]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
store block type as ID rather than pointer
[blank.git] / src / world.cpp
index c24450cdb154e93d460cb4405146f8d3d8d08096..e0411159ffec2e7a5f3cdc08702554d19bd55b67 100644 (file)
 
 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);
-}
-
-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;
-}
-
-
-void Chunk::Draw() {
-       if (dirty) {
-               Update();
-       }
-       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;
-               }
-       }
-
-       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) {
+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)
+, player()
+, player_chunk(0, 0, 0)
+, loaded()
+, to_generate()
+, to_free() {
+       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
+               a.Position().x * a.Position().x +
+               a.Position().y * a.Position().y +
+               a.Position().z * a.Position().z <
+               b.Position().x * b.Position().x +
+               b.Position().y * b.Position().y +
+               b.Position().z * b.Position().z;
+}
+
+}
+
+void World::Generate(const Chunk::Pos &from, const Chunk::Pos &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) {
+                               Block::Pos pos{float(x), float(y), float(z)};
+                               if (ChunkAvailable(pos)) {
                                        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;
-                                       }
+                               } else if (x == 0 && y == 0 && z == 0) {
+                                       loaded.emplace_back(blockType);
+                                       loaded.back().Position(pos);
+                                       Generate(loaded.back());
+                               } else {
+                                       to_generate.emplace_back(blockType);
+                                       to_generate.back().Position(pos);
                                }
                        }
                }
        }
-
-       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());
+       to_generate.sort(ChunkLess);
 }
 
-
-int Chunk::VertexCount() const {
-       // TODO: query blocks as soon as type shapes are implemented
-       return Size() * 6 * 6;
-}
-
-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::Generate(Chunk &chunk) {
+       chunk.Allocate();
+       Chunk::Pos pos(chunk.Position());
+       glm::vec3 coords(pos * Chunk::Extent());
+       if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
+               for (size_t i = 1; i < blockType.Size(); ++i) {
+                       chunk.BlockAt(i) = Block(i);
+                       chunk.BlockAt(i + 257) = Block(i);
+                       chunk.BlockAt(i + 514) = Block(i);
                }
-       }
-
-       model.Invalidate();
-       dirty = false;
-}
-
-
-World::World()
-: blockType()
-, 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)));
-}
-
-
-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));
+       } 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) {
+                                       Block::Pos block_pos{float(x), float(y), float(z)};
+                                       glm::vec3 gen_pos = (coords + 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(col_val * 3 + 1);
+                                       }
+                               }
                        }
                }
        }
-}
-
-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]);
        chunk.Invalidate();
-       return chunk;
 }
 
 bool World::Intersection(
@@ -247,11 +110,11 @@ bool World::Intersection(
        float closest_dist = std::numeric_limits<float>::infinity();
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : chunks) {
+       for (Chunk &cur_chunk : 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;
@@ -277,14 +140,113 @@ 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::ChunkLoaded(const Chunk::Pos &pos) {
+       for (Chunk &chunk : loaded) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
+               }
+       }
+       return nullptr;
+}
+
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
+       for (Chunk &chunk : to_generate) {
+               if (chunk.Position() == pos) {
+                       return &chunk;
+               }
+       }
+       return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
+       Chunk *chunk = ChunkLoaded(pos);
+       if (chunk) return chunk;
+
+       return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+       const Chunk::Pos tgt_pos = to.Position() + dir;
+
+       Chunk *chunk = ChunkLoaded(tgt_pos);
+       if (chunk) {
+               return *chunk;
+       }
+
+       chunk = ChunkQueued(tgt_pos);
+       if (chunk) {
+               Generate(*chunk);
+               return *chunk;
+       }
+
+       loaded.emplace_back(blockType);
+       loaded.back().Position(tgt_pos);
+       Generate(loaded.back());
+       return loaded.back();
+}
+
+
+void World::Update(int dt) {
+       player.Update(dt);
+
+       CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+       if (player.ChunkCoords() != player_chunk) {
+               player_chunk = player.ChunkCoords();
+
+               constexpr int max_dist = 8;
+               // unload far away chunks
+               for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+                       if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+                                       || std::abs(player_chunk.y - iter->Position().y) > max_dist
+                                       || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+                               auto saved = iter;
+                               ++iter;
+                               to_free.splice(to_free.end(), loaded, saved);
+                       } else {
+                               ++iter;
+                       }
+               }
+               // abort far away queued chunks
+               for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+                       if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+                                       || std::abs(player_chunk.y - iter->Position().y) > max_dist
+                                       || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+                               iter = to_generate.erase(iter);
+                       } else {
+                               ++iter;
+                       }
+               }
+               // add missing new chunks
+               const Chunk::Pos offset(max_dist, max_dist, max_dist);
+               Generate(player_chunk - offset, player_chunk + offset);
+       }
+
+       if (!to_generate.empty()) {
+               Generate(to_generate.front());
+               loaded.splice(loaded.end(), to_generate, to_generate.begin());
+       }
+
+       if (!to_free.empty()) {
+               to_free.pop_front();
+       }
+}
+
+
+void World::Render(DirectionalLighting &program) {
+       program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+       program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+
+       for (Chunk &chunk : LoadedChunks()) {
+               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);
 }
 
 }