namespace blank {
-const BlockType BlockType::DEFAULT;
-const NullShape BlockType::DEFAULT_SHAPE;
-
-void BlockType::FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
-) const {
- shape->Vertices(vertices, pos);
- colors.insert(colors.end(), shape->VertexCount(), color);
- shape->Normals(normals);
-}
-
-void BlockType::FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors
-) const {
- shape->Outline(vertices);
- colors.insert(colors.end(), shape->OutlineCount(), outline_color);
-}
-
-
-BlockTypeRegistry::BlockTypeRegistry() {
- Add(BlockType::DEFAULT);
-}
-
-int BlockTypeRegistry::Add(const BlockType &t) {
- int id = types.size();
- types.push_back(t);
- types.back().id = id;
- return id;
-}
-
-
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, transform(1.0f)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
-, model(std::move(other.model))
-, transform(other.transform)
-, dirty(other.dirty) {
-
-}
-
-Chunk &Chunk::operator =(Chunk &&other) {
- blocks = std::move(other.blocks);
- model = std::move(other.model);
- transform = other.transform;
- dirty = other.dirty;
- return *this;
-}
-
-
-void Chunk::Draw() {
- if (dirty) {
- Update();
+World::World(const Config &config)
+: 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(config.gen)
+, chunks(config.load, blockType, generate)
+, player()
+, entities()
+, light_direction(config.light_direction)
+, fog_density(config.fog_density) {
+ BlockType::Faces block_fill = { true, true, true, true, true, true };
+ BlockType::Faces slab_fill = { false, true, false, false, false, false };
+ BlockType::Faces stair_fill = { false, true, false, false, false, true };
+
+ { // white block
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
}
- model.Draw();
-}
-
-
-bool Chunk::Intersection(
- const Ray &ray,
- const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
- if (!blank::Intersection(ray, bb, M)) {
- return false;
- }
+ { // white slab
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
}
-
- if (!blkid && !dist && !normal) {
- return true;
+ { // white stair
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
}
- // 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);
- for (int z = 0; z < Depth(); ++z) {
- for (int y = 0; y < Height(); ++y) {
- for (int x = 0; x < Width(); ++x, ++id) {
- if (!blocks[id].type->visible) {
- continue;
- }
- float cur_dist;
- glm::vec3 cur_norm;
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, glm::vec3(x, y, z)), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
- }
- }
- }
- }
+ { // red block
+ BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
}
-
- if (closest_id < 0) {
- return false;
+ { // red slab
+ BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
+ }
+ { // red stair
+ BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
}
- if (blkid) {
- *blkid = closest_id;
+ { // green block
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
}
- if (dist) {
- *dist = closest_dist;
+ { // green slab
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
}
- if (normal) {
- *normal = closest_normal;
+ { // green stair
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
}
- return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
- position = pos;
- transform = glm::translate(pos * Extent());
-}
+ { // blue block
+ BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
+ }
+ { // blue slab
+ BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
+ }
+ { // blue stair
+ BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
+ }
-int Chunk::VertexCount() const {
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
+ { // glowing yellow block
+ BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
+ type.luminosity = 10;
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
}
- return count;
-}
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
+ generate.Space(0);
+ generate.Light(13);
+ generate.Solids({ 1, 4, 7, 10 });
- for (size_t i = 0; i < Size(); ++i) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
+ player = &AddEntity();
+ player->Position(config.spawn);
- model.Invalidate();
- dirty = false;
+ chunks.GenerateSurrounding(player->ChunkCoords());
}
-World::World()
-: blockType()
-, blockShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }})
-, stairShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }}, { 0.5f, 0.5f })
-, slabShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 1.0f }})
-, chunks() {
- 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
-}
+namespace {
+struct Candidate {
+ Chunk *chunk;
+ float dist;
+};
-void World::Generate() {
- for (int z = -1; z < 2; ++z) {
- for (int y = -1; y < 2; ++y) {
- for (int x = -1; x < 2; ++x) {
- Generate(glm::vec3(x, y, z));
- }
- }
- }
-}
+std::vector<Candidate> candidates;
-Chunk &World::Generate(const glm::vec3 &pos) {
- chunks.emplace_back();
- Chunk &chunk = chunks.back();
- chunk.Position(pos);
- 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]);
- }
- if (false) {
- chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
- }
- chunk.Invalidate();
- return chunk;
}
bool World::Intersection(
int *blkid,
float *dist,
glm::vec3 *normal) {
+ candidates.clear();
+
+ for (Chunk &cur_chunk : chunks.Loaded()) {
+ float cur_dist;
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
+ candidates.push_back({ &cur_chunk, cur_dist });
+ }
+ }
+
+ if (candidates.empty()) return false;
+
Chunk *closest_chunk = nullptr;
- int closest_blkid = -1;
float closest_dist = std::numeric_limits<float>::infinity();
+ int closest_blkid = -1;
glm::vec3 closest_normal;
- for (Chunk &cur_chunk : chunks) {
+ for (Candidate &cand : candidates) {
+ if (cand.dist > closest_dist) continue;
int cur_blkid;
float cur_dist;
glm::vec3 cur_normal;
- if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(), &cur_blkid, &cur_dist, &cur_normal)) {
+ if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
if (cur_dist < closest_dist) {
- closest_chunk = &cur_chunk;
+ closest_chunk = cand.chunk;
closest_blkid = cur_blkid;
closest_dist = cur_dist;
closest_normal = cur_normal;
}
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
- const glm::vec3 tgt_pos = to.Position() + dir;
- for (Chunk &chunk : chunks) {
- if (chunk.Position() == tgt_pos) {
- return chunk;
+Chunk &World::PlayerChunk() {
+ return chunks.ForceLoad(player->ChunkCoords());
+}
+
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+ const Chunk::Pos tgt_pos = to.Position() + dir;
+ return chunks.ForceLoad(tgt_pos);
+}
+
+
+void World::Update(int dt) {
+ for (Entity &entity : entities) {
+ entity.Update(dt);
+ }
+ chunks.Rebase(player->ChunkCoords());
+ chunks.Update();
+}
+
+
+void World::Render(DirectionalLighting &program) {
+ program.SetLightDirection(light_direction);
+ program.SetFogDensity(fog_density);
+ 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();
+ }
+ }
+
+ for (Entity &entity : entities) {
+ if (entity.HasShape()) {
+ program.SetM(entity.Transform(player->ChunkCoords()));
+ entity.Draw();
}
}
- return Generate(tgt_pos);
}
}