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();
- }
- 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;
- }
- }
-
- if (!blkid && !dist && !normal) {
- return true;
- }
-
- // 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;
- glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (blocks[id].type->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 (closest_id < 0) {
- return false;
- }
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
- }
- return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
- position = pos;
- transform = glm::translate(pos * Extent());
-}
-
-
-int Chunk::VertexCount() const {
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
- }
- return count;
-}
-
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
-
- for (size_t i = 0; i < Size(); ++i) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
-
- model.Invalidate();
- dirty = false;
-}
-
-
World::World()
: blockType()
, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
, blockNoise(0)
, colorNoise(1)
+, player()
+, player_chunk(0, 0, 0)
, loaded()
, to_generate() {
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
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) {
+ if (ChunkAvailable(pos)) {
+ continue;
+ } else if (x == 0 && y == 0 && z == 0) {
loaded.emplace_back();
loaded.back().Position(pos);
Generate(loaded.back());
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 (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;
}
-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;
+Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+ for (Chunk &chunk : loaded) {
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
}
}
+ return nullptr;
+}
+
+Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
for (Chunk &chunk : to_generate) {
- if (chunk.Position() == tgt_pos) {
- Generate(chunk);
- return chunk;
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
}
}
+ return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const glm::tvec3<int> &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 *chunk = ChunkLoaded(tgt_pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ chunk = ChunkQueued(tgt_pos);
+ if (chunk) {
+ Generate(*chunk);
+ return *chunk;
+ }
+
loaded.emplace_back();
loaded.back().Position(tgt_pos);
Generate(loaded.back());
void World::Update(int dt) {
player.Update(dt);
+ CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+ if (player.ChunkCoords() != player_chunk) {
+ player_chunk = player.ChunkCoords();
+
+ constexpr int max_dist = 8;
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ 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);
+ } else {
+ ++iter;
+ }
+ }
+ // abort far away queued chunks
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+ 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 = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+ Generate(player_chunk - offset, player_chunk + offset);
+ }
+
if (!to_generate.empty()) {
Generate(to_generate.front());
loaded.splice(loaded.end(), to_generate, to_generate.begin());
void World::Render(DirectionalLighting &program) {
program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
- program.SetView(glm::inverse(player.Transform()));
+ program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
for (Chunk &chunk : LoadedChunks()) {
- program.SetM(chunk.Transform());
- chunk.Draw();
+ glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ program.SetM(m);
+ glm::mat4 mvp(program.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ chunk.Draw();
+ }
}
}