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 }})
17 , 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 player.Position({ 4.0f, 4.0f, 4.0f });
39 bool ChunkLess(const Chunk &a, const Chunk &b) {
40 return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
45 void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
46 for (int z = from.z; z < to.z; ++z) {
47 for (int y = from.y; y < to.y; ++y) {
48 for (int x = from.x; x < to.x; ++x) {
49 glm::vec3 pos{float(x), float(y), float(z)};
50 if (ChunkAvailable(pos)) {
52 } else if (x == 0 && y == 0 && z == 0) {
53 loaded.emplace_back();
54 loaded.back().Position(pos);
55 Generate(loaded.back());
57 to_generate.emplace_back();
58 to_generate.back().Position(pos);
63 to_generate.sort(ChunkLess);
66 void World::Generate(Chunk &chunk) {
67 glm::vec3 pos(chunk.Position());
68 if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
69 for (size_t i = 1; i < blockType.Size(); ++i) {
70 chunk.BlockAt(i) = Block(blockType[i]);
71 chunk.BlockAt(i + 257) = Block(blockType[i]);
72 chunk.BlockAt(i + 514) = Block(blockType[i]);
75 for (int z = 0; z < Chunk::Depth(); ++z) {
76 for (int y = 0; y < Chunk::Height(); ++y) {
77 for (int x = 0; x < Chunk::Width(); ++x) {
78 glm::vec3 block_pos{float(x), float(y), float(z)};
79 glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
80 float val = blockNoise(gen_pos);
82 int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
83 chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
92 bool World::Intersection(
99 Chunk *closest_chunk = nullptr;
100 int closest_blkid = -1;
101 float closest_dist = std::numeric_limits<float>::infinity();
102 glm::vec3 closest_normal;
104 for (Chunk &cur_chunk : loaded) {
107 glm::vec3 cur_normal;
108 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
109 if (cur_dist < closest_dist) {
110 closest_chunk = &cur_chunk;
111 closest_blkid = cur_blkid;
112 closest_dist = cur_dist;
113 closest_normal = cur_normal;
119 *chunk = closest_chunk;
122 *blkid = closest_blkid;
125 *dist = closest_dist;
128 *normal = closest_normal;
130 return closest_chunk;
134 Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
135 for (Chunk &chunk : loaded) {
136 if (glm::tvec3<int>(chunk.Position()) == pos) {
143 Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
144 for (Chunk &chunk : to_generate) {
145 if (glm::tvec3<int>(chunk.Position()) == pos) {
152 Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
153 Chunk *chunk = ChunkLoaded(pos);
154 if (chunk) return chunk;
156 return ChunkQueued(pos);
159 Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
160 const glm::vec3 tgt_pos = to.Position() + dir;
162 Chunk *chunk = ChunkLoaded(tgt_pos);
167 chunk = ChunkQueued(tgt_pos);
173 loaded.emplace_back();
174 loaded.back().Position(tgt_pos);
175 Generate(loaded.back());
176 return loaded.back();
180 void World::Update(int dt) {
183 CheckChunkGeneration();
186 void World::CheckChunkGeneration() {
187 if (player.ChunkCoords() != player_chunk) {
188 player_chunk = player.ChunkCoords();
190 constexpr int max_dist = 8;
191 // unload far away chunks
192 for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
193 if (std::abs(player_chunk.x - iter->Position().x) > max_dist
194 || std::abs(player_chunk.y - iter->Position().y) > max_dist
195 || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
196 iter = loaded.erase(iter);
201 // abort far away queued chunks
202 for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
203 if (std::abs(player_chunk.x - iter->Position().x) > max_dist
204 || std::abs(player_chunk.y - iter->Position().y) > max_dist
205 || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
206 iter = to_generate.erase(iter);
211 // add missing new chunks
212 glm::tvec3<int> offset(max_dist, max_dist, max_dist);
213 Generate(player_chunk - offset, player_chunk + offset);
216 if (!to_generate.empty()) {
217 Generate(to_generate.front());
218 loaded.splice(loaded.end(), to_generate, to_generate.begin());
223 void World::Render(DirectionalLighting &program) {
224 program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
225 program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
227 for (Chunk &chunk : LoadedChunks()) {
228 glm::mat4 m(chunk.Transform(player.ChunkCoords()));
230 glm::mat4 mvp(program.GetVP() * m);
231 if (!CullTest(Chunk::Bounds(), mvp)) {