTran);
}
if (hasNorm) {
info->NormalParts = &MapRenderer_PartsNormal[partsIndex];
}
- if (hasTrans) {
+ if (hasTran) {
info->TranslucentParts = &MapRenderer_PartsTranslucent[partsIndex];
}
diff --git a/src/ChunkUpdater.c b/src/ChunkUpdater.c
deleted file mode 100644
index 9da9ca6f1..000000000
--- a/src/ChunkUpdater.c
+++ /dev/null
@@ -1,523 +0,0 @@
-#include "ChunkUpdater.h"
-#include "Constants.h"
-#include "Event.h"
-#include "ExtMath.h"
-#include "Funcs.h"
-#include "Game.h"
-#include "Graphics.h"
-#include "Entity.h"
-#include "MapRenderer.h"
-#include "Platform.h"
-#include "TerrainAtlas.h"
-#include "World.h"
-#include "Builder.h"
-#include "Utils.h"
-#include "ErrorHandler.h"
-#include "Camera.h"
-
-static Vector3I ChunkUpdater_ChunkPos;
-static uint32_t* ChunkUpdater_Distances;
-
-void ChunkInfo_Reset(struct ChunkInfo* chunk, int x, int y, int z) {
- chunk->CentreX = x + 8; chunk->CentreY = y + 8; chunk->CentreZ = z + 8;
-#ifndef CC_BUILD_GL11
- chunk->Vb = GFX_NULL;
-#endif
-
- chunk->Visible = true; chunk->Empty = false;
- chunk->PendingDelete = false; chunk->AllAir = false;
- chunk->DrawXMin = false; chunk->DrawXMax = false; chunk->DrawZMin = false;
- chunk->DrawZMax = false; chunk->DrawYMin = false; chunk->DrawYMax = false;
-
- chunk->NormalParts = NULL;
- chunk->TranslucentParts = NULL;
-}
-
-static int cu_chunksTarget = 12;
-#define cu_targetTime ((1.0 / 30) + 0.01)
-static Vector3 cu_lastCamPos;
-static float cu_lastHeadY, cu_lastHeadX;
-static int cu_elementsPerBitmap;
-
-static void ChunkUpdater_EnvVariableChanged(void* obj, int envVar) {
- if (envVar == ENV_VAR_SUN_COL || envVar == ENV_VAR_SHADOW_COL) {
- ChunkUpdater_Refresh();
- } else if (envVar == ENV_VAR_EDGE_HEIGHT || envVar == ENV_VAR_SIDES_OFFSET) {
- int oldClip = Builder_EdgeLevel;
- Builder_SidesLevel = max(0, Env_SidesHeight);
- Builder_EdgeLevel = max(0, Env_EdgeHeight);
-
- /* Only need to refresh chunks on map borders up to highest edge level.*/
- ChunkUpdater_RefreshBorders(max(oldClip, Builder_EdgeLevel));
- }
-}
-
-static void ChunkUpdater_TerrainAtlasChanged(void* obj) {
- if (MapRenderer_1DUsedCount) {
- bool refreshRequired = cu_elementsPerBitmap != Atlas1D_TilesPerAtlas;
- if (refreshRequired) ChunkUpdater_Refresh();
- }
-
- MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
- cu_elementsPerBitmap = Atlas1D_TilesPerAtlas;
- ChunkUpdater_ResetPartFlags();
-}
-
-static void ChunkUpdater_BlockDefinitionChanged(void* obj) {
- ChunkUpdater_Refresh();
- MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
- ChunkUpdater_ResetPartFlags();
-}
-
-static void ChunkUpdater_ProjectionChanged(void* obj) {
- cu_lastCamPos = Vector3_BigPos();
-}
-
-static void ChunkUpdater_ViewDistanceChanged(void* obj) {
- cu_lastCamPos = Vector3_BigPos();
-}
-
-
-static void ChunkUpdater_FreePartsAllocations(void) {
- Mem_Free(MapRenderer_PartsBuffer_Raw);
- MapRenderer_PartsBuffer_Raw = NULL;
- MapRenderer_PartsNormal = NULL;
- MapRenderer_PartsTranslucent = NULL;
-}
-
-static void ChunkUpdater_FreeAllocations(void) {
- if (!MapRenderer_Chunks) return;
- ChunkUpdater_FreePartsAllocations();
-
- Mem_Free(MapRenderer_Chunks);
- Mem_Free(MapRenderer_SortedChunks);
- Mem_Free(MapRenderer_RenderChunks);
- Mem_Free(ChunkUpdater_Distances);
-
- MapRenderer_Chunks = NULL;
- MapRenderer_SortedChunks = NULL;
- MapRenderer_RenderChunks = NULL;
- ChunkUpdater_Distances = NULL;
-}
-
-static void ChunkUpdater_PerformPartsAllocations(void) {
- uint32_t count = MapRenderer_ChunksCount * MapRenderer_1DUsedCount;
- MapRenderer_PartsBuffer_Raw = Mem_AllocCleared(count * 2, sizeof(struct ChunkPartInfo), "chunk parts");
- MapRenderer_PartsNormal = MapRenderer_PartsBuffer_Raw;
- MapRenderer_PartsTranslucent = MapRenderer_PartsBuffer_Raw + count;
-}
-
-static void ChunkUpdater_PerformAllocations(void) {
- MapRenderer_Chunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo), "chunk info");
- MapRenderer_SortedChunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo*), "sorted chunk info");
- MapRenderer_RenderChunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo*), "render chunk info");
- ChunkUpdater_Distances = Mem_Alloc(MapRenderer_ChunksCount, 4, "chunk distances");
- ChunkUpdater_PerformPartsAllocations();
-}
-
-void ChunkUpdater_Refresh(void) {
- int oldCount;
- ChunkUpdater_ChunkPos = Vector3I_MaxValue();
-
- if (MapRenderer_Chunks && World_Blocks) {
- ChunkUpdater_ClearChunkCache();
- ChunkUpdater_ResetChunkCache();
-
- oldCount = MapRenderer_1DUsedCount;
- MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
- /* Need to reallocate parts array in this case */
- if (MapRenderer_1DUsedCount != oldCount) {
- ChunkUpdater_FreePartsAllocations();
- ChunkUpdater_PerformPartsAllocations();
- }
- }
- ChunkUpdater_ResetPartCounts();
-}
-static void ChunkUpdater_Refresh_Handler(void* obj) {
- ChunkUpdater_Refresh();
-}
-
-void ChunkUpdater_RefreshBorders(int clipLevel) {
- int cx, cy, cz;
- bool onBorder;
-
- ChunkUpdater_ChunkPos = Vector3I_MaxValue();
- if (!MapRenderer_Chunks || !World_Blocks) return;
-
- for (cz = 0; cz < MapRenderer_ChunksZ; cz++) {
- for (cy = 0; cy < MapRenderer_ChunksY; cy++) {
- for (cx = 0; cx < MapRenderer_ChunksX; cx++) {
- onBorder = cx == 0 || cz == 0 || cx == (MapRenderer_ChunksX - 1) || cz == (MapRenderer_ChunksZ - 1);
-
- if (onBorder && (cy * CHUNK_SIZE) < clipLevel) {
- MapRenderer_RefreshChunk(cx, cy, cz);
- }
- }
- }
- }
-}
-
-
-void ChunkUpdater_ApplyMeshBuilder(void) {
- if (Game_SmoothLighting) {
- /* TODO: Implement advanced lighting builder.*/
- AdvBuilder_SetActive();
- } else {
- NormalBuilder_SetActive();
- }
-}
-
-static void ChunkUpdater_OnNewMap(void* obj) {
- Game_ChunkUpdates = 0;
- ChunkUpdater_ClearChunkCache();
- ChunkUpdater_ResetPartCounts();
- ChunkUpdater_FreeAllocations();
- ChunkUpdater_ChunkPos = Vector3I_MaxValue();
-}
-
-static void ChunkUpdater_OnNewMapLoaded(void* obj) {
- int count;
- MapRenderer_ChunksX = (World_Width + CHUNK_MAX) >> CHUNK_SHIFT;
- MapRenderer_ChunksY = (World_Height + CHUNK_MAX) >> CHUNK_SHIFT;
- MapRenderer_ChunksZ = (World_Length + CHUNK_MAX) >> CHUNK_SHIFT;
-
- count = MapRenderer_ChunksX * MapRenderer_ChunksY * MapRenderer_ChunksZ;
- /* TODO: Only perform reallocation when map volume has changed */
- /*if (MapRenderer_ChunksCount != count) { */
- MapRenderer_ChunksCount = count;
- ChunkUpdater_FreeAllocations();
- ChunkUpdater_PerformAllocations();
- /*}*/
-
- ChunkUpdater_CreateChunkCache();
- Builder_OnNewMapLoaded();
- cu_lastCamPos = Vector3_BigPos();
-}
-
-
-static int ChunkUpdater_AdjustViewDist(int dist) {
- if (dist < CHUNK_SIZE) dist = CHUNK_SIZE;
- dist = Utils_AdjViewDist(dist);
- return (dist + 24) * (dist + 24);
-}
-
-static int ChunkUpdater_UpdateChunksAndVisibility(int* chunkUpdates) {
- int viewDistSqr = ChunkUpdater_AdjustViewDist(Game_ViewDistance);
- int userDistSqr = ChunkUpdater_AdjustViewDist(Game_UserViewDistance);
-
- struct ChunkInfo* info;
- int i, j = 0, distSqr;
- bool noData;
-
- for (i = 0; i < MapRenderer_ChunksCount; i++) {
- info = MapRenderer_SortedChunks[i];
- if (info->Empty) continue;
-
- distSqr = ChunkUpdater_Distances[i];
- noData = !info->NormalParts && !info->TranslucentParts;
-
- /* Unload chunks beyond visible range */
- if (!noData && distSqr >= userDistSqr + 32 * 16) {
- ChunkUpdater_DeleteChunk(info); continue;
- }
- noData |= info->PendingDelete;
-
- if (noData && distSqr <= viewDistSqr && *chunkUpdates < cu_chunksTarget) {
- ChunkUpdater_DeleteChunk(info);
- ChunkUpdater_BuildChunk(info, chunkUpdates);
- }
-
- info->Visible = distSqr <= viewDistSqr &&
- FrustumCulling_SphereInFrustum(info->CentreX, info->CentreY, info->CentreZ, 14); /* 14 ~ sqrt(3 * 8^2) */
- if (info->Visible && !info->Empty) { MapRenderer_RenderChunks[j] = info; j++; }
- }
- return j;
-}
-
-static int ChunkUpdater_UpdateChunksStill(int* chunkUpdates) {
- int viewDistSqr = ChunkUpdater_AdjustViewDist(Game_ViewDistance);
- int userDistSqr = ChunkUpdater_AdjustViewDist(Game_UserViewDistance);
-
- struct ChunkInfo* info;
- int i, j = 0, distSqr;
- bool noData;
-
- for (i = 0; i < MapRenderer_ChunksCount; i++) {
- info = MapRenderer_SortedChunks[i];
- if (info->Empty) continue;
-
- distSqr = ChunkUpdater_Distances[i];
- noData = !info->NormalParts && !info->TranslucentParts;
-
- /* Unload chunks beyond visible range */
- if (!noData && distSqr >= userDistSqr + 32 * 16) {
- ChunkUpdater_DeleteChunk(info); continue;
- }
- noData |= info->PendingDelete;
-
- if (noData && distSqr <= userDistSqr && *chunkUpdates < cu_chunksTarget) {
- ChunkUpdater_DeleteChunk(info);
- ChunkUpdater_BuildChunk(info, chunkUpdates);
-
- /* only need to update the visibility of chunks in range. */
- info->Visible = distSqr <= viewDistSqr &&
- FrustumCulling_SphereInFrustum(info->CentreX, info->CentreY, info->CentreZ, 14); /* 14 ~ sqrt(3 * 8^2) */
- if (info->Visible && !info->Empty) { MapRenderer_RenderChunks[j] = info; j++; }
- } else if (info->Visible) {
- MapRenderer_RenderChunks[j] = info; j++;
- }
- }
- return j;
-}
-
-static void ChunkUpdater_UpdateChunks(double delta) {
- struct LocalPlayer* p;
- bool samePos;
- int chunkUpdates = 0;
-
- /* Build more chunks if 30 FPS or over, otherwise slowdown */
- cu_chunksTarget += delta < cu_targetTime ? 1 : -1;
- Math_Clamp(cu_chunksTarget, 4, Game_MaxChunkUpdates);
-
- p = &LocalPlayer_Instance;
- samePos = Vector3_Equals(&Camera_CurrentPos, &cu_lastCamPos)
- && p->Base.HeadX == cu_lastHeadX && p->Base.HeadY == cu_lastHeadY;
-
- MapRenderer_RenderChunksCount = samePos ?
- ChunkUpdater_UpdateChunksStill(&chunkUpdates) :
- ChunkUpdater_UpdateChunksAndVisibility(&chunkUpdates);
-
- cu_lastCamPos = Camera_CurrentPos;
- cu_lastHeadX = p->Base.HeadX;
- cu_lastHeadY = p->Base.HeadY;
-
- if (!samePos || chunkUpdates) {
- ChunkUpdater_ResetPartFlags();
- }
-}
-
-
-void ChunkUpdater_ResetPartFlags(void) {
- int i;
- for (i = 0; i < ATLAS1D_MAX_ATLASES; i++) {
- MapRenderer_CheckingNormalParts[i] = true;
- MapRenderer_HasNormalParts[i] = false;
- MapRenderer_CheckingTranslucentParts[i] = true;
- MapRenderer_HasTranslucentParts[i] = false;
- }
-}
-
-void ChunkUpdater_ResetPartCounts(void) {
- int i;
- for (i = 0; i < ATLAS1D_MAX_ATLASES; i++) {
- MapRenderer_NormalPartsCount[i] = 0;
- MapRenderer_TranslucentPartsCount[i] = 0;
- }
-}
-
-void ChunkUpdater_CreateChunkCache(void) {
- int x, y, z, index = 0;
- for (z = 0; z < World_Length; z += CHUNK_SIZE) {
- for (y = 0; y < World_Height; y += CHUNK_SIZE) {
- for (x = 0; x < World_Width; x += CHUNK_SIZE) {
- ChunkInfo_Reset(&MapRenderer_Chunks[index], x, y, z);
- MapRenderer_SortedChunks[index] = &MapRenderer_Chunks[index];
- MapRenderer_RenderChunks[index] = &MapRenderer_Chunks[index];
- ChunkUpdater_Distances[index] = 0;
- index++;
- }
- }
- }
-}
-
-void ChunkUpdater_ResetChunkCache(void) {
- int x, y, z, index = 0;
- for (z = 0; z < World_Length; z += CHUNK_SIZE) {
- for (y = 0; y < World_Height; y += CHUNK_SIZE) {
- for (x = 0; x < World_Width; x += CHUNK_SIZE) {
- ChunkInfo_Reset(&MapRenderer_Chunks[index], x, y, z);
- index++;
- }
- }
- }
-}
-
-void ChunkUpdater_ClearChunkCache(void) {
- int i;
- if (!MapRenderer_Chunks) return;
-
- for (i = 0; i < MapRenderer_ChunksCount; i++) {
- ChunkUpdater_DeleteChunk(&MapRenderer_Chunks[i]);
- }
- ChunkUpdater_ResetPartCounts();
-}
-static void ChunkUpdater_ClearChunkCache_Handler(void* obj) {
- ChunkUpdater_ClearChunkCache();
-}
-
-
-void ChunkUpdater_DeleteChunk(struct ChunkInfo* info) {
- struct ChunkPartInfo* ptr;
- int i;
-
- info->Empty = false; info->AllAir = false;
-#ifdef OCCLUSION
- info.OcclusionFlags = 0;
- info.OccludedFlags = 0;
-#endif
-#ifndef CC_BUILD_GL11
- Gfx_DeleteVb(&info->Vb);
-#endif
-
- if (info->NormalParts) {
- ptr = info->NormalParts;
- for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
- if (ptr->Offset < 0) continue;
- MapRenderer_NormalPartsCount[i]--;
-#ifdef CC_BUILD_GL11
- Gfx_DeleteVb(&ptr->Vb);
-#endif
- }
- info->NormalParts = NULL;
- }
-
- if (info->TranslucentParts) {
- ptr = info->TranslucentParts;
- for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
- if (ptr->Offset < 0) continue;
- MapRenderer_TranslucentPartsCount[i]--;
-#ifdef CC_BUILD_GL11
- Gfx_DeleteVb(&ptr->Vb);
-#endif
- }
- info->TranslucentParts = NULL;
- }
-}
-
-void ChunkUpdater_BuildChunk(struct ChunkInfo* info, int* chunkUpdates) {
- struct ChunkPartInfo* ptr;
- int i;
-
- Game_ChunkUpdates++;
- (*chunkUpdates)++;
- info->PendingDelete = false;
- Builder_MakeChunk(info);
-
- if (!info->NormalParts && !info->TranslucentParts) {
- info->Empty = true; return;
- }
-
- if (info->NormalParts) {
- ptr = info->NormalParts;
- for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
- if (ptr->Offset >= 0) { MapRenderer_NormalPartsCount[i]++; }
- }
- }
-
- if (info->TranslucentParts) {
- ptr = info->TranslucentParts;
- for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
- if (ptr->Offset >= 0) { MapRenderer_TranslucentPartsCount[i]++; }
- }
- }
-}
-
-static void ChunkUpdater_QuickSort(int left, int right) {
- struct ChunkInfo** values = MapRenderer_SortedChunks; struct ChunkInfo* value;
- uint32_t* keys = ChunkUpdater_Distances; uint32_t key;
-
- while (left < right) {
- int i = left, j = right;
- uint32_t pivot = keys[(i + j) >> 1];
-
- /* partition the list */
- while (i <= j) {
- while (pivot > keys[i]) i++;
- while (pivot < keys[j]) j--;
- QuickSort_Swap_KV_Maybe();
- }
- /* recurse into the smaller subset */
- QuickSort_Recurse(ChunkUpdater_QuickSort)
- }
-}
-
-static void ChunkUpdater_UpdateSortOrder(void) {
- struct ChunkInfo* info;
- Vector3I pos;
- int dXMin, dXMax, dYMin, dYMax, dZMin, dZMax;
- int i, dx, dy, dz;
-
- /* pos is centre coordinate of chunk camera is in */
- Vector3I_Floor(&pos, &Camera_CurrentPos);
- pos.X = (pos.X & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
- pos.Y = (pos.Y & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
- pos.Z = (pos.Z & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
-
- /* If in same chunk, don't need to recalculate sort order */
- if (Vector3I_Equals(&pos, &ChunkUpdater_ChunkPos)) return;
- ChunkUpdater_ChunkPos = pos;
- if (!MapRenderer_ChunksCount) return;
-
- for (i = 0; i < MapRenderer_ChunksCount; i++) {
- info = MapRenderer_SortedChunks[i];
- /* Calculate distance to chunk centre */
- dx = info->CentreX - pos.X; dy = info->CentreY - pos.Y; dz = info->CentreZ - pos.Z;
- ChunkUpdater_Distances[i] = dx * dx + dy * dy + dz * dz;
-
- /* Can work out distance to chunk faces as offset from distance to chunk centre on each axis */
- dXMin = dx - HALF_CHUNK_SIZE; dXMax = dx + HALF_CHUNK_SIZE;
- dYMin = dy - HALF_CHUNK_SIZE; dYMax = dy + HALF_CHUNK_SIZE;
- dZMin = dz - HALF_CHUNK_SIZE; dZMax = dz + HALF_CHUNK_SIZE;
-
- /* Back face culling: make sure that the chunk is definitely entirely back facing */
- info->DrawXMin = !(dXMin <= 0 && dXMax <= 0);
- info->DrawXMax = !(dXMin >= 0 && dXMax >= 0);
- info->DrawZMin = !(dZMin <= 0 && dZMax <= 0);
- info->DrawZMax = !(dZMin >= 0 && dZMax >= 0);
- info->DrawYMin = !(dYMin <= 0 && dYMax <= 0);
- info->DrawYMax = !(dYMin >= 0 && dYMax >= 0);
- }
-
- ChunkUpdater_QuickSort(0, MapRenderer_ChunksCount - 1);
- ChunkUpdater_ResetPartFlags();
- /*SimpleOcclusionCulling();*/
-}
-
-void ChunkUpdater_Update(double deltaTime) {
- if (!MapRenderer_Chunks) return;
- ChunkUpdater_UpdateSortOrder();
- ChunkUpdater_UpdateChunks(deltaTime);
-}
-
-void ChunkUpdater_Init(void) {
- Event_RegisterVoid(&TextureEvents_AtlasChanged, NULL, ChunkUpdater_TerrainAtlasChanged);
- Event_RegisterVoid(&WorldEvents_NewMap, NULL, ChunkUpdater_OnNewMap);
- Event_RegisterVoid(&WorldEvents_MapLoaded, NULL, ChunkUpdater_OnNewMapLoaded);
- Event_RegisterInt(&WorldEvents_EnvVarChanged, NULL, ChunkUpdater_EnvVariableChanged);
-
- Event_RegisterVoid(&BlockEvents_BlockDefChanged, NULL, ChunkUpdater_BlockDefinitionChanged);
- Event_RegisterVoid(&GfxEvents_ViewDistanceChanged, NULL, ChunkUpdater_ViewDistanceChanged);
- Event_RegisterVoid(&GfxEvents_ProjectionChanged, NULL, ChunkUpdater_ProjectionChanged);
- Event_RegisterVoid(&GfxEvents_ContextLost, NULL, ChunkUpdater_ClearChunkCache_Handler);
- Event_RegisterVoid(&GfxEvents_ContextRecreated, NULL, ChunkUpdater_Refresh_Handler);
-
- /* This = 87 fixes map being invisible when no textures */
- MapRenderer_1DUsedCount = 87; /* Atlas1D_UsedAtlasesCount(); */
- ChunkUpdater_ChunkPos = Vector3I_MaxValue();
- ChunkUpdater_ApplyMeshBuilder();
-}
-
-void ChunkUpdater_Free(void) {
- Event_UnregisterVoid(&TextureEvents_AtlasChanged, NULL, ChunkUpdater_TerrainAtlasChanged);
- Event_UnregisterVoid(&WorldEvents_NewMap, NULL, ChunkUpdater_OnNewMap);
- Event_UnregisterVoid(&WorldEvents_MapLoaded, NULL, ChunkUpdater_OnNewMapLoaded);
- Event_UnregisterInt(&WorldEvents_EnvVarChanged, NULL, ChunkUpdater_EnvVariableChanged);
-
- Event_UnregisterVoid(&BlockEvents_BlockDefChanged, NULL, ChunkUpdater_BlockDefinitionChanged);
- Event_UnregisterVoid(&GfxEvents_ViewDistanceChanged, NULL, ChunkUpdater_ViewDistanceChanged);
- Event_UnregisterVoid(&GfxEvents_ProjectionChanged, NULL, ChunkUpdater_ProjectionChanged);
- Event_UnregisterVoid(&GfxEvents_ContextLost, NULL, ChunkUpdater_ClearChunkCache_Handler);
- Event_UnregisterVoid(&GfxEvents_ContextRecreated, NULL, ChunkUpdater_Refresh_Handler);
-
- ChunkUpdater_OnNewMap(NULL);
-}
diff --git a/src/ChunkUpdater.h b/src/ChunkUpdater.h
deleted file mode 100644
index 0c67ac017..000000000
--- a/src/ChunkUpdater.h
+++ /dev/null
@@ -1,65 +0,0 @@
-#ifndef CC_CHUNKUPDATER_H
-#define CC_CHUNKUPDATER_H
-#include "Core.h"
-#include "Constants.h"
-/* Manages the process of building/deleting chunk meshes.
- Also sorts chunks so nearest chunks are ordered first, and calculates chunk visibility.
- Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
-*/
-
-/* Describes a portion of the data needed for rendering a chunk. */
-struct ChunkPartInfo {
-#ifdef CC_BUILD_GL11
- GfxResourceID Vb;
-#endif
- int Offset; /* -1 if no vertices at all */
- int SpriteCount; /* Sprite vertices count */
- uint16_t Counts[FACE_COUNT]; /* Counts per face */
-};
-
-/* Describes data necessary for rendering a chunk. */
-struct ChunkInfo {
- uint16_t CentreX, CentreY, CentreZ; /* Centre coordinates of the chunk */
-
- uint8_t Visible : 1; /* Whether chunk is visibile to the player */
- uint8_t Empty : 1; /* Whether the chunk is empty of data */
- uint8_t PendingDelete : 1; /* Whether chunk is pending deletion*/
- uint8_t AllAir : 1; /* Whether chunk is completely air */
- uint8_t : 0; /* pad to next byte*/
-
- uint8_t DrawXMin : 1;
- uint8_t DrawXMax : 1;
- uint8_t DrawZMin : 1;
- uint8_t DrawZMax : 1;
- uint8_t DrawYMin : 1;
- uint8_t DrawYMax : 1;
- uint8_t : 0; /* pad to next byte */
-#ifdef OCCLUSION
- public bool Visited = false, Occluded = false;
- public byte OcclusionFlags, OccludedFlags, DistanceFlags;
-#endif
-#ifndef CC_BUILD_GL11
- GfxResourceID Vb;
-#endif
- struct ChunkPartInfo* NormalParts;
- struct ChunkPartInfo* TranslucentParts;
-};
-
-void ChunkInfo_Reset(struct ChunkInfo* chunk, int x, int y, int z);
-
-void ChunkUpdater_Init(void);
-void ChunkUpdater_Free(void);
-void ChunkUpdater_Refresh(void);
-void ChunkUpdater_RefreshBorders(int clipLevel);
-void ChunkUpdater_ApplyMeshBuilder(void);
-void ChunkUpdater_Update(double deltaTime);
-
-void ChunkUpdater_ResetPartFlags(void);
-void ChunkUpdater_ResetPartCounts(void);
-void ChunkUpdater_CreateChunkCache(void);
-void ChunkUpdater_ResetChunkCache(void);
-void ChunkUpdater_ClearChunkCache(void);
-
-void ChunkUpdater_DeleteChunk(struct ChunkInfo* info);
-void ChunkUpdater_BuildChunk(struct ChunkInfo* info, int* chunkUpdates);
-#endif
diff --git a/src/ClassiCube.vcxproj b/src/ClassiCube.vcxproj
index d18bec6d2..c0f290b7f 100644
--- a/src/ClassiCube.vcxproj
+++ b/src/ClassiCube.vcxproj
@@ -195,7 +195,6 @@
-
@@ -259,7 +258,6 @@
-
diff --git a/src/ClassiCube.vcxproj.filters b/src/ClassiCube.vcxproj.filters
index 0814f759a..faba2819b 100644
--- a/src/ClassiCube.vcxproj.filters
+++ b/src/ClassiCube.vcxproj.filters
@@ -297,9 +297,6 @@
Header Files\Entities
-
- Header Files\Rendering
-
Header Files\Rendering
@@ -467,9 +464,6 @@
Source Files\Entities
-
- Source Files\Rendering
-
Source Files\Rendering
diff --git a/src/Game.c b/src/Game.c
index 0143e9e08..351fbadb5 100644
--- a/src/Game.c
+++ b/src/Game.c
@@ -34,6 +34,7 @@
#include "Menus.h"
#include "Audio.h"
#include "Stream.h"
+#include "TerrainAtlas.h"
static struct IGameComponent Game_Components[26];
static int Game_ComponentsCount;
@@ -321,7 +322,7 @@ static void Game_OnLowVRAMDetected(void* obj) {
Game_UserViewDistance /= 2;
Game_UserViewDistance = max(16, Game_UserViewDistance);
- ChunkUpdater_Refresh();
+ MapRenderer_Refresh();
Game_SetViewDistance(Game_UserViewDistance);
Chat_AddRaw("&cOut of VRAM! Halving view distance..");
}
@@ -478,7 +479,7 @@ void Game_Load(void) {
LocalPlayer_MakeComponent(&comp); Game_AddComponent(&comp);
Entities_List[ENTITIES_SELF_ID] = &LocalPlayer_Instance.Base;
- ChunkUpdater_Init();
+ MapRenderer_Init();
EnvRenderer_MakeComponent(&comp); Game_AddComponent(&comp);
String_InitArray(renderType, renderTypeBuffer);
Options_Get(OPT_RENDER_TYPE, &renderType, "normal");
@@ -591,7 +592,7 @@ static void Game_Render3D(double delta, float t) {
EnvRenderer_RenderSky(delta);
EnvRenderer_RenderClouds(delta);
- ChunkUpdater_Update(delta);
+ MapRenderer_Update(delta);
MapRenderer_RenderNormal(delta);
EnvRenderer_RenderMapSides(delta);
@@ -724,7 +725,7 @@ static void Game_RenderFrame(double delta) {
void Game_Free(void* obj) {
int i;
- ChunkUpdater_Free();
+ MapRenderer_Free();
Atlas2D_Free();
Atlas1D_Free();
ModelCache_Free();
diff --git a/src/GameStructs.h b/src/GameStructs.h
index 3adcbf2ac..a25d10d2c 100644
--- a/src/GameStructs.h
+++ b/src/GameStructs.h
@@ -9,12 +9,12 @@
struct IGameComponent {
/* Called when the game is being loaded. */
void (*Init)(void);
- /* Called when the component is being freed, due to game being closed. */
+ /* Called when the component is being freed. (e.g. due to game being closed) */
void (*Free)(void);
- /* Called when the texture pack has been loaded and all components have been initalised. */
- void (*Ready)(void);
- /* Called to reset the component's state when the user is reconnecting to a server */
+ /* Called to reset the component's state. (e.g. reconnecting to server) */
void (*Reset)(void);
+ /* Called when the texture pack has been loaded and all components have been initialised. */
+ void (*Ready)(void);
/* Called to update the component's state when the user begins loading a new map. */
void (*OnNewMap)(void);
/* Called to update the component's state when the user has finished loading a new map. */
diff --git a/src/MapRenderer.c b/src/MapRenderer.c
index 7d34b1517..b7b2bbb7c 100644
--- a/src/MapRenderer.c
+++ b/src/MapRenderer.c
@@ -1,28 +1,71 @@
#include "MapRenderer.h"
#include "Block.h"
+#include "Builder.h"
+#include "Camera.h"
+#include "Entity.h"
+#include "EnvRenderer.h"
+#include "Event.h"
+#include "ExtMath.h"
+#include "Funcs.h"
#include "Game.h"
#include "Graphics.h"
-#include "EnvRenderer.h"
+#include "Platform.h"
+#include "TerrainAtlas.h"
+#include "Utils.h"
#include "World.h"
-#include "Camera.h"
-#include "ChunkUpdater.h"
+
static bool inTranslucent;
+static int elementsPerBitmap;
+static Vector3I chunkPos;
+
+/* The number of non-empty Normal/Translucent ChunkPartInfos (across entire world) for each 1D atlas batch. */
+/* 1D atlas batches that do not have any ChunkPartInfos can be entirely skipped. */
+static int normPartsCount[ATLAS1D_MAX_ATLASES], tranPartsCount[ATLAS1D_MAX_ATLASES];
+/* Whether there are any visible Normal/Translucent ChunkPartInfos for each 1D atlas batch. */
+/* 1D atlas batches that do not have any visible ChunkPartInfos can be skipped. */
+static bool hasNormParts[ATLAS1D_MAX_ATLASES], hasTranParts[ATLAS1D_MAX_ATLASES];
+/* Whether renderer should check if there are any visible Normal/Translucent ChunkPartInfos for each 1D atlas batch. */
+static bool checkNormParts[ATLAS1D_MAX_ATLASES], checkTranParts[ATLAS1D_MAX_ATLASES];
+
+/* Render info for all chunks in the world. Unsorted. */
+static struct ChunkInfo* mapChunks;
+/* Pointers to render info for all chunks in the world, sorted by distance from the camera. */
+static struct ChunkInfo** sortedChunks;
+/* Pointers to render info for all chunks in the world, sorted by distance from the camera. */
+/* Only chunks that can be rendered (i.e. not empty and are visible) are included in this. */
+static struct ChunkInfo** renderChunks;
+/* Number of actually used pointers in the renderChunks array. Entries past this are ignored and skipped. */
+static int renderChunksCount;
+/* Distance of each chunk from the camera. */
+static uint32_t* distances;
+
+/* Buffer for all chunk parts. There are (MapRenderer_ChunksCount * Atlas1D_Count) * 2 parts in the buffer,
+ with parts for 'normal' buffer being in lower half. */
+static struct ChunkPartInfo* partsBuffer_Raw;
struct ChunkInfo* MapRenderer_GetChunk(int cx, int cy, int cz) {
- return &MapRenderer_Chunks[MapRenderer_Pack(cx, cy, cz)];
+ return &mapChunks[MapRenderer_Pack(cx, cy, cz)];
}
-void MapRenderer_RefreshChunk(int cx, int cy, int cz) {
- struct ChunkInfo* info;
- if (cx < 0 || cy < 0 || cz < 0 || cx >= MapRenderer_ChunksX
- || cy >= MapRenderer_ChunksY || cz >= MapRenderer_ChunksZ) return;
+void ChunkInfo_Reset(struct ChunkInfo* chunk, int x, int y, int z) {
+ chunk->CentreX = x + 8; chunk->CentreY = y + 8; chunk->CentreZ = z + 8;
+#ifndef CC_BUILD_GL11
+ chunk->Vb = GFX_NULL;
+#endif
- info = &MapRenderer_Chunks[MapRenderer_Pack(cx, cy, cz)];
- if (info->AllAir) return; /* do not recreate chunks completely air */
- info->Empty = false;
- info->PendingDelete = true;
+ chunk->Visible = true; chunk->Empty = false;
+ chunk->PendingDelete = false; chunk->AllAir = false;
+ chunk->DrawXMin = false; chunk->DrawXMax = false; chunk->DrawZMin = false;
+ chunk->DrawZMax = false; chunk->DrawYMin = false; chunk->DrawYMax = false;
+
+ chunk->NormalParts = NULL;
+ chunk->TranslucentParts = NULL;
}
+
+/*########################################################################################################################*
+*-------------------------------------------------------Map rendering-----------------------------------------------------*
+*#########################################################################################################################*/
static void MapRenderer_CheckWeather(double delta) {
Vector3I pos;
BlockID block;
@@ -61,13 +104,13 @@ static void MapRenderer_RenderNormalBatch(int batch) {
bool drawMin, drawMax;
int i, offset, count;
- for (i = 0; i < MapRenderer_RenderChunksCount; i++) {
- info = MapRenderer_RenderChunks[i];
+ for (i = 0; i < renderChunksCount; i++) {
+ info = renderChunks[i];
if (!info->NormalParts) continue;
part = info->NormalParts[batchOffset];
if (part.Offset < 0) continue;
- MapRenderer_HasNormalParts[batch] = true;
+ hasNormParts[batch] = true;
#ifndef CC_BUILD_GL11
Gfx_BindVb(info->Vb);
@@ -116,7 +159,7 @@ static void MapRenderer_RenderNormalBatch(int batch) {
void MapRenderer_RenderNormal(double delta) {
int batch;
- if (!MapRenderer_Chunks) return;
+ if (!mapChunks) return;
Gfx_SetBatchFormat(VERTEX_FORMAT_P3FT2FC4B);
Gfx_SetTexturing(true);
@@ -124,11 +167,11 @@ void MapRenderer_RenderNormal(double delta) {
Gfx_EnableMipmaps();
for (batch = 0; batch < MapRenderer_1DUsedCount; batch++) {
- if (MapRenderer_NormalPartsCount[batch] <= 0) continue;
- if (MapRenderer_HasNormalParts[batch] || MapRenderer_CheckingNormalParts[batch]) {
+ if (normPartsCount[batch] <= 0) continue;
+ if (hasNormParts[batch] || checkNormParts[batch]) {
Gfx_BindTexture(Atlas1D_TexIds[batch]);
MapRenderer_RenderNormalBatch(batch);
- MapRenderer_CheckingNormalParts[batch] = false;
+ checkNormParts[batch] = false;
}
}
Gfx_DisableMipmaps();
@@ -160,13 +203,13 @@ static void MapRenderer_RenderTranslucentBatch(int batch) {
bool drawMin, drawMax;
int i, offset;
- for (i = 0; i < MapRenderer_RenderChunksCount; i++) {
- info = MapRenderer_RenderChunks[i];
+ for (i = 0; i < renderChunksCount; i++) {
+ info = renderChunks[i];
if (!info->TranslucentParts) continue;
part = info->TranslucentParts[batchOffset];
if (part.Offset < 0) continue;
- MapRenderer_HasTranslucentParts[batch] = true;
+ hasTranParts[batch] = true;
#ifndef CC_BUILD_GL11
Gfx_BindVb(info->Vb);
@@ -193,7 +236,7 @@ static void MapRenderer_RenderTranslucentBatch(int batch) {
void MapRenderer_RenderTranslucent(double delta) {
int vertices, batch;
- if (!MapRenderer_Chunks) return;
+ if (!mapChunks) return;
/* First fill depth buffer */
vertices = Game_Vertices;
@@ -203,10 +246,10 @@ void MapRenderer_RenderTranslucent(double delta) {
Gfx_SetColWriteMask(false, false, false, false);
for (batch = 0; batch < MapRenderer_1DUsedCount; batch++) {
- if (MapRenderer_TranslucentPartsCount[batch] <= 0) continue;
- if (MapRenderer_HasTranslucentParts[batch] || MapRenderer_CheckingTranslucentParts[batch]) {
+ if (tranPartsCount[batch] <= 0) continue;
+ if (hasTranParts[batch] || checkTranParts[batch]) {
MapRenderer_RenderTranslucentBatch(batch);
- MapRenderer_CheckingTranslucentParts[batch] = false;
+ checkTranParts[batch] = false;
}
}
Game_Vertices = vertices;
@@ -219,8 +262,8 @@ void MapRenderer_RenderTranslucent(double delta) {
Gfx_EnableMipmaps();
for (batch = 0; batch < MapRenderer_1DUsedCount; batch++) {
- if (MapRenderer_TranslucentPartsCount[batch] <= 0) continue;
- if (!MapRenderer_HasTranslucentParts[batch]) continue;
+ if (tranPartsCount[batch] <= 0) continue;
+ if (!hasTranParts[batch]) continue;
Gfx_BindTexture(Atlas1D_TexIds[batch]);
MapRenderer_RenderTranslucentBatch(batch);
}
@@ -236,3 +279,498 @@ void MapRenderer_RenderTranslucent(double delta) {
Gfx_SetAlphaBlending(false);
Gfx_SetTexturing(false);
}
+
+
+/*########################################################################################################################*
+*----------------------------------------------------Chunks mangagement---------------------------------------------------*
+*#########################################################################################################################*/
+static void MapRenderer_FreeParts(void) {
+ Mem_Free(partsBuffer_Raw);
+ partsBuffer_Raw = NULL;
+ MapRenderer_PartsNormal = NULL;
+ MapRenderer_PartsTranslucent = NULL;
+}
+
+static void MapRenderer_FreeChunks(void) {
+ Mem_Free(mapChunks);
+ Mem_Free(sortedChunks);
+ Mem_Free(renderChunks);
+ Mem_Free(distances);
+
+ mapChunks = NULL;
+ sortedChunks = NULL;
+ renderChunks = NULL;
+ distances = NULL;
+}
+
+static void MapRenderer_AllocateParts(void) {
+ uint32_t count = MapRenderer_ChunksCount * MapRenderer_1DUsedCount;
+ partsBuffer_Raw = Mem_AllocCleared(count * 2, sizeof(struct ChunkPartInfo), "chunk parts");
+ MapRenderer_PartsNormal = partsBuffer_Raw;
+ MapRenderer_PartsTranslucent = partsBuffer_Raw + count;
+}
+
+static void MapRenderer_AllocateChunks(void) {
+ mapChunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo), "chunk info");
+ sortedChunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo*), "sorted chunk info");
+ renderChunks = Mem_Alloc(MapRenderer_ChunksCount, sizeof(struct ChunkInfo*), "render chunk info");
+ distances = Mem_Alloc(MapRenderer_ChunksCount, 4, "chunk distances");
+}
+
+static void MapRenderer_ResetPartFlags(void) {
+ int i;
+ for (i = 0; i < ATLAS1D_MAX_ATLASES; i++) {
+ checkNormParts[i] = true;
+ hasNormParts[i] = false;
+ checkTranParts[i] = true;
+ hasTranParts[i] = false;
+ }
+}
+
+static void MapRenderer_ResetPartCounts(void) {
+ int i;
+ for (i = 0; i < ATLAS1D_MAX_ATLASES; i++) {
+ normPartsCount[i] = 0;
+ tranPartsCount[i] = 0;
+ }
+}
+
+static void MapRenderer_InitChunks(void) {
+ int x, y, z, index = 0;
+ for (z = 0; z < World_Length; z += CHUNK_SIZE) {
+ for (y = 0; y < World_Height; y += CHUNK_SIZE) {
+ for (x = 0; x < World_Width; x += CHUNK_SIZE) {
+ ChunkInfo_Reset(&mapChunks[index], x, y, z);
+ sortedChunks[index] = &mapChunks[index];
+ renderChunks[index] = &mapChunks[index];
+ distances[index] = 0;
+ index++;
+ }
+ }
+ }
+}
+
+static void MapRenderer_ResetChunks(void) {
+ int x, y, z, index = 0;
+ for (z = 0; z < World_Length; z += CHUNK_SIZE) {
+ for (y = 0; y < World_Height; y += CHUNK_SIZE) {
+ for (x = 0; x < World_Width; x += CHUNK_SIZE) {
+ ChunkInfo_Reset(&mapChunks[index], x, y, z);
+ index++;
+ }
+ }
+ }
+}
+
+static void MapRenderer_DeleteChunks(void) {
+ int i;
+ if (!mapChunks) return;
+
+ for (i = 0; i < MapRenderer_ChunksCount; i++) {
+ MapRenderer_DeleteChunk(&mapChunks[i]);
+ }
+ MapRenderer_ResetPartCounts();
+}
+
+void MapRenderer_Refresh(void) {
+ int oldCount;
+ chunkPos = Vector3I_MaxValue();
+
+ if (mapChunks && World_Blocks) {
+ MapRenderer_DeleteChunks();
+ MapRenderer_ResetChunks();
+
+ oldCount = MapRenderer_1DUsedCount;
+ MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
+ /* Need to reallocate parts array in this case */
+ if (MapRenderer_1DUsedCount != oldCount) {
+ MapRenderer_FreeParts();
+ MapRenderer_AllocateParts();
+ }
+ }
+ MapRenderer_ResetPartCounts();
+}
+
+void MapRenderer_RefreshBorders(int maxHeight) {
+ int cx, cy, cz;
+ bool onBorder;
+
+ chunkPos = Vector3I_MaxValue();
+ if (!mapChunks || !World_Blocks) return;
+
+ for (cz = 0; cz < MapRenderer_ChunksZ; cz++) {
+ for (cy = 0; cy < MapRenderer_ChunksY; cy++) {
+ for (cx = 0; cx < MapRenderer_ChunksX; cx++) {
+ onBorder = cx == 0 || cz == 0 || cx == (MapRenderer_ChunksX - 1) || cz == (MapRenderer_ChunksZ - 1);
+
+ if (onBorder && (cy * CHUNK_SIZE) < maxHeight) {
+ MapRenderer_RefreshChunk(cx, cy, cz);
+ }
+ }
+ }
+ }
+}
+
+
+/*########################################################################################################################*
+*--------------------------------------------------Chunks updating/sorting------------------------------------------------*
+*#########################################################################################################################*/
+#define CHUNK_TARGET_TIME ((1.0/30) + 0.01)
+static int chunksTarget = 12;
+static Vector3 lastCamPos;
+static float lastHeadY, lastHeadX;
+
+static int MapRenderer_AdjustViewDist(int dist) {
+ if (dist < CHUNK_SIZE) dist = CHUNK_SIZE;
+ dist = Utils_AdjViewDist(dist);
+ return (dist + 24) * (dist + 24);
+}
+
+static int MapRenderer_UpdateChunksAndVisibility(int* chunkUpdates) {
+ int viewDistSqr = MapRenderer_AdjustViewDist(Game_ViewDistance);
+ int userDistSqr = MapRenderer_AdjustViewDist(Game_UserViewDistance);
+
+ struct ChunkInfo* info;
+ int i, j = 0, distSqr;
+ bool noData;
+
+ for (i = 0; i < MapRenderer_ChunksCount; i++) {
+ info = sortedChunks[i];
+ if (info->Empty) continue;
+
+ distSqr = distances[i];
+ noData = !info->NormalParts && !info->TranslucentParts;
+
+ /* Unload chunks beyond visible range */
+ if (!noData && distSqr >= userDistSqr + 32 * 16) {
+ MapRenderer_DeleteChunk(info); continue;
+ }
+ noData |= info->PendingDelete;
+
+ if (noData && distSqr <= viewDistSqr && *chunkUpdates < chunksTarget) {
+ MapRenderer_DeleteChunk(info);
+ MapRenderer_BuildChunk(info, chunkUpdates);
+ }
+
+ info->Visible = distSqr <= viewDistSqr &&
+ FrustumCulling_SphereInFrustum(info->CentreX, info->CentreY, info->CentreZ, 14); /* 14 ~ sqrt(3 * 8^2) */
+ if (info->Visible && !info->Empty) { renderChunks[j] = info; j++; }
+ }
+ return j;
+}
+
+static int MapRenderer_UpdateChunksStill(int* chunkUpdates) {
+ int viewDistSqr = MapRenderer_AdjustViewDist(Game_ViewDistance);
+ int userDistSqr = MapRenderer_AdjustViewDist(Game_UserViewDistance);
+
+ struct ChunkInfo* info;
+ int i, j = 0, distSqr;
+ bool noData;
+
+ for (i = 0; i < MapRenderer_ChunksCount; i++) {
+ info = sortedChunks[i];
+ if (info->Empty) continue;
+
+ distSqr = distances[i];
+ noData = !info->NormalParts && !info->TranslucentParts;
+
+ /* Unload chunks beyond visible range */
+ if (!noData && distSqr >= userDistSqr + 32 * 16) {
+ MapRenderer_DeleteChunk(info); continue;
+ }
+ noData |= info->PendingDelete;
+
+ if (noData && distSqr <= userDistSqr && *chunkUpdates < chunksTarget) {
+ MapRenderer_DeleteChunk(info);
+ MapRenderer_BuildChunk(info, chunkUpdates);
+
+ /* only need to update the visibility of chunks in range. */
+ info->Visible = distSqr <= viewDistSqr &&
+ FrustumCulling_SphereInFrustum(info->CentreX, info->CentreY, info->CentreZ, 14); /* 14 ~ sqrt(3 * 8^2) */
+ if (info->Visible && !info->Empty) { renderChunks[j] = info; j++; }
+ } else if (info->Visible) {
+ renderChunks[j] = info; j++;
+ }
+ }
+ return j;
+}
+
+static void MapRenderer_UpdateChunks(double delta) {
+ struct LocalPlayer* p;
+ bool samePos;
+ int chunkUpdates = 0;
+
+ /* Build more chunks if 30 FPS or over, otherwise slowdown */
+ chunksTarget += delta < CHUNK_TARGET_TIME ? 1 : -1;
+ Math_Clamp(chunksTarget, 4, Game_MaxChunkUpdates);
+
+ p = &LocalPlayer_Instance;
+ samePos = Vector3_Equals(&Camera_CurrentPos, &lastCamPos)
+ && p->Base.HeadX == lastHeadX && p->Base.HeadY == lastHeadY;
+
+ renderChunksCount = samePos ?
+ MapRenderer_UpdateChunksStill(&chunkUpdates) :
+ MapRenderer_UpdateChunksAndVisibility(&chunkUpdates);
+
+ lastCamPos = Camera_CurrentPos;
+ lastHeadX = p->Base.HeadX;
+ lastHeadY = p->Base.HeadY;
+
+ if (!samePos || chunkUpdates) {
+ MapRenderer_ResetPartFlags();
+ }
+}
+
+static void MapRenderer_QuickSort(int left, int right) {
+ struct ChunkInfo** values = sortedChunks; struct ChunkInfo* value;
+ uint32_t* keys = distances; uint32_t key;
+
+ while (left < right) {
+ int i = left, j = right;
+ uint32_t pivot = keys[(i + j) >> 1];
+
+ /* partition the list */
+ while (i <= j) {
+ while (pivot > keys[i]) i++;
+ while (pivot < keys[j]) j--;
+ QuickSort_Swap_KV_Maybe();
+ }
+ /* recurse into the smaller subset */
+ QuickSort_Recurse(MapRenderer_QuickSort)
+ }
+}
+
+static void MapRenderer_UpdateSortOrder(void) {
+ struct ChunkInfo* info;
+ Vector3I pos;
+ int dXMin, dXMax, dYMin, dYMax, dZMin, dZMax;
+ int i, dx, dy, dz;
+
+ /* pos is centre coordinate of chunk camera is in */
+ Vector3I_Floor(&pos, &Camera_CurrentPos);
+ pos.X = (pos.X & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
+ pos.Y = (pos.Y & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
+ pos.Z = (pos.Z & ~CHUNK_MASK) + HALF_CHUNK_SIZE;
+
+ /* If in same chunk, don't need to recalculate sort order */
+ if (Vector3I_Equals(&pos, &chunkPos)) return;
+ chunkPos = pos;
+ if (!MapRenderer_ChunksCount) return;
+
+ for (i = 0; i < MapRenderer_ChunksCount; i++) {
+ info = sortedChunks[i];
+ /* Calculate distance to chunk centre */
+ dx = info->CentreX - pos.X; dy = info->CentreY - pos.Y; dz = info->CentreZ - pos.Z;
+ distances[i] = dx * dx + dy * dy + dz * dz;
+
+ /* Can work out distance to chunk faces as offset from distance to chunk centre on each axis */
+ dXMin = dx - HALF_CHUNK_SIZE; dXMax = dx + HALF_CHUNK_SIZE;
+ dYMin = dy - HALF_CHUNK_SIZE; dYMax = dy + HALF_CHUNK_SIZE;
+ dZMin = dz - HALF_CHUNK_SIZE; dZMax = dz + HALF_CHUNK_SIZE;
+
+ /* Back face culling: make sure that the chunk is definitely entirely back facing */
+ info->DrawXMin = !(dXMin <= 0 && dXMax <= 0);
+ info->DrawXMax = !(dXMin >= 0 && dXMax >= 0);
+ info->DrawZMin = !(dZMin <= 0 && dZMax <= 0);
+ info->DrawZMax = !(dZMin >= 0 && dZMax >= 0);
+ info->DrawYMin = !(dYMin <= 0 && dYMax <= 0);
+ info->DrawYMax = !(dYMin >= 0 && dYMax >= 0);
+ }
+
+ MapRenderer_QuickSort(0, MapRenderer_ChunksCount - 1);
+ MapRenderer_ResetPartFlags();
+ /*SimpleOcclusionCulling();*/
+}
+
+void MapRenderer_Update(double deltaTime) {
+ if (!mapChunks) return;
+ MapRenderer_UpdateSortOrder();
+ MapRenderer_UpdateChunks(deltaTime);
+}
+
+
+/*########################################################################################################################*
+*---------------------------------------------------------General---------------------------------------------------------*
+*#########################################################################################################################*/
+void MapRenderer_RefreshChunk(int cx, int cy, int cz) {
+ struct ChunkInfo* info;
+ if (cx < 0 || cy < 0 || cz < 0 || cx >= MapRenderer_ChunksX
+ || cy >= MapRenderer_ChunksY || cz >= MapRenderer_ChunksZ) return;
+
+ info = &mapChunks[MapRenderer_Pack(cx, cy, cz)];
+ if (info->AllAir) return; /* do not recreate chunks completely air */
+ info->Empty = false;
+ info->PendingDelete = true;
+}
+
+void MapRenderer_DeleteChunk(struct ChunkInfo* info) {
+ struct ChunkPartInfo* ptr;
+ int i;
+
+ info->Empty = false; info->AllAir = false;
+#ifdef OCCLUSION
+ info.OcclusionFlags = 0;
+ info.OccludedFlags = 0;
+#endif
+#ifndef CC_BUILD_GL11
+ Gfx_DeleteVb(&info->Vb);
+#endif
+
+ if (info->NormalParts) {
+ ptr = info->NormalParts;
+ for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
+ if (ptr->Offset < 0) continue;
+ normPartsCount[i]--;
+#ifdef CC_BUILD_GL11
+ Gfx_DeleteVb(&ptr->Vb);
+#endif
+ }
+ info->NormalParts = NULL;
+ }
+
+ if (info->TranslucentParts) {
+ ptr = info->TranslucentParts;
+ for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
+ if (ptr->Offset < 0) continue;
+ tranPartsCount[i]--;
+#ifdef CC_BUILD_GL11
+ Gfx_DeleteVb(&ptr->Vb);
+#endif
+ }
+ info->TranslucentParts = NULL;
+ }
+}
+
+void MapRenderer_BuildChunk(struct ChunkInfo* info, int* chunkUpdates) {
+ struct ChunkPartInfo* ptr;
+ int i;
+
+ Game_ChunkUpdates++;
+ (*chunkUpdates)++;
+ info->PendingDelete = false;
+ Builder_MakeChunk(info);
+
+ if (!info->NormalParts && !info->TranslucentParts) {
+ info->Empty = true; return;
+ }
+
+ if (info->NormalParts) {
+ ptr = info->NormalParts;
+ for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
+ if (ptr->Offset >= 0) normPartsCount[i]++;
+ }
+ }
+
+ if (info->TranslucentParts) {
+ ptr = info->TranslucentParts;
+ for (i = 0; i < MapRenderer_1DUsedCount; i++, ptr += MapRenderer_ChunksCount) {
+ if (ptr->Offset >= 0) tranPartsCount[i]++;
+ }
+ }
+}
+
+static void MapRenderer_EnvVariableChanged(void* obj, int envVar) {
+ if (envVar == ENV_VAR_SUN_COL || envVar == ENV_VAR_SHADOW_COL) {
+ MapRenderer_Refresh();
+ } else if (envVar == ENV_VAR_EDGE_HEIGHT || envVar == ENV_VAR_SIDES_OFFSET) {
+ int oldClip = Builder_EdgeLevel;
+ Builder_SidesLevel = max(0, Env_SidesHeight);
+ Builder_EdgeLevel = max(0, Env_EdgeHeight);
+
+ /* Only need to refresh chunks on map borders up to highest edge level.*/
+ MapRenderer_RefreshBorders(max(oldClip, Builder_EdgeLevel));
+ }
+}
+
+static void MapRenderer_TerrainAtlasChanged(void* obj) {
+ if (MapRenderer_1DUsedCount) {
+ bool refreshRequired = elementsPerBitmap != Atlas1D_TilesPerAtlas;
+ if (refreshRequired) MapRenderer_Refresh();
+ }
+
+ MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
+ elementsPerBitmap = Atlas1D_TilesPerAtlas;
+ MapRenderer_ResetPartFlags();
+}
+
+static void MapRenderer_BlockDefinitionChanged(void* obj) {
+ MapRenderer_Refresh();
+ MapRenderer_1DUsedCount = Atlas1D_UsedAtlasesCount();
+ MapRenderer_ResetPartFlags();
+}
+
+static void MapRenderer_RecalcVisibility_(void* obj) { lastCamPos = Vector3_BigPos(); }
+static void MapRenderer_DeleteChunks_(void* obj) { MapRenderer_DeleteChunks(); }
+static void MapRenderer_Refresh_(void* obj) { MapRenderer_Refresh(); }
+
+void MapRenderer_ApplyMeshBuilder(void) {
+ if (Game_SmoothLighting) {
+ AdvBuilder_SetActive();
+ } else {
+ NormalBuilder_SetActive();
+ }
+}
+
+static void MapRenderer_OnNewMap(void* obj) {
+ Game_ChunkUpdates = 0;
+ MapRenderer_DeleteChunks();
+ MapRenderer_ResetPartCounts();
+
+ chunkPos = Vector3I_MaxValue();
+ MapRenderer_FreeChunks();
+ MapRenderer_FreeParts();
+}
+
+static void MapRenderer_OnNewMapLoaded(void* obj) {
+ int count;
+ MapRenderer_ChunksX = (World_Width + CHUNK_MAX) >> CHUNK_SHIFT;
+ MapRenderer_ChunksY = (World_Height + CHUNK_MAX) >> CHUNK_SHIFT;
+ MapRenderer_ChunksZ = (World_Length + CHUNK_MAX) >> CHUNK_SHIFT;
+
+ count = MapRenderer_ChunksX * MapRenderer_ChunksY * MapRenderer_ChunksZ;
+ /* TODO: Only perform reallocation when map volume has changed */
+ /*if (MapRenderer_ChunksCount != count) { */
+ MapRenderer_ChunksCount = count;
+ MapRenderer_FreeChunks();
+ MapRenderer_FreeParts();
+ MapRenderer_AllocateChunks();
+ MapRenderer_AllocateParts();
+ /*}*/
+
+ MapRenderer_InitChunks();
+ Builder_OnNewMapLoaded();
+ lastCamPos = Vector3_BigPos();
+}
+
+void MapRenderer_Init(void) {
+ Event_RegisterVoid(&TextureEvents_AtlasChanged, NULL, MapRenderer_TerrainAtlasChanged);
+ Event_RegisterVoid(&WorldEvents_NewMap, NULL, MapRenderer_OnNewMap);
+ Event_RegisterVoid(&WorldEvents_MapLoaded, NULL, MapRenderer_OnNewMapLoaded);
+ Event_RegisterInt(&WorldEvents_EnvVarChanged, NULL, MapRenderer_EnvVariableChanged);
+
+ Event_RegisterVoid(&BlockEvents_BlockDefChanged, NULL, MapRenderer_BlockDefinitionChanged);
+ Event_RegisterVoid(&GfxEvents_ViewDistanceChanged, NULL, MapRenderer_RecalcVisibility_);
+ Event_RegisterVoid(&GfxEvents_ProjectionChanged, NULL, MapRenderer_RecalcVisibility_);
+ Event_RegisterVoid(&GfxEvents_ContextLost, NULL, MapRenderer_DeleteChunks_);
+ Event_RegisterVoid(&GfxEvents_ContextRecreated, NULL, MapRenderer_Refresh_);
+
+ /* This = 87 fixes map being invisible when no textures */
+ MapRenderer_1DUsedCount = 87; /* Atlas1D_UsedAtlasesCount(); */
+ chunkPos = Vector3I_MaxValue();
+ MapRenderer_ApplyMeshBuilder();
+}
+
+void MapRenderer_Free(void) {
+ Event_UnregisterVoid(&TextureEvents_AtlasChanged, NULL, MapRenderer_TerrainAtlasChanged);
+ Event_UnregisterVoid(&WorldEvents_NewMap, NULL, MapRenderer_OnNewMap);
+ Event_UnregisterVoid(&WorldEvents_MapLoaded, NULL, MapRenderer_OnNewMapLoaded);
+ Event_UnregisterInt(&WorldEvents_EnvVarChanged, NULL, MapRenderer_EnvVariableChanged);
+
+ Event_UnregisterVoid(&BlockEvents_BlockDefChanged, NULL, MapRenderer_BlockDefinitionChanged);
+ Event_UnregisterVoid(&GfxEvents_ViewDistanceChanged, NULL, MapRenderer_RecalcVisibility_);
+ Event_UnregisterVoid(&GfxEvents_ProjectionChanged, NULL, MapRenderer_RecalcVisibility_);
+ Event_UnregisterVoid(&GfxEvents_ContextLost, NULL, MapRenderer_DeleteChunks_);
+ Event_UnregisterVoid(&GfxEvents_ContextRecreated, NULL, MapRenderer_Refresh_);
+
+ MapRenderer_OnNewMap(NULL);
+}
diff --git a/src/MapRenderer.h b/src/MapRenderer.h
index 2c033d116..063d32e45 100644
--- a/src/MapRenderer.h
+++ b/src/MapRenderer.h
@@ -1,8 +1,10 @@
#ifndef CC_MAPRENDERER_H
#define CC_MAPRENDERER_H
-#include "TerrainAtlas.h"
-#include "ChunkUpdater.h"
+#include "Core.h"
+#include "Constants.h"
/* Renders the blocks of the world by subdividing it into chunks.
+ Also manages the process of building/deleting chunk meshes.
+ Also sorts chunks so nearest chunks are rendered first, and calculates chunk visibility.
Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
*/
@@ -10,45 +12,84 @@ int MapRenderer_ChunksX, MapRenderer_ChunksY, MapRenderer_ChunksZ;
#define MapRenderer_Pack(cx, cy, cz) (((cz) * MapRenderer_ChunksY + (cy)) * MapRenderer_ChunksX + (cx))
/* TODO: Swap Y and Z? Make sure to update ChunkUpdater's ResetChunkCache and ClearChunkCache methods! */
-/* The count of actual used 1D atlases. (i.e. 1DIndex(maxTextureLoc) + 1 */
+/* Count of actual used 1D atlases. (i.e. 1DIndex(maxTextureLoc) + 1 */
int MapRenderer_1DUsedCount;
-/* The number of non-empty Normal ChunkPartInfos (across entire world) for each 1D atlas batch.
-1D atlas batches that do not have any ChunkPartInfos can be entirely skipped. */
-int MapRenderer_NormalPartsCount[ATLAS1D_MAX_ATLASES];
-/* The number of non-empty Translucent ChunkPartInfos (across entire world) for each 1D atlas batch.
-1D atlas batches that do not have any ChunkPartInfos can be entirely skipped. */
-int MapRenderer_TranslucentPartsCount[ATLAS1D_MAX_ATLASES];
-/* Whether there are any visible Translucent ChunkPartInfos for each 1D atlas batch.
-1D atlas batches that do not have any visible translucent ChunkPartInfos can be skipped. */
-bool MapRenderer_HasTranslucentParts[ATLAS1D_MAX_ATLASES];
-/* Whether there are any visible Normal ChunkPartInfos for each 1D atlas batch.
-1D atlas batches that do not have any visible normal ChunkPartInfos can be skipped. */
-bool MapRenderer_HasNormalParts[ATLAS1D_MAX_ATLASES];
-/* Whether renderer should check if there are any visible Translucent ChunkPartInfos for each 1D atlas batch. */
-bool MapRenderer_CheckingTranslucentParts[ATLAS1D_MAX_ATLASES];
-/* Whether renderer should check if there are any visible Normal ChunkPartInfos for each 1D atlas batch. */
-bool MapRenderer_CheckingNormalParts[ATLAS1D_MAX_ATLASES];
-
-/* Render info for all chunks in the world. Unsorted.*/
-struct ChunkInfo* MapRenderer_Chunks;
-/* The number of chunks in the world, or ChunksX * ChunksY * ChunksZ */
+/* Number of chunks in the world, or ChunksX * ChunksY * ChunksZ */
int MapRenderer_ChunksCount;
-/* Pointers to render info for all chunks in the world, sorted by distance from the camera. */
-struct ChunkInfo** MapRenderer_SortedChunks;
-/* Pointers to render info for all chunks in the world, sorted by distance from the camera.
-Chunks that can be rendered (not empty and are visible) are included in this array. */
-struct ChunkInfo** MapRenderer_RenderChunks;
-/* The number of actually used pointers in the RenderChunks array.
-Entries past this count should be ignored and skipped. */
-int MapRenderer_RenderChunksCount;
-/* Buffer for all chunk parts. There are (MapRenderer_ChunksCount * Atlas1D_Count) * 2 parts in the buffer,
- with parts for 'normal' buffer being in lower half. */
-struct ChunkPartInfo* MapRenderer_PartsBuffer_Raw;
-struct ChunkPartInfo* MapRenderer_PartsNormal;
+
+/* Buffer for all chunk parts. There are (MapRenderer_ChunksCount * Atlas1D_Count) parts in the buffer,
+with parts for 'normal' buffer being in lower half. */
+struct ChunkPartInfo* MapRenderer_PartsNormal; /* TODO: THAT DESC SUCKS */
struct ChunkPartInfo* MapRenderer_PartsTranslucent;
-struct ChunkInfo* MapRenderer_GetChunk(int cx, int cy, int cz);
-void MapRenderer_RefreshChunk(int cx, int cy, int cz);
-void MapRenderer_RenderNormal(double delta);
-void MapRenderer_RenderTranslucent(double delta);
+/* Describes a portion of the data needed for rendering a chunk. */
+struct ChunkPartInfo {
+#ifdef CC_BUILD_GL11
+ GfxResourceID Vb;
+#endif
+ int Offset; /* -1 if no vertices at all */
+ int SpriteCount; /* Sprite vertices count */
+ uint16_t Counts[FACE_COUNT]; /* Counts per face */
+};
+
+/* Describes data necessary for rendering a chunk. */
+struct ChunkInfo {
+ uint16_t CentreX, CentreY, CentreZ; /* Centre coordinates of the chunk */
+
+ uint8_t Visible : 1; /* Whether chunk is visibile to the player */
+ uint8_t Empty : 1; /* Whether the chunk is empty of data */
+ uint8_t PendingDelete : 1; /* Whether chunk is pending deletion*/
+ uint8_t AllAir : 1; /* Whether chunk is completely air */
+ uint8_t : 0; /* pad to next byte*/
+
+ uint8_t DrawXMin : 1;
+ uint8_t DrawXMax : 1;
+ uint8_t DrawZMin : 1;
+ uint8_t DrawZMax : 1;
+ uint8_t DrawYMin : 1;
+ uint8_t DrawYMax : 1;
+ uint8_t : 0; /* pad to next byte */
+#ifdef OCCLUSION
+ public bool Visited = false, Occluded = false;
+ public byte OcclusionFlags, OccludedFlags, DistanceFlags;
+#endif
+#ifndef CC_BUILD_GL11
+ GfxResourceID Vb;
+#endif
+ struct ChunkPartInfo* NormalParts;
+ struct ChunkPartInfo* TranslucentParts;
+};
+
+void ChunkInfo_Reset(struct ChunkInfo* chunk, int x, int y, int z);
+/* Gets the chunk at the given chunk coordinates in the world. */
+/* NOTE: Does NOT check coordinates are within bounds. */
+struct ChunkInfo* MapRenderer_GetChunk(int cx, int cy, int cz);
+/* Renders the meshes of non-translucent blocks in visible chunks. */
+void MapRenderer_RenderNormal(double delta);
+/* Renders the meshes of translucent blocks in visible chunks. */
+void MapRenderer_RenderTranslucent(double delta);
+/* Potentially updates sort order of rendered chunks. */
+/* Potentially builds meshes for several nearby chunks. */
+/* NOTE: This should be called once per frame. */
+void MapRenderer_Update(double deltaTime);
+
+/* Marks the given chunk as needing to be rebuilt/redrawn. */
+/* NOTE: Coordinates outside the map are simply ignored. */
+void MapRenderer_RefreshChunk(int cx, int cy, int cz);
+/* Deletes the vertex buffer associated with the given chunk. */
+/* NOTE: This method also adjusts internal state, so do not bypass this. */
+void MapRenderer_DeleteChunk(struct ChunkInfo* info);
+/* Builds the mesh (and hence vertex buffer) for the given chunk. */
+/* NOTE: This method also adjusts internal state, so do not bypass this. */
+void MapRenderer_BuildChunk(struct ChunkInfo* info, int* chunkUpdates);
+
+/* Refreshes chunks on the border of the map. */
+/* NOTE: Only refreshes chunks whose y is less than 'maxHeight'. */
+void MapRenderer_RefreshBorders(int maxHeight);
+/* Deletes all chunks and resets internal state. */
+void MapRenderer_Refresh(void);
+
+void MapRenderer_Init(void);
+void MapRenderer_Free(void);
+void MapRenderer_ApplyMeshBuilder(void);
#endif
diff --git a/src/Menus.c b/src/Menus.c
index f1c142cf3..ccbfb503f 100644
--- a/src/Menus.c
+++ b/src/Menus.c
@@ -2393,8 +2393,8 @@ static void GraphicsOptionsScreen_SetViewDist(const String* v) { Game_UserSetVie
static void GraphicsOptionsScreen_GetSmooth(String* v) { Menu_GetBool(v, Game_SmoothLighting); }
static void GraphicsOptionsScreen_SetSmooth(const String* v) {
Game_SmoothLighting = Menu_SetBool(v, OPT_SMOOTH_LIGHTING);
- ChunkUpdater_ApplyMeshBuilder();
- ChunkUpdater_Refresh();
+ MapRenderer_ApplyMeshBuilder();
+ MapRenderer_Refresh();
}
static void GraphicsOptionsScreen_GetNames(String* v) { String_AppendConst(v, NameMode_Names[Entities_NameMode]); }
diff --git a/src/String.h b/src/String.h
index b87d6551f..17edfa95f 100644
--- a/src/String.h
+++ b/src/String.h
@@ -75,7 +75,7 @@ CC_NOINLINE bool String_CaselessEquals(const String* a, const String* b);
CC_NOINLINE bool String_CaselessEqualsConst(const String* a, const char* b);
/* Breaks down an integer into an array of digits. */
/* NOTE: Digits are in reverse order, so e.g. '200' becomes '0','0','2' */
-CC_NOINLINE int String_MakeUInt32(uint32_t num, char* numBuffer);
+CC_NOINLINE int String_MakeUInt32(uint32_t num, char* digits);
/* Appends a character to the end of a string. */
/* Returns false when str->length == str->capcity, true otherwise. */
diff --git a/src/Window.c b/src/Window.c
index 00253a158..244bd6cd9 100644
--- a/src/Window.c
+++ b/src/Window.c
@@ -989,7 +989,7 @@ int Window_GetWindowState(void) {
return WINDOW_STATE_NORMAL;
}
-void Window_SendNetWMState(long op, Atom a1, Atom a2) {
+static void Window_SendNetWMState(long op, Atom a1, Atom a2) {
XEvent ev = { 0 };
ev.xclient.type = ClientMessage;
ev.xclient.send_event = true;
@@ -1087,7 +1087,7 @@ void Window_Destroy(void) {
Window_Exists = false;
}
-void Window_ToggleKey(XKeyEvent* keyEvent, bool pressed) {
+static void Window_ToggleKey(XKeyEvent* keyEvent, bool pressed) {
KeySym keysym1 = XLookupKeysym(keyEvent, 0);
KeySym keysym2 = XLookupKeysym(keyEvent, 1);
@@ -1096,7 +1096,7 @@ void Window_ToggleKey(XKeyEvent* keyEvent, bool pressed) {
if (key != KEY_NONE) Key_SetPressed(key, pressed);
}
-Atom Window_GetSelectionProperty(XEvent* e) {
+static Atom Window_GetSelectionProperty(XEvent* e) {
Atom prop = e->xselectionrequest.property;
if (prop) return prop;
@@ -1104,7 +1104,7 @@ Atom Window_GetSelectionProperty(XEvent* e) {
return e->xselectionrequest.target;
}
-bool Window_GetPendingEvent(XEvent* e) {
+static bool Window_GetPendingEvent(XEvent* e) {
return XCheckWindowEvent(win_display, win_handle, win_eventMask, e) ||
XCheckTypedWindowEvent(win_display, win_handle, ClientMessage, e) ||
XCheckTypedWindowEvent(win_display, win_handle, SelectionNotify, e) ||