]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
split entity from controller
[blank.git] / src / world.cpp
index aa65bef7a3aa6cb88ae94d6dac2173f1a9b202b6..0121a98a83e36ed13a87b48b93fe06d688665ebb 100644 (file)
 
 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 }})
 , 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 }})
-, chunks() {
+, 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
@@ -177,48 +28,62 @@ World::World()
        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 });
+}
+
+
+namespace {
+
+bool ChunkLess(const Chunk &a, const Chunk &b) {
+       return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
 }
 
+}
 
-void World::Generate() {
-       for (int z = -1; z < 2; ++z) {
-               for (int y = -1; y < 2; ++y) {
-                       for (int x = -1; x < 2; ++x) {
-                               Generate(glm::vec3(x, y, z));
+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);
+                               }
                        }
                }
        }
+       to_generate.sort(ChunkLess);
 }
 
-Chunk &World::Generate(const glm::vec3 &pos) {
-       chunks.emplace_back();
-       Chunk &chunk = chunks.back();
-       chunk.Position(pos);
-       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]);
-       }
-       if (false) {
-               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[5]);
-               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[5]);
-               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[5]);
-               chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[5]);
-               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]);
+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();
-       return chunk;
 }
 
 bool World::Intersection(
@@ -233,7 +98,7 @@ bool World::Intersection(
        float closest_dist = std::numeric_limits<float>::infinity();
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : chunks) {
+       for (Chunk &cur_chunk : loaded) {
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
@@ -265,12 +130,42 @@ bool World::Intersection(
 
 Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
        const glm::vec3 tgt_pos = to.Position() + dir;
-       for (Chunk &chunk : chunks) {
+       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;
                }
        }
-       return Generate(tgt_pos);
+       loaded.emplace_back();
+       loaded.back().Position(tgt_pos);
+       Generate(loaded.back());
+       return loaded.back();
+}
+
+
+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());
+       }
+}
+
+
+void World::Render(DirectionalLighting &program) {
+       program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+       program.SetView(glm::inverse(player.Transform()));
+
+       for (Chunk &chunk : LoadedChunks()) {
+               program.SetM(chunk.Transform());
+               chunk.Draw();
+       }
 }
 
 }