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random walk test controller
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1 #include "world.hpp"
2
3 #include <limits>
4 #include <glm/gtx/transform.hpp>
5
6
7 namespace blank {
8
9 World::World()
10 : blockType()
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 }})
14 , generate(0)
15 , chunks(blockType, generate)
16 , player() {
17         BlockType::Faces block_fill = {  true,  true,  true,  true,  true,  true };
18         BlockType::Faces slab_fill  = { false,  true, false, false, false, false };
19         BlockType::Faces stair_fill = { false,  true, false, false, false,  true };
20
21         { // white block
22                 BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
23                 type.fill = block_fill;
24                 blockType.Add(type);
25         }
26         { // white slab
27                 BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
28                 type.fill = slab_fill;
29                 blockType.Add(type);
30         }
31         { // white stair
32                 BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
33                 type.fill = stair_fill;
34                 blockType.Add(type);
35         }
36
37         { // red block
38                 BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
39                 type.fill = block_fill;
40                 blockType.Add(type);
41         }
42         { // red slab
43                 BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
44                 type.fill = slab_fill;
45                 blockType.Add(type);
46         }
47         { // red stair
48                 BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
49                 type.fill = stair_fill;
50                 blockType.Add(type);
51         }
52
53         { // green block
54                 BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
55                 type.fill = block_fill;
56                 blockType.Add(type);
57         }
58         { // green slab
59                 BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
60                 type.fill = slab_fill;
61                 blockType.Add(type);
62         }
63         { // green stair
64                 BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
65                 type.fill = stair_fill;
66                 blockType.Add(type);
67         }
68
69         { // blue block
70                 BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
71                 type.fill = block_fill;
72                 blockType.Add(type);
73         }
74         { // blue slab
75                 BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
76                 type.fill = slab_fill;
77                 blockType.Add(type);
78         }
79         { // blue stair
80                 BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
81                 type.fill = stair_fill;
82                 blockType.Add(type);
83         }
84
85         generate.Space(0);
86         generate.Solids({ 1, 4, 7, 10 });
87
88         player = &AddEntity();
89         player->Position({ 4.0f, 4.0f, 4.0f });
90
91         chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
92 }
93
94
95 namespace {
96
97 struct Candidate {
98         Chunk *chunk;
99         float dist;
100 };
101
102 std::vector<Candidate> candidates;
103
104 }
105
106 bool World::Intersection(
107                 const Ray &ray,
108                 const glm::mat4 &M,
109                 Chunk **chunk,
110                 int *blkid,
111                 float *dist,
112                 glm::vec3 *normal) {
113         candidates.clear();
114
115         for (Chunk &cur_chunk : chunks.Loaded()) {
116                 float cur_dist;
117                 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
118                         candidates.push_back({ &cur_chunk, cur_dist });
119                 }
120         }
121
122         if (candidates.empty()) return false;
123
124         Chunk *closest_chunk = nullptr;
125         float closest_dist = std::numeric_limits<float>::infinity();
126         int closest_blkid = -1;
127         glm::vec3 closest_normal;
128
129         for (Candidate &cand : candidates) {
130                 if (cand.dist > closest_dist) continue;
131                 int cur_blkid;
132                 float cur_dist;
133                 glm::vec3 cur_normal;
134                 if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
135                         if (cur_dist < closest_dist) {
136                                 closest_chunk = cand.chunk;
137                                 closest_blkid = cur_blkid;
138                                 closest_dist = cur_dist;
139                                 closest_normal = cur_normal;
140                         }
141                 }
142         }
143
144         if (chunk) {
145                 *chunk = closest_chunk;
146         }
147         if (blkid) {
148                 *blkid = closest_blkid;
149         }
150         if (dist) {
151                 *dist = closest_dist;
152         }
153         if (normal) {
154                 *normal = closest_normal;
155         }
156         return closest_chunk;
157 }
158
159
160 Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
161         const Chunk::Pos tgt_pos = to.Position() + dir;
162         return chunks.ForceLoad(tgt_pos);
163 }
164
165
166 void World::Update(int dt) {
167         for (Entity &entity : entities) {
168                 entity.Update(dt);
169         }
170         chunks.Rebase(player->ChunkCoords());
171         chunks.Update();
172 }
173
174
175 void World::Render(DirectionalLighting &program) {
176         program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
177         program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
178
179         for (Chunk &chunk : chunks.Loaded()) {
180                 glm::mat4 m(chunk.Transform(player->ChunkCoords()));
181                 program.SetM(m);
182                 glm::mat4 mvp(program.GetVP() * m);
183                 if (!CullTest(Chunk::Bounds(), mvp)) {
184                         chunk.Draw();
185                 }
186         }
187
188         for (Entity &entity : entities) {
189                 if (entity.HasShape()) {
190                         program.SetM(entity.Transform(player->ChunkCoords()));
191                         entity.Draw();
192                 }
193         }
194 }
195
196 }