namespace blank {
const BlockType BlockType::DEFAULT;
-const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }});
+const NullShape BlockType::DEFAULT_SHAPE;
void BlockType::FillVBO(
const glm::vec3 &pos,
}
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)) {
+ glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
+ if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
if (cur_dist < closest_dist) {
closest_id = id;
closest_dist = cur_dist;
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();
model.Clear();
model.Reserve(VertexCount());
- for (int i = 0; i < Size(); ++i) {
- if (blocks[i].type->visible) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
+ for (size_t i = 0; i < Size(); ++i) {
+ blocks[i].type->FillModel(ToCoords(i), model);
}
model.Invalidate();
World::World()
: blockType()
-, blockShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }})
-, slabShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 1.0f }})
+, 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)
, 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
}
void World::Generate() {
- for (int z = -1; z < 2; ++z) {
- for (int y = -1; y < 2; ++y) {
- for (int x = -1; x < 2; ++x) {
+ for (int z = -2; z < 3; ++z) {
+ for (int y = -2; y < 3; ++y) {
+ for (int x = -2; x < 3; ++x) {
Generate(glm::vec3(x, y, z));
}
}
chunks.emplace_back();
Chunk &chunk = chunks.back();
chunk.Position(pos);
- for (int i = 1; i < 9; ++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]);
+ 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();
return chunk;