]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
minor optimizations in chunk
[blank.git] / src / world.hpp
index 304c63a7eded25d33bf7ed26e6e3d182fff2f3a3..1d43fbe7ffce45e2929ea659ea48293be33daa33 100644 (file)
@@ -1,88 +1,73 @@
 #ifndef BLANK_WORLD_HPP_
 #define BLANK_WORLD_HPP_
 
-#include "model.hpp"
-
-#include <vector>
-#include <GL/glew.h>
+#include "block.hpp"
+#include "chunk.hpp"
+#include "entity.hpp"
+#include "generator.hpp"
+#include "shader.hpp"
+#include "shape.hpp"
+
+#include <list>
 #include <glm/glm.hpp>
 
 
 namespace blank {
 
-/// attributes of a type of block
-struct BlockType {
-
-       bool visible;
-
-       constexpr explicit BlockType(bool v = false)
-       : visible(v) { }
-
-       static const BlockType DEFAULT;
-
-
-       void FillVBO(
-               const glm::vec3 &pos,
-               std::vector<glm::vec3> &vertices,
-               std::vector<glm::vec3> &colors,
-               std::vector<glm::vec3> &normals
-       ) const;
-
-       void FillModel(const glm::vec3 &pos, Model &m) const {
-               FillVBO(pos, m.vertices, m.colors, m.normals);
-       }
-
-};
+class World {
 
+public:
+       struct Config {
+               // initial player position
+               glm::vec3 spawn = { 4.0f, 4.0f, 4.0f };
+               // direction facing towards(!) the light
+               glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
+               // fade out reaches 1/e (0.3679) at 1/fog_density,
+               // gets less than 0.01 at e/(2 * fog_density)
+               // I chose 0.011 because it yields 91 and 124 for those, so
+               // slightly less than 6 and 8 chunks
+               float fog_density = 0.011f;
 
-/// single 1x1x1 cube
-struct Block {
-
-       const BlockType *type;
-
-       constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
-       : type(t) { }
+               Generator::Config gen = Generator::Config();
+               ChunkLoader::Config load = ChunkLoader::Config();
+       };
 
-};
+       explicit World(const Config &);
 
+       bool Intersection(
+               const Ray &,
+               const glm::mat4 &M,
+               Chunk **chunk = nullptr,
+               int *blkid = nullptr,
+               float *dist = nullptr,
+               glm::vec3 *normal = nullptr);
 
-/// cube of size 16 (256 tiles, 4096 blocks)
-class Chunk {
+       BlockTypeRegistry &BlockTypes() { return blockType; }
 
-public:
-       Chunk();
+       Entity &Player() { return *player; }
+       Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
 
-       static constexpr int Width() { return 16; }
-       static constexpr int Height() { return 16; }
-       static constexpr int Depth() { return 16; }
-       static constexpr int Size() { return Width() * Height() * Depth(); }
+       Chunk &PlayerChunk();
+       Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
 
-       static constexpr int ToIndex(const glm::vec3 &pos) {
-               return pos.x + pos.y * Width() + pos.z * Width() * Height();
-       }
-       static glm::vec3 ToCoords(int idx) {
-               return glm::vec3(
-                       idx % Width(),
-                       (idx / Width()) % Height(),
-                       idx / (Width() * Height())
-               );
-       }
+       void Update(int dt);
 
-       void Invalidate() { dirty = true; }
+       void Render(BlockLighting &, DirectionalLighting &);
 
-       Block &BlockAt(const glm::vec3 &pos) { return blocks[ToIndex(pos)]; }
-       const Block &BlockAt(const glm::vec3 &pos) const { return blocks[ToIndex(pos)]; }
+private:
+       BlockTypeRegistry blockType;
+       CuboidShape blockShape;
+       StairShape stairShape;
+       CuboidShape slabShape;
 
-       void Draw();
+       Generator generate;
+       ChunkLoader chunks;
 
-private:
-       int VertexCount() const;
-       void Update();
+       Entity *player;
+       std::list<Entity> entities;
 
-private:
-       std::vector<Block> blocks;
-       Model model;
-       bool dirty;
+       glm::vec3 light_direction;
+       float fog_density;
 
 };