]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
use indices for model rendering
[blank.git] / src / world.cpp
index 4d14dfd89855932058e52e8a00c44d8b8f0d5d30..e0411159ffec2e7a5f3cdc08702554d19bd55b67 100644 (file)
@@ -49,19 +49,19 @@ bool ChunkLess(const Chunk &a, const Chunk &b) {
 
 }
 
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+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) {
-                               glm::vec3 pos{float(x), float(y), float(z)};
+                               Block::Pos pos{float(x), float(y), float(z)};
                                if (ChunkAvailable(pos)) {
                                        continue;
                                } else if (x == 0 && y == 0 && z == 0) {
-                                       loaded.emplace_back();
+                                       loaded.emplace_back(blockType);
                                        loaded.back().Position(pos);
                                        Generate(loaded.back());
                                } else {
-                                       to_generate.emplace_back();
+                                       to_generate.emplace_back(blockType);
                                        to_generate.back().Position(pos);
                                }
                        }
@@ -72,23 +72,24 @@ void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
 
 void World::Generate(Chunk &chunk) {
        chunk.Allocate();
-       glm::vec3 pos(chunk.Position());
+       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(blockType[i]);
-                       chunk.BlockAt(i + 257) = Block(blockType[i]);
-                       chunk.BlockAt(i + 514) = Block(blockType[i]);
+                       chunk.BlockAt(i) = Block(i);
+                       chunk.BlockAt(i + 257) = Block(i);
+                       chunk.BlockAt(i + 514) = Block(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 * glm::vec3(Chunk::Extent()) + block_pos) / 64.0f;
+                                       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(blockType[col_val * 3 + 1]);
+                                               chunk.BlockAt(block_pos) = Block(col_val * 3 + 1);
                                        }
                                }
                        }
@@ -139,25 +140,25 @@ bool World::Intersection(
 }
 
 
-Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
        for (Chunk &chunk : loaded) {
-               if (glm::tvec3<int>(chunk.Position()) == pos) {
+               if (chunk.Position() == pos) {
                        return &chunk;
                }
        }
        return nullptr;
 }
 
-Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
        for (Chunk &chunk : to_generate) {
-               if (glm::tvec3<int>(chunk.Position()) == pos) {
+               if (chunk.Position() == pos) {
                        return &chunk;
                }
        }
        return nullptr;
 }
 
-Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
        Chunk *chunk = ChunkLoaded(pos);
        if (chunk) return chunk;
 
@@ -165,7 +166,7 @@ Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
 }
 
 Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
-       const glm::tvec3<int> tgt_pos = to.Position() + dir;
+       const Chunk::Pos tgt_pos = to.Position() + dir;
 
        Chunk *chunk = ChunkLoaded(tgt_pos);
        if (chunk) {
@@ -178,7 +179,7 @@ Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
                return *chunk;
        }
 
-       loaded.emplace_back();
+       loaded.emplace_back(blockType);
        loaded.back().Position(tgt_pos);
        Generate(loaded.back());
        return loaded.back();
@@ -219,7 +220,7 @@ void World::CheckChunkGeneration() {
                        }
                }
                // add missing new chunks
-               glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+               const Chunk::Pos offset(max_dist, max_dist, max_dist);
                Generate(player_chunk - offset, player_chunk + offset);
        }