#include "world.hpp"
+#include <limits>
+#include <glm/gtx/transform.hpp>
+
namespace blank {
const BlockType BlockType::DEFAULT;
+const NullShape BlockType::DEFAULT_SHAPE;
void BlockType::FillVBO(
const glm::vec3 &pos,
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);
}
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;
+}
+
void Chunk::Draw() {
if (dirty) {
}
+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;
+ 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;
+ 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;
+ closest_normal = cur_norm;
+ }
+ }
+ }
+ }
+ }
+
+ if (closest_id < 0) {
+ return false;
+ }
+
+ if (blkid) {
+ *blkid = closest_id;
+ }
+ if (dist) {
+ *dist = closest_dist;
+ }
+ if (normal) {
+ *normal = closest_normal;
+ }
+ 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
- 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) {
- 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();
dirty = false;
}
+
+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 }})
+, blockNoise(0)
+, colorNoise(1)
+, loaded()
+, to_generate() {
+ 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
+
+ player.Position({ 4.0f, 4.0f, 4.0f });
+}
+
+
+namespace {
+
+bool ChunkLess(const Chunk &a, const Chunk &b) {
+ return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position());
+}
+
+}
+
+void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &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) {
+ glm::vec3 pos{float(x), float(y), float(z)};
+ if (x == 0 && y == 0 && z == 0) {
+ loaded.emplace_back();
+ loaded.back().Position(pos);
+ Generate(loaded.back());
+ } else {
+ to_generate.emplace_back();
+ to_generate.back().Position(pos);
+ }
+ }
+ }
+ }
+ to_generate.sort(ChunkLess);
+}
+
+void World::Generate(Chunk &chunk) {
+ glm::vec3 pos(chunk.Position());
+ 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();
+}
+
+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;
+
+ for (Chunk &cur_chunk : 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_dist < closest_dist) {
+ closest_chunk = &cur_chunk;
+ closest_blkid = cur_blkid;
+ closest_dist = cur_dist;
+ closest_normal = cur_normal;
+ }
+ }
+ }
+
+ if (chunk) {
+ *chunk = closest_chunk;
+ }
+ if (blkid) {
+ *blkid = closest_blkid;
+ }
+ if (dist) {
+ *dist = closest_dist;
+ }
+ if (normal) {
+ *normal = closest_normal;
+ }
+ return closest_chunk;
+}
+
+
+Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
+ const glm::vec3 tgt_pos = to.Position() + dir;
+ for (Chunk &chunk : LoadedChunks()) {
+ if (chunk.Position() == tgt_pos) {
+ return chunk;
+ }
+ }
+ for (Chunk &chunk : to_generate) {
+ if (chunk.Position() == tgt_pos) {
+ Generate(chunk);
+ return chunk;
+ }
+ }
+ loaded.emplace_back();
+ loaded.back().Position(tgt_pos);
+ Generate(loaded.back());
+ return loaded.back();
+}
+
+
+void World::Update(int dt) {
+ player.Update(dt);
+
+ if (!to_generate.empty()) {
+ Generate(to_generate.front());
+ loaded.splice(loaded.end(), to_generate, to_generate.begin());
+ }
+}
+
+
+void World::Render(DirectionalLighting &program) {
+ program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+ program.SetView(glm::inverse(player.Transform()));
+
+ for (Chunk &chunk : LoadedChunks()) {
+ program.SetM(chunk.Transform());
+ chunk.Draw();
+ }
+}
+
}