#ifndef BLANK_WORLD_HPP_
#define BLANK_WORLD_HPP_
-#include "controller.hpp"
-#include "geometry.hpp"
-#include "model.hpp"
-#include "noise.hpp"
+#include "block.hpp"
+#include "chunk.hpp"
+#include "entity.hpp"
+#include "generator.hpp"
#include "shader.hpp"
#include "shape.hpp"
-#include <list>
-#include <vector>
-#include <GL/glew.h>
#include <glm/glm.hpp>
namespace blank {
-/// attributes of a type of block
-struct BlockType {
-
- int id;
-
- bool visible;
-
- const Shape *shape;
- glm::vec3 color;
- glm::vec3 outline_color;
-
- explicit BlockType(
- bool v = false,
- const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE,
- const glm::vec3 &outline_color = { -1, -1, -1 })
- : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
-
- static const BlockType DEFAULT;
- static const NullShape DEFAULT_SHAPE;
-
-
- 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);
- m.Invalidate();
- }
-
-
- void FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors
- ) const;
-
- void FillOutlineModel(OutlineModel &m) const {
- FillOutlineVBO(m.vertices, m.colors);
- m.Invalidate();
- }
-
-};
-
-
-class BlockTypeRegistry {
-
-public:
- BlockTypeRegistry();
-
-public:
- int Add(const BlockType &);
-
- size_t Size() const { return types.size(); }
-
- BlockType *operator [](int id) { return &types[id]; }
- const BlockType *Get(int id) const { return &types[id]; }
-
-private:
- std::vector<BlockType> types;
-
-};
-
-
-/// single 1x1x1 cube
-struct Block {
-
- const BlockType *type;
-
- constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
- : type(t) { }
-
-};
-
-
-/// cube of size 16 (256 tiles, 4096 blocks)
-class Chunk {
-
-public:
- Chunk();
-
- Chunk(Chunk &&);
- Chunk &operator =(Chunk &&);
-
- static constexpr int Width() { return 16; }
- static constexpr int Height() { return 16; }
- static constexpr int Depth() { return 16; }
- static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
- static constexpr int Size() { return Width() * Height() * Depth(); }
-
- static constexpr bool InBounds(const glm::vec3 &pos) {
- return
- pos.x >= 0 && pos.x < Width() &&
- pos.y >= 0 && pos.y < Height() &&
- pos.z >= 0 && pos.z < Depth();
- }
- static constexpr int ToIndex(const glm::vec3 &pos) {
- return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
- }
- static constexpr bool InBounds(int idx) {
- return idx >= 0 && idx < Size();
- }
- static glm::vec3 ToCoords(int idx) {
- return glm::vec3(
- 0.5f + idx % Width(),
- 0.5f + (idx / Width()) % Height(),
- 0.5f + idx / (Width() * Height())
- );
- }
-
- void Invalidate() { dirty = true; }
-
- Block &BlockAt(int index) { return blocks[index]; }
- const Block &BlockAt(int index) const { return blocks[index]; }
- Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
- const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
-
- bool Intersection(
- const Ray &,
- const glm::mat4 &M,
- int *blkid = nullptr,
- float *dist = nullptr,
- glm::vec3 *normal = nullptr) const;
-
- void Position(const glm::vec3 &);
- const glm::vec3 &Position() const { return position; }
- const glm::mat4 &Transform() const { return transform; }
-
- void Draw();
-
-private:
- int VertexCount() const;
- void Update();
-
-private:
- std::vector<Block> blocks;
- Model model;
- glm::vec3 position;
- glm::mat4 transform;
- bool dirty;
-
-};
-
-
class World {
public:
World();
- void Generate();
-
bool Intersection(
const Ray &,
const glm::mat4 &M,
glm::vec3 *normal = nullptr);
BlockTypeRegistry &BlockTypes() { return blockType; }
- std::list<Chunk> &LoadedChunks() { return chunks; }
- FPSController &Controller() { return player; }
+ Entity &Player() { return player; }
- Chunk &Next(const Chunk &, const glm::vec3 &dir);
+ Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
void Update(int dt);
void Render(DirectionalLighting &);
-private:
- Chunk &Generate(const glm::vec3 &);
-
private:
BlockTypeRegistry blockType;
CuboidShape blockShape;
StairShape stairShape;
CuboidShape slabShape;
- SimplexNoise blockNoise;
- SimplexNoise colorNoise;
-
- FPSController player;
+ Generator generate;
+ ChunkLoader chunks;
- std::list<Chunk> chunks;
+ Entity player;
};