4 #include <glm/gtx/transform.hpp>
11 , blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
12 , stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
13 , slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
16 , player_chunk(0, 0, 0)
20 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
21 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
22 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
23 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
24 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
25 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
26 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
27 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
28 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
29 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
30 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
31 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
33 generate.Solids({ 1, 4, 7, 10 });
35 player.Position({ 4.0f, 4.0f, 4.0f });
41 bool ChunkLess(const Chunk &a, const Chunk &b) {
43 a.Position().x * a.Position().x +
44 a.Position().y * a.Position().y +
45 a.Position().z * a.Position().z <
46 b.Position().x * b.Position().x +
47 b.Position().y * b.Position().y +
48 b.Position().z * b.Position().z;
53 void World::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
54 for (int z = from.z; z < to.z; ++z) {
55 for (int y = from.y; y < to.y; ++y) {
56 for (int x = from.x; x < to.x; ++x) {
57 Block::Pos pos{float(x), float(y), float(z)};
58 if (ChunkAvailable(pos)) {
60 } else if (x == 0 && y == 0 && z == 0) {
61 loaded.emplace_back(blockType);
62 loaded.back().Position(pos);
63 generate(loaded.back());
65 to_generate.emplace_back(blockType);
66 to_generate.back().Position(pos);
71 to_generate.sort(ChunkLess);
74 bool World::Intersection(
81 Chunk *closest_chunk = nullptr;
82 int closest_blkid = -1;
83 float closest_dist = std::numeric_limits<float>::infinity();
84 glm::vec3 closest_normal;
86 for (Chunk &cur_chunk : loaded) {
90 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
91 if (cur_dist < closest_dist) {
92 closest_chunk = &cur_chunk;
93 closest_blkid = cur_blkid;
94 closest_dist = cur_dist;
95 closest_normal = cur_normal;
101 *chunk = closest_chunk;
104 *blkid = closest_blkid;
107 *dist = closest_dist;
110 *normal = closest_normal;
112 return closest_chunk;
116 Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
117 for (Chunk &chunk : loaded) {
118 if (chunk.Position() == pos) {
125 Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
126 for (Chunk &chunk : to_generate) {
127 if (chunk.Position() == pos) {
134 Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
135 Chunk *chunk = ChunkLoaded(pos);
136 if (chunk) return chunk;
138 return ChunkQueued(pos);
141 Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
142 const Chunk::Pos tgt_pos = to.Position() + dir;
144 Chunk *chunk = ChunkLoaded(tgt_pos);
149 chunk = ChunkQueued(tgt_pos);
155 loaded.emplace_back(blockType);
156 loaded.back().Position(tgt_pos);
157 generate(loaded.back());
158 return loaded.back();
162 void World::Update(int dt) {
165 CheckChunkGeneration();
168 void World::CheckChunkGeneration() {
169 if (player.ChunkCoords() != player_chunk) {
170 player_chunk = player.ChunkCoords();
172 constexpr int max_dist = 8;
173 // unload far away chunks
174 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
175 if (std::abs(player_chunk.x - iter->Position().x) > max_dist
176 || std::abs(player_chunk.y - iter->Position().y) > max_dist
177 || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
180 to_free.splice(to_free.end(), loaded, saved);
185 // abort far away queued chunks
186 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
187 if (std::abs(player_chunk.x - iter->Position().x) > max_dist
188 || std::abs(player_chunk.y - iter->Position().y) > max_dist
189 || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
190 iter = to_generate.erase(iter);
195 // add missing new chunks
196 const Chunk::Pos offset(max_dist, max_dist, max_dist);
197 Generate(player_chunk - offset, player_chunk + offset);
200 if (!to_generate.empty()) {
201 generate(to_generate.front());
202 loaded.splice(loaded.end(), to_generate, to_generate.begin());
205 if (!to_free.empty()) {
211 void World::Render(DirectionalLighting &program) {
212 program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
213 program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
215 for (Chunk &chunk : LoadedChunks()) {
216 glm::mat4 m(chunk.Transform(player.ChunkCoords()));
218 glm::mat4 mvp(program.GetVP() * m);
219 if (!CullTest(Chunk::Bounds(), mvp)) {