, 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)
-, player()
-, loaded()
-, to_generate() {
- 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
-
- player.Position({ 4.0f, 4.0f, 4.0f });
-}
-
+, generate(0)
+, chunks(blockType, generate)
+, player() {
+ 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);
+ }
+ { // white slab
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
+ }
+ { // white stair
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
+ }
-namespace {
+ { // red block
+ BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
+ }
+ { // 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);
+ }
-bool ChunkLess(const Chunk &a, const Chunk &b) {
- return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
-}
+ { // green block
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
+ }
+ { // green slab
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+ type.block_light = true;
+ type.fill = slab_fill;
+ blockType.Add(type);
+ }
+ { // green stair
+ BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+ type.block_light = true;
+ type.fill = stair_fill;
+ blockType.Add(type);
+ }
-}
+ { // 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);
+ }
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &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)};
- if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back();
- loaded.back().Position(pos);
- Generate(loaded.back());
- } else {
- to_generate.emplace_back();
- to_generate.back().Position(pos);
- }
- }
- }
+ { // 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);
}
- to_generate.sort(ChunkLess);
+
+ generate.Space(0);
+ generate.Solids({ 1, 4, 7, 10 });
+
+ player = &AddEntity();
+ player->Position({ 4.0f, 4.0f, 4.0f });
+
+ chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
}
-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();
+
+namespace {
+
+struct Candidate {
+ Chunk *chunk;
+ float dist;
+};
+
+std::vector<Candidate> candidates;
+
}
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 : loaded) {
+ 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(player.ChunkCoords()), &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 : LoadedChunks()) {
- if (chunk.Position() == tgt_pos) {
- return chunk;
- }
- }
- for (Chunk &chunk : to_generate) {
- if (chunk.Position() == tgt_pos) {
- Generate(chunk);
- return chunk;
- }
- }
- loaded.emplace_back();
- loaded.back().Position(tgt_pos);
- Generate(loaded.back());
- return loaded.back();
+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) {
- player.Update(dt);
-
- if (!to_generate.empty()) {
- Generate(to_generate.front());
- loaded.splice(loaded.end(), to_generate, to_generate.begin());
+ for (Entity &entity : entities) {
+ entity.Update(dt);
}
+ chunks.Rebase(player->ChunkCoords());
+ chunks.Update();
}
void World::Render(DirectionalLighting &program) {
program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
- program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
-
- for (Chunk &chunk : LoadedChunks()) {
- glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ // fade out reaches 1/e (0.3679) at 1/fog_density,
+ // gets less than 0.01 at e/(2 * fog_density)
+ // I chose 0.011 because it yields 91 and 124 for those, so
+ // slightly less than 6 and 8 chunks
+ program.SetFogDensity(0.011f);
+ 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();
+ }
+ }
}
}