]> 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 e3c10b166d7af213a407ea076658155bfb1b5ce9..5244d152bbe1326e190d2819120c1e54d7b3729f 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 * 6, color);
-
-       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
-}
-
-
-BlockTypeRegistry::BlockTypeRegistry() {
-       Add(BlockType::DEFAULT);
-}
+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 };
+
+       { // 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);
+       }
 
-int BlockTypeRegistry::Add(const BlockType &t) {
-       int id = types.size();
-       types.push_back(t);
-       types.back().id = id;
-       return id;
-}
+       { // 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);
+       }
 
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, dirty(false) {
+       { // 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);
+       }
 
-}
+       generate.Space(0);
+       generate.Solids({ 1, 4, 7, 10 });
 
+       player.Position({ 4.0f, 4.0f, 4.0f });
 
-void Chunk::Draw() {
-       if (dirty) {
-               Update();
-       }
-       model.Draw();
+       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
 }
 
 
-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;
+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(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;
-                               }
-                               const AABB bb{{x, y, z}, {x+1, y+1, z+1}};
-                               float cur_dist;
-                               glm::vec3 cur_norm;
-                               if (blank::Intersection(ray, bb, M, &cur_dist, &cur_norm)) {
-                                       if (cur_dist < closest_dist) {
-                                               closest_id = id;
-                                               closest_dist = cur_dist;
-                                               closest_normal = cur_norm;
-                                       }
-                               }
+       glm::vec3 closest_normal;
+
+       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(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;
                        }
                }
        }
 
-       if (closest_id < 0) {
-               return false;
+       if (chunk) {
+               *chunk = closest_chunk;
        }
-
        if (blkid) {
-               *blkid = closest_id;
+               *blkid = closest_blkid;
        }
        if (dist) {
                *dist = closest_dist;
@@ -144,27 +129,35 @@ bool Chunk::Intersection(
        if (normal) {
                *normal = closest_normal;
        }
-       return true;
+       return closest_chunk;
 }
 
 
-int Chunk::VertexCount() const {
-       // TODO: query blocks as soon as type shapes are implemented
-       return Size() * 6 * 6;
+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 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);
+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();
                }
        }
-
-       model.Invalidate();
-       dirty = false;
 }
 
 }