]> 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 03e0ebb0b474ef3bb7d47a490e4bcf8cce7ef67d..5244d152bbe1326e190d2819120c1e54d7b3729f 100644 (file)
@@ -12,64 +12,84 @@ World::World()
 , 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
+, 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);
+       }
 
-       generate.Solids({ 1, 4, 7, 10 });
+       { // 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);
+       }
 
-       player.Position({ 4.0f, 4.0f, 4.0f });
-}
+       { // 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);
+       }
 
+       { // 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);
+       }
 
-namespace {
+       generate.Space(0);
+       generate.Solids({ 1, 4, 7, 10 });
 
-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;
-}
+       player.Position({ 4.0f, 4.0f, 4.0f });
 
+       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
 }
 
-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);
-                               }
-                       }
-               }
-       }
-       to_generate.sort(ChunkLess);
-}
 
 bool World::Intersection(
                const Ray &ray,
@@ -83,7 +103,7 @@ 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;
@@ -113,98 +133,16 @@ bool World::Intersection(
 }
 
 
-Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
-       for (Chunk &chunk : loaded) {
-               if (chunk.Position() == pos) {
-                       return &chunk;
-               }
-       }
-       return nullptr;
-}
-
-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();
+       return chunks.ForceLoad(tgt_pos);
 }
 
 
 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();
-       }
+       chunks.Rebase(player.ChunkCoords());
+       chunks.Update();
 }
 
 
@@ -212,7 +150,7 @@ 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()) {
+       for (Chunk &chunk : chunks.Loaded()) {
                glm::mat4 m(chunk.Transform(player.ChunkCoords()));
                program.SetM(m);
                glm::mat4 mvp(program.GetVP() * m);