, move_velocity(0.003f)
, pitch_sensitivity(-0.0025f)
, yaw_sensitivity(-0.001f)
-, blockType()
, cam()
-, chunk()
+, world()
, outline()
, outline_visible(false)
, outline_transform(1.0f)
"layout(location = 2) in vec3 vtx_normal;\n"
"uniform mat4 M;\n"
"uniform mat4 V;\n"
+ "uniform mat4 MV;\n"
"uniform mat4 MVP;\n"
"uniform vec3 light_position;\n"
"out vec3 frag_color;\n"
"vec4 v = vec4(vtx_position, 1);\n"
"gl_Position = MVP * v;\n"
"vtx_world = (M * v).xyz;\n"
- "vec3 vtx_camera = (V * M * v).xyz;\n"
+ "vec3 vtx_camera = (MV * v).xyz;\n"
"eye = vec3(0, 0, 0) - vtx_camera;\n"
"vec3 light_camera = (V * v).xyz;\n"
"light_direction = light_position + eye;\n"
- "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
+ "normal = (MV * vec4(vtx_normal, 0)).xyz;\n"
"frag_color = vtx_color;\n"
"}\n"
);
cam.Position(glm::vec3(0, 4, 4));
- blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
- blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
- blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
- blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
-
- 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[2]);
- 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[3]);
- 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[3]);
- chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
- 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();
+ world.Generate();
outline.vertices = std::vector<glm::vec3>({
{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
cam.Update(dt);
Ray aim = cam.Aim();
+ Chunk *chunk;
int blkid;
float dist;
glm::vec3 normal;
- if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist, &normal)) {
+ if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
glm::vec3 pos = Chunk::ToCoords(blkid);
outline_visible = true;
- outline_transform = glm::translate(glm::mat4(1.0f), pos);
+ outline_transform = glm::translate(chunk->Transform(), pos);
} else {
outline_visible = false;
}
if (pick) {
- if (outline_visible) {
- place_id = chunk.BlockAt(blkid).type->id;
+ if (chunk) {
+ place_id = chunk->BlockAt(blkid).type->id;
}
pick = false;
}
if (remove) {
- chunk.BlockAt(blkid).type = blockType[remove_id];
- chunk.Invalidate();
+ if (chunk) {
+ chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id];
+ chunk->Invalidate();
+ }
remove = false;
}
if (place) {
- if (outline_visible) {
- int next_blkid = Chunk::ToIndex(Chunk::ToCoords(blkid) + normal);
- if (next_blkid >= 0 && next_blkid < Chunk::Size()) {
- chunk.BlockAt(next_blkid).type = blockType[place_id];
- chunk.Invalidate();
+ if (chunk) {
+ Chunk *mod_chunk = chunk;
+ glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
+ if (!Chunk::InBounds(next_pos)) {
+ mod_chunk = &world.Next(*chunk, normal);
+ next_pos -= normal * Chunk::Extent();
}
+ mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
+ mod_chunk->Invalidate();
}
place = false;
}
program.Use();
- glm::mat4 m(1.0f);
- glm::mat4 mv(cam.View() * m);
- glm::mat4 mvp(cam.MakeMVP(m));
- glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
- glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
glUniform1f(light_power_handle, light_power);
- chunk.Draw();
+ for (Chunk &chunk : world.LoadedChunks()) {
+ glm::mat4 m(chunk.Transform());
+ glm::mat4 mv(cam.View() * m);
+ glm::mat4 mvp(cam.MakeMVP(m));
+ glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+ glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
+ glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ chunk.Draw();
+ }
+
if (outline_visible) {
- mv = cam.View() * outline_transform;
- mvp = cam.MakeMVP(outline_transform);
+ glm::mat4 m(outline_transform);
+ glm::mat4 mv(cam.View() * outline_transform);
+ glm::mat4 mvp(cam.MakeMVP(outline_transform));
glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);