]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
minor optimization of noise generator
[blank.git] / src / world.cpp
index 2dd7b307a6ffa292fd24027414af746a5123504b..03e0ebb0b474ef3bb7d47a490e4bcf8cce7ef67d 100644 (file)
 #include "world.hpp"
 
+#include <limits>
+#include <glm/gtx/transform.hpp>
+
 
 namespace blank {
 
-const BlockType BlockType::DEFAULT;
-
-void BlockType::FillVBO(
-       const glm::vec3 &pos,
-       std::vector<glm::vec3> &vertices,
-       std::vector<glm::vec3> &colors,
-       std::vector<glm::vec3> &normals
-) const {
-       vertices.emplace_back(pos.x    , pos.y    , pos.z + 1); // front
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y    , pos.z    ); // back
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z    );
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z    ); // top
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y    , pos.z    ); // bottom
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z    );
-       vertices.emplace_back(pos.x    , pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y    , pos.z    ); // left
-       vertices.emplace_back(pos.x    , pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x    , pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x    , pos.y + 1, pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z    ); // right
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y    , pos.z + 1);
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z    );
-       vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
-
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // front
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // back
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // top
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // bottom
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // left
-       colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // right
-
-       normals.insert(normals.end(), 6, glm::vec3( 0.0f,  0.0f,  1.0f)); // front
-       normals.insert(normals.end(), 6, glm::vec3( 0.0f,  0.0f, -1.0f)); // back
-       normals.insert(normals.end(), 6, glm::vec3( 0.0f,  1.0f,  0.0f)); // top
-       normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f,  0.0f)); // bottom
-       normals.insert(normals.end(), 6, glm::vec3(-1.0f,  0.0f,  0.0f)); // left
-       normals.insert(normals.end(), 6, glm::vec3( 1.0f,  0.0f,  0.0f)); // right
+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 }})
+, generate(0)
+, player()
+, player_chunk(0, 0, 0)
+, loaded()
+, to_generate()
+, to_free() {
+       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
+       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
+       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
+       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
+       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
+       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
+       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
+       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
+
+       generate.Solids({ 1, 4, 7, 10 });
+
+       player.Position({ 4.0f, 4.0f, 4.0f });
 }
 
 
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, dirty(false) {
+namespace {
 
+bool ChunkLess(const Chunk &a, const Chunk &b) {
+       return
+               a.Position().x * a.Position().x +
+               a.Position().y * a.Position().y +
+               a.Position().z * a.Position().z <
+               b.Position().x * b.Position().x +
+               b.Position().y * b.Position().y +
+               b.Position().z * b.Position().z;
 }
 
+}
 
-void Chunk::Draw() {
-       if (dirty) {
-               Update();
+void World::Generate(const Chunk::Pos &from, const Chunk::Pos &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) {
+                               Block::Pos pos{float(x), float(y), float(z)};
+                               if (ChunkAvailable(pos)) {
+                                       continue;
+                               } else if (x == 0 && y == 0 && z == 0) {
+                                       loaded.emplace_back(blockType);
+                                       loaded.back().Position(pos);
+                                       generate(loaded.back());
+                               } else {
+                                       to_generate.emplace_back(blockType);
+                                       to_generate.back().Position(pos);
+                               }
+                       }
+               }
        }
-       model.Draw();
+       to_generate.sort(ChunkLess);
 }
 
+bool World::Intersection(
+               const Ray &ray,
+               const glm::mat4 &M,
+               Chunk **chunk,
+               int *blkid,
+               float *dist,
+               glm::vec3 *normal) {
+       Chunk *closest_chunk = nullptr;
+       int closest_blkid = -1;
+       float closest_dist = std::numeric_limits<float>::infinity();
+       glm::vec3 closest_normal;
+
+       for (Chunk &cur_chunk : loaded) {
+               int cur_blkid;
+               float cur_dist;
+               glm::vec3 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;
+                               closest_dist = cur_dist;
+                               closest_normal = cur_normal;
+                       }
+               }
+       }
 
-int Chunk::VertexCount() const {
-       // TODO: query blocks as soon as type shapes are implemented
-       return Size() * 6 * 6;
+       if (chunk) {
+               *chunk = closest_chunk;
+       }
+       if (blkid) {
+               *blkid = closest_blkid;
+       }
+       if (dist) {
+               *dist = closest_dist;
+       }
+       if (normal) {
+               *normal = closest_normal;
+       }
+       return closest_chunk;
 }
 
-void Chunk::Update() {
-       model.Clear();
-       model.Reserve(VertexCount());
 
-       for (int i = 0; i < Size(); ++i) {
-               if (blocks[i].type->visible) {
-                       blocks[i].type->FillModel(ToCoords(i), model);
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
+       for (Chunk &chunk : loaded) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
                }
        }
+       return nullptr;
+}
 
-       model.Invalidate();
-       dirty = false;
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
+       for (Chunk &chunk : to_generate) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
+               }
+       }
+       return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
+       Chunk *chunk = ChunkLoaded(pos);
+       if (chunk) return chunk;
+
+       return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+       const Chunk::Pos 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(blockType);
+       loaded.back().Position(tgt_pos);
+       generate(loaded.back());
+       return 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) {
+                               auto saved = iter;
+                               ++iter;
+                               to_free.splice(to_free.end(), loaded, saved);
+                       } 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
+               const Chunk::Pos 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());
+       }
+
+       if (!to_free.empty()) {
+               to_free.pop_front();
+       }
+}
+
+
+void World::Render(DirectionalLighting &program) {
+       program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+       program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+
+       for (Chunk &chunk : LoadedChunks()) {
+               glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+               program.SetM(m);
+               glm::mat4 mvp(program.GetVP() * m);
+               if (!CullTest(Chunk::Bounds(), mvp)) {
+                       chunk.Draw();
+               }
+       }
 }
 
 }