#include <glm/gtx/transform.hpp>
+namespace {
+
+blank::Model::Buffer buf;
+
+}
+
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types)
bool Chunk::Intersection(
const Ray &ray,
const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- if (!blank::Intersection(ray, Bounds(), M)) {
- return false;
- }
- }
-
- if (!blkid && !dist && !normal) {
- return true;
- }
-
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal
+) const {
// TODO: should be possible to heavily optimize this
int id = 0;
- int closest_id = -1;
- float closest_dist = std::numeric_limits<float>::infinity();
- glm::vec3 closest_normal(0, 1, 0);
+ blkid = -1;
+ dist = std::numeric_limits<float>::infinity();
for (int z = 0; z < Depth(); ++z) {
for (int y = 0; y < Height(); ++y) {
for (int x = 0; x < Width(); ++x, ++id) {
}
float cur_dist;
glm::vec3 cur_norm;
- Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
+ if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
+ if (cur_dist < dist) {
+ blkid = id;
+ dist = cur_dist;
+ normal = cur_norm;
}
}
}
}
}
- if (closest_id < 0) {
+ if (blkid < 0) {
return false;
+ } else {
+ normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+ return true;
}
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
- }
- return true;
}
void Chunk::Position(const Pos &pos) {
if (dirty) {
Update();
}
- model.CheckUpdate();
}
void Chunk::Update() {
vtx_count += shape->VertexCount();
idx_count += shape->VertexIndexCount();
}
- model.Clear();
- model.Reserve(vtx_count, idx_count);
+ buf.Clear();
+ buf.Reserve(vtx_count, idx_count);
Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
+ if (Obstructed(i)) continue;
+
const BlockType &type = Type(blocks[i]);
- type.FillModel(model, ToCoords(i), vtx_counter);
+ type.FillModel(buf, ToTransform(i), vtx_counter);
vtx_counter += type.shape->VertexCount();
}
- model.Invalidate();
+ model.Update(buf);
dirty = false;
}
+bool Chunk::Obstructed(int idx) const {
+ if (IsBorder(idx)) return false;
+
+ // not checking neighbor visibility here, so all
+ // invisible blocks must have their fill set to 6x false
+ // (the default, so should be okay)
+
+ const Block &right = blocks[idx + 1];
+ if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false;
+
+ const Block &left = blocks[idx - 1];
+ if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false;
+
+ const Block &up = blocks[idx + Width()];
+ if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false;
+
+ const Block &down = blocks[idx - Width()];
+ if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false;
+
+ const Block &front = blocks[idx + Width() * Height()];
+ if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false;
+
+ const Block &back = blocks[idx - Width() * Height()];
+ if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false;
+
+ return true;
+}
+
+glm::mat4 Chunk::ToTransform(int idx) const {
+ return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
+
ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
: base(0, 0, 0)
loaded.emplace_back(reg);
loaded.back().Position(pos);
gen(loaded.back());
+
+ // orientation testing
+ // for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ // for (int j = 0; j < Block::TURN_COUNT; ++j) {
+ // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
+ // }
+ // }
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
} else {
to_generate.emplace_back(pos);
}