]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
minor optimizations in chunk
[blank.git] / src / world.hpp
index 9f29ab4ee4ff09b579689765b96872a2eb5f8766..1d43fbe7ffce45e2929ea659ea48293be33daa33 100644 (file)
 #ifndef BLANK_WORLD_HPP_
 #define BLANK_WORLD_HPP_
 
-#include "model.hpp"
-#include "geometry.hpp"
+#include "block.hpp"
+#include "chunk.hpp"
+#include "entity.hpp"
+#include "generator.hpp"
+#include "shader.hpp"
+#include "shape.hpp"
 
 #include <list>
-#include <vector>
-#include <GL/glew.h>
 #include <glm/glm.hpp>
 
 
 namespace blank {
 
-/// attributes of a type of block
-struct BlockType {
-
-       int id;
-
-       bool visible;
-       glm::vec3 color;
-
-       constexpr explicit BlockType(
-               bool v = false,
-               const glm::vec3 &color = { 1, 1, 1 })
-       : id(-1), visible(v), color(color) { }
-
-       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 BlockTypeRegistry {
-
-public:
-       BlockTypeRegistry();
-
-public:
-       int Add(const BlockType &);
-
-       BlockType *operator [](int id) { return &types[id]; }
-       const BlockType *Get(int id) const { return &types[id]; }
-
-private:
-       std::vector<BlockType> types;
-
-};
-
-
-/// single 1x1x1 cube
-struct Block {
-
-       const BlockType *type;
-
-       constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
-       : type(t) { }
-
-};
-
-
-/// cube of size 16 (256 tiles, 4096 blocks)
-class Chunk {
-
-public:
-       Chunk();
-
-       Chunk(Chunk &&);
-       Chunk &operator =(Chunk &&);
-
-       static constexpr int Width() { return 16; }
-       static constexpr int Height() { return 16; }
-       static constexpr int Depth() { return 16; }
-       static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
-       static constexpr int Size() { return Width() * Height() * Depth(); }
-
-       static constexpr bool InBounds(const glm::vec3 &pos) {
-               return
-                       pos.x >= 0 && pos.x < Width() &&
-                       pos.y >= 0 && pos.y < Height() &&
-                       pos.z >= 0 && pos.z < Depth();
-       }
-       static constexpr int ToIndex(const glm::vec3 &pos) {
-               return pos.x + pos.y * Width() + pos.z * Width() * Height();
-       }
-       static constexpr bool InBounds(int idx) {
-               return idx >= 0 && idx < Size();
-       }
-       static glm::vec3 ToCoords(int idx) {
-               return glm::vec3(
-                       idx % Width(),
-                       (idx / Width()) % Height(),
-                       idx / (Width() * Height())
-               );
-       }
-
-       void Invalidate() { dirty = true; }
-
-       Block &BlockAt(int index) { return blocks[index]; }
-       const Block &BlockAt(int index) const { return blocks[index]; }
-       Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
-       const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
-
-       bool Intersection(
-               const Ray &,
-               const glm::mat4 &M,
-               int *blkid = nullptr,
-               float *dist = nullptr,
-               glm::vec3 *normal = nullptr) const;
-
-       void Position(const glm::vec3 &);
-       const glm::vec3 &Position() const { return position; }
-       const glm::mat4 &Transform() const { return transform; }
-
-       void Draw();
-
-private:
-       int VertexCount() const;
-       void Update();
-
-private:
-       std::vector<Block> blocks;
-       Model model;
-       glm::vec3 position;
-       glm::mat4 transform;
-       bool dirty;
-
-};
-
-
 class World {
 
 public:
-       World();
-
-       void Generate();
+       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;
+
+               Generator::Config gen = Generator::Config();
+               ChunkLoader::Config load = ChunkLoader::Config();
+       };
+
+       explicit World(const Config &);
 
        bool Intersection(
                const Ray &,
@@ -155,16 +43,31 @@ public:
                glm::vec3 *normal = nullptr);
 
        BlockTypeRegistry &BlockTypes() { return blockType; }
-       std::list<Chunk> &LoadedChunks() { return chunks; }
 
-       Chunk &Next(const Chunk &, const glm::vec3 &dir);
+       Entity &Player() { return *player; }
+       Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
 
-private:
-       Chunk &Generate(const glm::vec3 &);
+       Chunk &PlayerChunk();
+       Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
+
+       void Update(int dt);
+
+       void Render(BlockLighting &, DirectionalLighting &);
 
 private:
        BlockTypeRegistry blockType;
-       std::list<Chunk> chunks;
+       CuboidShape blockShape;
+       StairShape stairShape;
+       CuboidShape slabShape;
+
+       Generator generate;
+       ChunkLoader chunks;
+
+       Entity *player;
+       std::list<Entity> entities;
+
+       glm::vec3 light_direction;
+       float fog_density;
 
 };