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 }})
18 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
19 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
20 blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
21 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
22 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
23 blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
24 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
25 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
26 blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
27 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
28 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
29 blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
31 player.Position({ 4.0f, 4.0f, 4.0f });
37 bool ChunkLess(const Chunk &a, const Chunk &b) {
38 return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
43 void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
44 for (int z = from.z; z < to.z; ++z) {
45 for (int y = from.y; y < to.y; ++y) {
46 for (int x = from.x; x < to.x; ++x) {
47 glm::vec3 pos{float(x), float(y), float(z)};
48 if (x == 0 && y == 0 && z == 0) {
49 loaded.emplace_back();
50 loaded.back().Position(pos);
51 Generate(loaded.back());
53 to_generate.emplace_back();
54 to_generate.back().Position(pos);
59 to_generate.sort(ChunkLess);
62 void World::Generate(Chunk &chunk) {
63 glm::vec3 pos(chunk.Position());
64 if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
65 for (size_t i = 1; i < blockType.Size(); ++i) {
66 chunk.BlockAt(i) = Block(blockType[i]);
67 chunk.BlockAt(i + 257) = Block(blockType[i]);
68 chunk.BlockAt(i + 514) = Block(blockType[i]);
71 for (int z = 0; z < Chunk::Depth(); ++z) {
72 for (int y = 0; y < Chunk::Height(); ++y) {
73 for (int x = 0; x < Chunk::Width(); ++x) {
74 glm::vec3 block_pos{float(x), float(y), float(z)};
75 glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
76 float val = blockNoise(gen_pos);
78 int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
79 chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
88 bool World::Intersection(
95 Chunk *closest_chunk = nullptr;
96 int closest_blkid = -1;
97 float closest_dist = std::numeric_limits<float>::infinity();
98 glm::vec3 closest_normal;
100 for (Chunk &cur_chunk : loaded) {
103 glm::vec3 cur_normal;
104 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(), &cur_blkid, &cur_dist, &cur_normal)) {
105 if (cur_dist < closest_dist) {
106 closest_chunk = &cur_chunk;
107 closest_blkid = cur_blkid;
108 closest_dist = cur_dist;
109 closest_normal = cur_normal;
115 *chunk = closest_chunk;
118 *blkid = closest_blkid;
121 *dist = closest_dist;
124 *normal = closest_normal;
126 return closest_chunk;
130 Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
131 const glm::vec3 tgt_pos = to.Position() + dir;
132 for (Chunk &chunk : LoadedChunks()) {
133 if (chunk.Position() == tgt_pos) {
137 for (Chunk &chunk : to_generate) {
138 if (chunk.Position() == tgt_pos) {
143 loaded.emplace_back();
144 loaded.back().Position(tgt_pos);
145 Generate(loaded.back());
146 return loaded.back();
150 void World::Update(int dt) {
153 if (!to_generate.empty()) {
154 Generate(to_generate.front());
155 loaded.splice(loaded.end(), to_generate, to_generate.begin());
160 void World::Render(DirectionalLighting &program) {
161 program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
162 program.SetView(glm::inverse(player.Transform()));
164 for (Chunk &chunk : LoadedChunks()) {
165 program.SetM(chunk.Transform());