X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp.cpp;h=56b12dda8c58bf5b29a5decefd301f69c0c71c5a;hb=5700ea3c08ea5e4a5c743f0413b65dc8eebfd220;hp=9ec9384f9ce749198af886d8fb16cff93c5d5ac3;hpb=8881c507009521d08648560984c0f50166224542;p=blank.git diff --git a/src/app.cpp b/src/app.cpp index 9ec9384..56b12dd 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -19,9 +19,8 @@ Application::Application() , move_velocity(0.003f) , pitch_sensitivity(-0.0025f) , yaw_sensitivity(-0.001f) -, blockType() , cam() -, chunk() +, world() , outline() , outline_visible(false) , outline_transform(1.0f) @@ -58,6 +57,7 @@ Application::Application() "layout(location = 2) in vec3 vtx_normal;\n" "uniform mat4 M;\n" "uniform mat4 V;\n" + "uniform mat4 MV;\n" "uniform mat4 MVP;\n" "uniform vec3 light_position;\n" "out vec3 frag_color;\n" @@ -69,11 +69,11 @@ Application::Application() "vec4 v = vec4(vtx_position, 1);\n" "gl_Position = MVP * v;\n" "vtx_world = (M * v).xyz;\n" - "vec3 vtx_camera = (V * M * v).xyz;\n" + "vec3 vtx_camera = (MV * v).xyz;\n" "eye = vec3(0, 0, 0) - vtx_camera;\n" "vec3 light_camera = (V * v).xyz;\n" "light_direction = light_position + eye;\n" - "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n" + "normal = (MV * vec4(vtx_normal, 0)).xyz;\n" "frag_color = vtx_color;\n" "}\n" ); @@ -117,28 +117,7 @@ Application::Application() cam.Position(glm::vec3(0, 4, 4)); - blockType.Add(BlockType(true, glm::vec3(1, 1, 1))); - blockType.Add(BlockType(true, glm::vec3(1, 0, 0))); - blockType.Add(BlockType(true, glm::vec3(0, 1, 0))); - blockType.Add(BlockType(true, glm::vec3(0, 0, 1))); - - chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]); - chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]); - chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]); - chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]); - chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]); - chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]); - chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]); - chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]); - chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]); - chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]); - chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]); - chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]); - chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]); - chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]); - chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]); - chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]); - chunk.Invalidate(); + world.Generate(); outline.vertices = std::vector({ { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, @@ -271,35 +250,41 @@ void Application::Update(int dt) { cam.Update(dt); Ray aim = cam.Aim(); + Chunk *chunk; int blkid; float dist; glm::vec3 normal; - if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist, &normal)) { + if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) { glm::vec3 pos = Chunk::ToCoords(blkid); outline_visible = true; - outline_transform = glm::translate(glm::mat4(1.0f), pos); + outline_transform = glm::translate(chunk->Transform(), pos); } else { outline_visible = false; } if (pick) { - if (outline_visible) { - place_id = chunk.BlockAt(blkid).type->id; + if (chunk) { + place_id = chunk->BlockAt(blkid).type->id; } pick = false; } if (remove) { - chunk.BlockAt(blkid).type = blockType[remove_id]; - chunk.Invalidate(); + if (chunk) { + chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id]; + chunk->Invalidate(); + } remove = false; } if (place) { - if (outline_visible) { - int next_blkid = Chunk::ToIndex(Chunk::ToCoords(blkid) + normal); - if (next_blkid >= 0 && next_blkid < Chunk::Size()) { - chunk.BlockAt(next_blkid).type = blockType[place_id]; - chunk.Invalidate(); + if (chunk) { + Chunk *mod_chunk = chunk; + glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal; + if (!Chunk::InBounds(next_pos)) { + mod_chunk = &world.Next(*chunk, normal); + next_pos -= normal * Chunk::Extent(); } + mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id]; + mod_chunk->Invalidate(); } place = false; } @@ -310,21 +295,25 @@ void Application::Render() { program.Use(); - glm::mat4 m(1.0f); - glm::mat4 mv(cam.View() * m); - glm::mat4 mvp(cam.MakeMVP(m)); - glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]); glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]); - glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]); - glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]); glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z); glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z); glUniform1f(light_power_handle, light_power); - chunk.Draw(); + for (Chunk &chunk : world.LoadedChunks()) { + glm::mat4 m(chunk.Transform()); + glm::mat4 mv(cam.View() * m); + glm::mat4 mvp(cam.MakeMVP(m)); + glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]); + glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]); + glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]); + chunk.Draw(); + } + if (outline_visible) { - mv = cam.View() * outline_transform; - mvp = cam.MakeMVP(outline_transform); + glm::mat4 m(outline_transform); + glm::mat4 mv(cam.View() * outline_transform); + glm::mat4 mvp(cam.MakeMVP(outline_transform)); glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]); glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]); glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);