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modify stair model so cut is along x axis
[blank.git] / src / world.cpp
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.Position({ 4.0f, 4.0f, 4.0f });
89
90         chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
91 }
92
93
94 bool World::Intersection(
95                 const Ray &ray,
96                 const glm::mat4 &M,
97                 Chunk **chunk,
98                 int *blkid,
99                 float *dist,
100                 glm::vec3 *normal) {
101         Chunk *closest_chunk = nullptr;
102         int closest_blkid = -1;
103         float closest_dist = std::numeric_limits<float>::infinity();
104         glm::vec3 closest_normal;
105
106         for (Chunk &cur_chunk : chunks.Loaded()) {
107                 int cur_blkid;
108                 float cur_dist;
109                 glm::vec3 cur_normal;
110                 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
111                         if (cur_dist < closest_dist) {
112                                 closest_chunk = &cur_chunk;
113                                 closest_blkid = cur_blkid;
114                                 closest_dist = cur_dist;
115                                 closest_normal = cur_normal;
116                         }
117                 }
118         }
119
120         if (chunk) {
121                 *chunk = closest_chunk;
122         }
123         if (blkid) {
124                 *blkid = closest_blkid;
125         }
126         if (dist) {
127                 *dist = closest_dist;
128         }
129         if (normal) {
130                 *normal = closest_normal;
131         }
132         return closest_chunk;
133 }
134
135
136 Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
137         const Chunk::Pos tgt_pos = to.Position() + dir;
138         return chunks.ForceLoad(tgt_pos);
139 }
140
141
142 void World::Update(int dt) {
143         player.Update(dt);
144         chunks.Rebase(player.ChunkCoords());
145         chunks.Update();
146 }
147
148
149 void World::Render(DirectionalLighting &program) {
150         program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
151         program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
152
153         for (Chunk &chunk : chunks.Loaded()) {
154                 glm::mat4 m(chunk.Transform(player.ChunkCoords()));
155                 program.SetM(m);
156                 glm::mat4 mvp(program.GetVP() * m);
157                 if (!CullTest(Chunk::Bounds(), mvp)) {
158                         chunk.Draw();
159                 }
160         }
161 }
162
163 }