]> 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 6ce0700d2b99e694066ba3ab61e2ef08c5e745d6..5244d152bbe1326e190d2819120c1e54d7b3729f 100644 (file)
 
 namespace blank {
 
-const BlockType BlockType::DEFAULT;
-const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }});
-
-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;
-}
-
+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)
+, 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 };
 
-void Chunk::Draw() {
-       if (dirty) {
-               Update();
+       { // white block
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
        }
-       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;
-               }
+       { // white slab
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
        }
-
-       if (!blkid && !dist && !normal) {
-               return true;
+       { // white stair
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
        }
 
-       // 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;
-                               if (blocks[id].type->shape->Intersects(ray, glm::translate(M, glm::vec3(x, y, z)), cur_dist, cur_norm)) {
-                                       if (cur_dist < closest_dist) {
-                                               closest_id = id;
-                                               closest_dist = cur_dist;
-                                               closest_normal = cur_norm;
-                                       }
-                               }
-                       }
-               }
+       { // red block
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
        }
-
-       if (closest_id < 0) {
-               return false;
+       { // 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);
        }
 
-       if (blkid) {
-               *blkid = closest_id;
+       { // green block
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
        }
-       if (dist) {
-               *dist = closest_dist;
+       { // green slab
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+               type.fill = slab_fill;
+               blockType.Add(type);
        }
-       if (normal) {
-               *normal = closest_normal;
+       { // green stair
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+               type.fill = stair_fill;
+               blockType.Add(type);
        }
-       return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
-       position = pos;
-       transform = glm::translate(pos * Extent());
-}
-
 
-int Chunk::VertexCount() const {
-       // TODO: query blocks as soon as type shapes are implemented
-       int count = 0;
-       for (const auto &block : blocks) {
-               count += block.type->shape->VertexCount();
+       { // blue block
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+               type.fill = block_fill;
+               blockType.Add(type);
        }
-       return count;
-}
-
-void Chunk::Update() {
-       model.Clear();
-       model.Reserve(VertexCount());
-
-       for (size_t i = 0; i < Size(); ++i) {
-               if (blocks[i].type->visible) {
-                       blocks[i].type->FillModel(ToCoords(i), model);
-               }
+       { // 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);
        }
 
-       model.Invalidate();
-       dirty = false;
-}
-
-
-World::World()
-: blockType()
-, blockShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }})
-, stairShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }}, { 0.5f, 0.5f })
-, slabShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 1.0f }})
-, chunks() {
-       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.Space(0);
+       generate.Solids({ 1, 4, 7, 10 });
 
+       player.Position({ 4.0f, 4.0f, 4.0f });
 
-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));
-                       }
-               }
-       }
+       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
 }
 
-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]);
-       }
-       chunk.Invalidate();
-       return chunk;
-}
 
 bool World::Intersection(
                const Ray &ray,
@@ -235,11 +103,11 @@ bool World::Intersection(
        float closest_dist = std::numeric_limits<float>::infinity();
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : chunks) {
+       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;
@@ -265,14 +133,31 @@ 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) {
-               if (chunk.Position() == tgt_pos) {
-                       return chunk;
+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);
+       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(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();
                }
        }
-       return Generate(tgt_pos);
 }
 
 }