#include "world.hpp"
+#include <limits>
+#include <glm/gtx/transform.hpp>
+
namespace blank {
-const BlockType BlockType::DEFAULT;
-
-void BlockType::FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
-) const {
- vertices.emplace_back(pos.x , pos.y , pos.z + 1); // front
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // back
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z ); // top
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // bottom
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y , pos.z ); // left
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y + 1, pos.z );
- vertices.emplace_back(pos.x , pos.y , pos.z + 1);
- vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z ); // right
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
- vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
-
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // front
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // back
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // top
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // bottom
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // left
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // right
-
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top
- normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
- normals.insert(normals.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left
- normals.insert(normals.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
+World::World()
+: blockType()
+, 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 }})
+, generate(0)
+, chunks(blockType, generate)
+, player() {
+ 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, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
+ blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
+ blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
+ blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
+ blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
+ 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.Space(0);
+ generate.Solids({ 1, 4, 7, 10 });
+
+ player.Position({ 4.0f, 4.0f, 4.0f });
+
+ chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
}
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, dirty(false) {
+bool World::Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ Chunk **chunk,
+ int *blkid,
+ float *dist,
+ glm::vec3 *normal) {
+ Chunk *closest_chunk = nullptr;
+ int closest_blkid = -1;
+ float closest_dist = std::numeric_limits<float>::infinity();
+ glm::vec3 closest_normal;
+
+ for (Chunk &cur_chunk : chunks.Loaded()) {
+ int cur_blkid;
+ float cur_dist;
+ glm::vec3 cur_normal;
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
+ if (cur_dist < closest_dist) {
+ closest_chunk = &cur_chunk;
+ closest_blkid = cur_blkid;
+ closest_dist = cur_dist;
+ closest_normal = cur_normal;
+ }
+ }
+ }
+ if (chunk) {
+ *chunk = closest_chunk;
+ }
+ if (blkid) {
+ *blkid = closest_blkid;
+ }
+ if (dist) {
+ *dist = closest_dist;
+ }
+ if (normal) {
+ *normal = closest_normal;
+ }
+ return closest_chunk;
}
-void Chunk::Draw() {
- if (dirty) {
- Update();
- }
- model.Draw();
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+ const Chunk::Pos tgt_pos = to.Position() + dir;
+ return chunks.ForceLoad(tgt_pos);
}
-int Chunk::VertexCount() const {
- // TODO: query blocks as soon as type shapes are implemented
- return Size() * 6 * 6;
+void World::Update(int dt) {
+ player.Update(dt);
+ chunks.Rebase(player.ChunkCoords());
+ chunks.Update();
}
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
- for (int i = 0; i < Size(); ++i) {
- if (blocks[i].type->visible) {
- blocks[i].type->FillModel(ToCoords(i), model);
+void World::Render(DirectionalLighting &program) {
+ program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+ program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+
+ for (Chunk &chunk : chunks.Loaded()) {
+ glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ program.SetM(m);
+ glm::mat4 mvp(program.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ chunk.Draw();
}
}
-
- model.Invalidate();
- dirty = false;
}
}