4 #include <glm/gtx/transform.hpp>
9 const BlockType BlockType::DEFAULT;
11 void BlockType::FillVBO(
13 std::vector<glm::vec3> &vertices,
14 std::vector<glm::vec3> &colors,
15 std::vector<glm::vec3> &normals
17 vertices.emplace_back(pos.x , pos.y , pos.z + 1); // front
18 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
19 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
20 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
21 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
22 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
23 vertices.emplace_back(pos.x , pos.y , pos.z ); // back
24 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
25 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
26 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
27 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
28 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
29 vertices.emplace_back(pos.x , pos.y + 1, pos.z ); // top
30 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
31 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
32 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
33 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
34 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
35 vertices.emplace_back(pos.x , pos.y , pos.z ); // bottom
36 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
37 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
38 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
39 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
40 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
41 vertices.emplace_back(pos.x , pos.y , pos.z ); // left
42 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
43 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
44 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
45 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
46 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
47 vertices.emplace_back(pos.x + 1, pos.y , pos.z ); // right
48 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
49 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
50 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
51 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
52 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
54 colors.insert(colors.end(), 6 * 6, color);
56 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
57 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
58 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top
59 normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
60 normals.insert(normals.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left
61 normals.insert(normals.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
64 void BlockType::FillOutlineVBO(
65 std::vector<glm::vec3> &vertices,
66 std::vector<glm::vec3> &colors
68 vertices = std::vector<glm::vec3>({
69 { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
70 { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
71 { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
72 { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f },
73 { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f },
74 { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 1.0f },
75 { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f },
76 { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f },
77 { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f },
78 { 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f },
79 { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f },
80 { 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f },
82 colors.resize(24, outline_color);
86 BlockTypeRegistry::BlockTypeRegistry() {
87 Add(BlockType::DEFAULT);
90 int BlockTypeRegistry::Add(const BlockType &t) {
91 int id = types.size();
106 Chunk::Chunk(Chunk &&other)
107 : blocks(std::move(other.blocks))
108 , model(std::move(other.model))
109 , transform(other.transform)
110 , dirty(other.dirty) {
114 Chunk &Chunk::operator =(Chunk &&other) {
115 blocks = std::move(other.blocks);
116 model = std::move(other.model);
117 transform = other.transform;
131 bool Chunk::Intersection(
136 glm::vec3 *normal) const {
138 const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
139 if (!blank::Intersection(ray, bb, M)) {
144 if (!blkid && !dist && !normal) {
148 // TODO: should be possible to heavily optimize this
151 float closest_dist = std::numeric_limits<float>::infinity();
152 glm::vec3 closest_normal(0, 1, 0);
153 for (int z = 0; z < Depth(); ++z) {
154 for (int y = 0; y < Height(); ++y) {
155 for (int x = 0; x < Width(); ++x, ++id) {
156 if (!blocks[id].type->visible) {
159 const AABB bb{{x, y, z}, {x+1, y+1, z+1}};
162 if (blank::Intersection(ray, bb, M, &cur_dist, &cur_norm)) {
163 if (cur_dist < closest_dist) {
165 closest_dist = cur_dist;
166 closest_normal = cur_norm;
173 if (closest_id < 0) {
181 *dist = closest_dist;
184 *normal = closest_normal;
189 void Chunk::Position(const glm::vec3 &pos) {
191 transform = glm::translate(pos * Extent());
195 int Chunk::VertexCount() const {
196 // TODO: query blocks as soon as type shapes are implemented
197 return Size() * 6 * 6;
200 void Chunk::Update() {
202 model.Reserve(VertexCount());
204 for (int i = 0; i < Size(); ++i) {
205 if (blocks[i].type->visible) {
206 blocks[i].type->FillModel(ToCoords(i), model);
218 blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
219 blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
220 blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
221 blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
225 void World::Generate() {
226 for (int z = -1; z < 2; ++z) {
227 for (int y = -1; y < 2; ++y) {
228 for (int x = -1; x < 2; ++x) {
229 Generate(glm::vec3(x, y, z));
235 Chunk &World::Generate(const glm::vec3 &pos) {
236 chunks.emplace_back();
237 Chunk &chunk = chunks.back();
239 chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
240 chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
241 chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
242 chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
243 chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
244 chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
245 chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
246 chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
247 chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
248 chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
249 chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
250 chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
251 chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
252 chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
253 chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
254 chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
259 bool World::Intersection(
266 Chunk *closest_chunk = nullptr;
267 int closest_blkid = -1;
268 float closest_dist = std::numeric_limits<float>::infinity();
269 glm::vec3 closest_normal;
271 for (Chunk &cur_chunk : chunks) {
274 glm::vec3 cur_normal;
275 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(), &cur_blkid, &cur_dist, &cur_normal)) {
276 if (cur_dist < closest_dist) {
277 closest_chunk = &cur_chunk;
278 closest_blkid = cur_blkid;
279 closest_dist = cur_dist;
280 closest_normal = cur_normal;
286 *chunk = closest_chunk;
289 *blkid = closest_blkid;
292 *dist = closest_dist;
295 *normal = closest_normal;
297 return closest_chunk;
301 Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
302 const glm::vec3 tgt_pos = to.Position() + dir;
303 for (Chunk &chunk : chunks) {
304 if (chunk.Position() == tgt_pos) {
308 return Generate(tgt_pos);