#ifndef BLANK_WORLD_HPP_
#define BLANK_WORLD_HPP_
+#include "geometry.hpp"
#include "model.hpp"
+#include "noise.hpp"
+#include "shape.hpp"
+#include <list>
#include <vector>
#include <GL/glew.h>
#include <glm/glm.hpp>
/// attributes of a type of block
struct BlockType {
+ int id;
+
bool visible;
- constexpr explicit BlockType(bool v = false)
- : visible(v) { }
+ const Shape *shape;
+ glm::vec3 color;
+ glm::vec3 outline_color;
+
+ explicit BlockType(
+ bool v = false,
+ const glm::vec3 &color = { 1, 1, 1 },
+ const Shape *shape = &DEFAULT_SHAPE,
+ const glm::vec3 &outline_color = { -1, -1, -1 })
+ : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
static const BlockType DEFAULT;
+ static const NullShape DEFAULT_SHAPE;
void FillVBO(
void FillModel(const glm::vec3 &pos, Model &m) const {
FillVBO(pos, m.vertices, m.colors, m.normals);
+ m.Invalidate();
+ }
+
+
+ void FillOutlineVBO(
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &colors
+ ) const;
+
+ void FillOutlineModel(OutlineModel &m) const {
+ FillOutlineVBO(m.vertices, m.colors);
+ m.Invalidate();
}
};
+class BlockTypeRegistry {
+
+public:
+ BlockTypeRegistry();
+
+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]; }
+
+private:
+ std::vector<BlockType> types;
+
+};
+
+
/// single 1x1x1 cube
struct Block {
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();
+ 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())
);
}
void Invalidate() { dirty = true; }
- Block &BlockAt(const glm::vec3 &pos) { return blocks[ToIndex(pos)]; }
- const Block &BlockAt(const glm::vec3 &pos) const { return blocks[ToIndex(pos)]; }
+ 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:
std::vector<Block> blocks;
Model model;
+ glm::vec3 position;
+ glm::mat4 transform;
bool dirty;
};
+
+class World {
+
+public:
+ World();
+
+ void Generate();
+
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ Chunk **chunk = nullptr,
+ int *blkid = nullptr,
+ float *dist = nullptr,
+ glm::vec3 *normal = nullptr);
+
+ BlockTypeRegistry &BlockTypes() { return blockType; }
+ std::list<Chunk> &LoadedChunks() { return chunks; }
+
+ Chunk &Next(const Chunk &, const glm::vec3 &dir);
+
+private:
+ Chunk &Generate(const glm::vec3 &);
+
+private:
+ BlockTypeRegistry blockType;
+ CuboidShape blockShape;
+ StairShape stairShape;
+ CuboidShape slabShape;
+
+ SimplexNoise blockNoise;
+ SimplexNoise colorNoise;
+
+ std::list<Chunk> chunks;
+
+};
+
}
#endif