]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
stair shape
[blank.git] / src / world.cpp
index c24450cdb154e93d460cb4405146f8d3d8d08096..6ce0700d2b99e694066ba3ab61e2ef08c5e745d6 100644 (file)
@@ -7,6 +7,7 @@
 namespace blank {
 
 const BlockType BlockType::DEFAULT;
+const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }});
 
 void BlockType::FillVBO(
        const glm::vec3 &pos,
@@ -14,51 +15,17 @@ void BlockType::FillVBO(
        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
+       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);
 }
 
 
@@ -135,10 +102,9 @@ bool Chunk::Intersection(
                                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 (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;
@@ -173,14 +139,18 @@ void Chunk::Position(const glm::vec3 &pos) {
 
 int Chunk::VertexCount() const {
        // TODO: query blocks as soon as type shapes are implemented
-       return Size() * 6 * 6;
+       int count = 0;
+       for (const auto &block : blocks) {
+               count += block.type->shape->VertexCount();
+       }
+       return count;
 }
 
 void Chunk::Update() {
        model.Clear();
        model.Reserve(VertexCount());
 
-       for (int i = 0; i < Size(); ++i) {
+       for (size_t i = 0; i < Size(); ++i) {
                if (blocks[i].type->visible) {
                        blocks[i].type->FillModel(ToCoords(i), model);
                }
@@ -193,11 +163,22 @@ void Chunk::Update() {
 
 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, glm::vec3(1, 1, 1)));
-       blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
-       blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
-       blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
+       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
 }
 
 
@@ -215,22 +196,29 @@ Chunk &World::Generate(const glm::vec3 &pos) {
        chunks.emplace_back();
        Chunk &chunk = chunks.back();
        chunk.Position(pos);
-       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[2]);
-       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[3]);
-       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[3]);
-       chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
-       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]);
+       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;
 }