, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
-, blockNoise(0)
-, colorNoise(1)
+, generate(0)
, player()
, player_chunk(0, 0, 0)
, loaded()
-, to_generate() {
+, to_generate()
+, to_free() {
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
+ generate.Solids({ 1, 4, 7, 10 });
+
player.Position({ 4.0f, 4.0f, 4.0f });
}
namespace {
bool ChunkLess(const Chunk &a, const Chunk &b) {
- return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
+ return
+ a.Position().x * a.Position().x +
+ a.Position().y * a.Position().y +
+ a.Position().z * a.Position().z <
+ b.Position().x * b.Position().x +
+ b.Position().y * b.Position().y +
+ b.Position().z * b.Position().z;
}
}
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+void World::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
for (int z = from.z; z < to.z; ++z) {
for (int y = from.y; y < to.y; ++y) {
for (int x = from.x; x < to.x; ++x) {
- glm::vec3 pos{float(x), float(y), float(z)};
+ Block::Pos pos{float(x), float(y), float(z)};
if (ChunkAvailable(pos)) {
continue;
} else if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back();
+ loaded.emplace_back(blockType);
loaded.back().Position(pos);
- Generate(loaded.back());
+ generate(loaded.back());
} else {
- to_generate.emplace_back();
+ to_generate.emplace_back(blockType);
to_generate.back().Position(pos);
}
}
to_generate.sort(ChunkLess);
}
-void World::Generate(Chunk &chunk) {
- glm::vec3 pos(chunk.Position());
- if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
- for (size_t i = 1; i < blockType.Size(); ++i) {
- chunk.BlockAt(i) = Block(blockType[i]);
- chunk.BlockAt(i + 257) = Block(blockType[i]);
- chunk.BlockAt(i + 514) = Block(blockType[i]);
- }
- } else {
- for (int z = 0; z < Chunk::Depth(); ++z) {
- for (int y = 0; y < Chunk::Height(); ++y) {
- for (int x = 0; x < Chunk::Width(); ++x) {
- glm::vec3 block_pos{float(x), float(y), float(z)};
- glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
- float val = blockNoise(gen_pos);
- if (val > 0.8f) {
- int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
- chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
- }
- }
- }
- }
- }
- chunk.Invalidate();
-}
-
bool World::Intersection(
const Ray &ray,
const glm::mat4 &M,
}
-Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
for (Chunk &chunk : loaded) {
- if (glm::tvec3<int>(chunk.Position()) == pos) {
+ if (chunk.Position() == pos) {
return &chunk;
}
}
return nullptr;
}
-Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
for (Chunk &chunk : to_generate) {
- if (glm::tvec3<int>(chunk.Position()) == pos) {
+ if (chunk.Position() == pos) {
return &chunk;
}
}
return nullptr;
}
-Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
Chunk *chunk = ChunkLoaded(pos);
if (chunk) return chunk;
return ChunkQueued(pos);
}
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
- const glm::vec3 tgt_pos = to.Position() + dir;
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+ const Chunk::Pos tgt_pos = to.Position() + dir;
Chunk *chunk = ChunkLoaded(tgt_pos);
if (chunk) {
chunk = ChunkQueued(tgt_pos);
if (chunk) {
- Generate(*chunk);
+ generate(*chunk);
return *chunk;
}
- loaded.emplace_back();
+ loaded.emplace_back(blockType);
loaded.back().Position(tgt_pos);
- Generate(loaded.back());
+ generate(loaded.back());
return loaded.back();
}
if (std::abs(player_chunk.x - iter->Position().x) > max_dist
|| std::abs(player_chunk.y - iter->Position().y) > max_dist
|| std::abs(player_chunk.z - iter->Position().z) > max_dist) {
- iter = loaded.erase(iter);
+ auto saved = iter;
+ ++iter;
+ to_free.splice(to_free.end(), loaded, saved);
} else {
++iter;
}
}
}
// add missing new chunks
- glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+ const Chunk::Pos offset(max_dist, max_dist, max_dist);
Generate(player_chunk - offset, player_chunk + offset);
}
if (!to_generate.empty()) {
- Generate(to_generate.front());
+ generate(to_generate.front());
loaded.splice(loaded.end(), to_generate, to_generate.begin());
}
+
+ if (!to_free.empty()) {
+ to_free.pop_front();
+ }
}