]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
limit number of chunks generated per frame
[blank.git] / src / world.hpp
index 83fd3e80738cdcfe2778e5d30b523f4639c131d4..6f639156e92a2c3f1fb3d029174477dbf567be0c 100644 (file)
@@ -1,8 +1,11 @@
 #ifndef BLANK_WORLD_HPP_
 #define BLANK_WORLD_HPP_
 
+#include "controller.hpp"
 #include "geometry.hpp"
 #include "model.hpp"
+#include "noise.hpp"
+#include "shader.hpp"
 #include "shape.hpp"
 
 #include <list>
@@ -32,7 +35,7 @@ struct BlockType {
        : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
 
        static const BlockType DEFAULT;
-       static const CuboidShape DEFAULT_SHAPE;
+       static const NullShape DEFAULT_SHAPE;
 
 
        void FillVBO(
@@ -69,6 +72,8 @@ public:
 public:
        int Add(const BlockType &);
 
+       size_t Size() const { return types.size(); }
+
        BlockType *operator [](int id) { return &types[id]; }
        const BlockType *Get(int id) const { return &types[id]; }
 
@@ -111,16 +116,16 @@ public:
                        pos.z >= 0 && pos.z < Depth();
        }
        static constexpr int ToIndex(const glm::vec3 &pos) {
-               return pos.x + pos.y * Width() + pos.z * Width() * Height();
+               return int(pos.x) + int(pos.y) * Width() + int(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())
+                       0.5f + idx % Width(),
+                       0.5f + (idx / Width()) % Height(),
+                       0.5f + idx / (Width() * Height())
                );
        }
 
@@ -163,7 +168,7 @@ class World {
 public:
        World();
 
-       void Generate();
+       void Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to);
 
        bool Intersection(
                const Ray &,
@@ -174,19 +179,32 @@ public:
                glm::vec3 *normal = nullptr);
 
        BlockTypeRegistry &BlockTypes() { return blockType; }
-       std::list<Chunk> &LoadedChunks() { return chunks; }
+       std::list<Chunk> &LoadedChunks() { return loaded; }
+
+       FPSController &Controller() { return player; }
 
        Chunk &Next(const Chunk &, const glm::vec3 &dir);
 
+       void Update(int dt);
+
+       void Render(DirectionalLighting &);
+
 private:
-       Chunk &Generate(const glm::vec3 &);
+       void Generate(Chunk &);
 
 private:
        BlockTypeRegistry blockType;
        CuboidShape blockShape;
+       StairShape stairShape;
        CuboidShape slabShape;
 
-       std::list<Chunk> chunks;
+       SimplexNoise blockNoise;
+       SimplexNoise colorNoise;
+
+       FPSController player;
+
+       std::list<Chunk> loaded;
+       std::list<Chunk> to_generate;
 
 };