]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
modify stair model so cut is along x axis
[blank.git] / src / world.cpp
index 0121a98a83e36ed13a87b48b93fe06d688665ebb..5244d152bbe1326e190d2819120c1e54d7b3729f 100644 (file)
@@ -11,80 +11,85 @@ World::World()
 , 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 }})
-, 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
-       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(0)
+, chunks(blockType, generate)
+, player() {
+       BlockType::Faces block_fill = {  true,  true,  true,  true,  true,  true };
+       BlockType::Faces slab_fill  = { false,  true, false, false, false, false };
+       BlockType::Faces stair_fill = { false,  true, false, false, false,  true };
+
+       { // white block
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // white slab
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // white stair
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
-       player.Position({ 4.0f, 4.0f, 4.0f });
-}
+       { // red block
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // red slab
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // red stair
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
+       { // green block
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // green slab
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // green stair
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
-namespace {
+       { // blue block
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // blue slab
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // blue stair
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
-bool ChunkLess(const Chunk &a, const Chunk &b) {
-       return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
-}
+       generate.Space(0);
+       generate.Solids({ 1, 4, 7, 10 });
 
-}
+       player.Position({ 4.0f, 4.0f, 4.0f });
 
-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);
+       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
 }
 
-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();
-}
 
 bool World::Intersection(
                const Ray &ray,
@@ -98,11 +103,11 @@ bool World::Intersection(
        float closest_dist = std::numeric_limits<float>::infinity();
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : loaded) {
+       for (Chunk &cur_chunk : chunks.Loaded()) {
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(), &cur_blkid, &cur_dist, &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;
@@ -128,43 +133,30 @@ bool World::Intersection(
 }
 
 
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
-       const glm::vec3 tgt_pos = to.Position() + dir;
-       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;
-               }
-       }
-       loaded.emplace_back();
-       loaded.back().Position(tgt_pos);
-       Generate(loaded.back());
-       return loaded.back();
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+       const Chunk::Pos tgt_pos = to.Position() + dir;
+       return chunks.ForceLoad(tgt_pos);
 }
 
 
 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());
-       }
+       chunks.Rebase(player.ChunkCoords());
+       chunks.Update();
 }
 
 
 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();
+       program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+
+       for (Chunk &chunk : chunks.Loaded()) {
+               glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+               program.SetM(m);
+               glm::mat4 mvp(program.GetVP() * m);
+               if (!CullTest(Chunk::Bounds(), mvp)) {
+                       chunk.Draw();
+               }
        }
 }