#ifndef BLANK_WORLD_HPP_
#define BLANK_WORLD_HPP_
-#include "model.hpp"
-
-#include <vector>
-#include <GL/glew.h>
+#include "block.hpp"
+#include "chunk.hpp"
+#include "entity.hpp"
+#include "generator.hpp"
+#include "shader.hpp"
+#include "shape.hpp"
+
+#include <list>
#include <glm/glm.hpp>
namespace blank {
-/// attributes of a type of block
-struct BlockType {
-
- bool visible;
-
- constexpr explicit BlockType(bool v = false)
- : visible(v) { }
-
- static const BlockType DEFAULT;
-
-
- void FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
- ) const;
-
- void FillModel(const glm::vec3 &pos, Model &m) const {
- FillVBO(pos, m.vertices, m.colors, m.normals);
- }
-
-};
+class World {
+public:
+ struct Config {
+ // initial player position
+ glm::vec3 spawn = { 4.0f, 4.0f, 4.0f };
+ // direction facing towards(!) the light
+ glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
+ // 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
+ float fog_density = 0.011f;
-/// single 1x1x1 cube
-struct Block {
-
- const BlockType *type;
-
- constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
- : type(t) { }
+ Generator::Config gen = Generator::Config();
+ ChunkLoader::Config load = ChunkLoader::Config();
+ };
-};
+ explicit World(const Config &);
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ Chunk **chunk = nullptr,
+ int *blkid = nullptr,
+ float *dist = nullptr,
+ glm::vec3 *normal = nullptr);
-/// cube of size 16 (256 tiles, 4096 blocks)
-class Chunk {
+ BlockTypeRegistry &BlockTypes() { return blockType; }
-public:
- Chunk();
+ Entity &Player() { return *player; }
+ Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
- static constexpr int Width() { return 16; }
- static constexpr int Height() { return 16; }
- static constexpr int Depth() { return 16; }
- static constexpr int Size() { return Width() * Height() * Depth(); }
+ Chunk &PlayerChunk();
+ Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
- static constexpr int ToIndex(const glm::vec3 &pos) {
- return pos.x + pos.y * Width() + pos.z * Width() * Height();
- }
- static glm::vec3 ToCoords(int idx) {
- return glm::vec3(
- idx % Width(),
- (idx / Width()) % Height(),
- idx / (Width() * Height())
- );
- }
+ void Update(int dt);
- void Invalidate() { dirty = true; }
+ void Render(BlockLighting &, DirectionalLighting &);
- Block &BlockAt(const glm::vec3 &pos) { return blocks[ToIndex(pos)]; }
- const Block &BlockAt(const glm::vec3 &pos) const { return blocks[ToIndex(pos)]; }
+private:
+ BlockTypeRegistry blockType;
+ CuboidShape blockShape;
+ StairShape stairShape;
+ CuboidShape slabShape;
- void Draw();
+ Generator generate;
+ ChunkLoader chunks;
-private:
- int VertexCount() const;
- void Update();
+ Entity *player;
+ std::list<Entity> entities;
-private:
- std::vector<Block> blocks;
- Model model;
- bool dirty;
+ glm::vec3 light_direction;
+ float fog_density;
};