X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=0121a98a83e36ed13a87b48b93fe06d688665ebb;hb=cb959294a8271969ddfe411471d7f04e82c4788a;hp=6ce0700d2b99e694066ba3ab61e2ef08c5e745d6;hpb=d6435142245c019523b9385048d6d79bdd2565f2;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 6ce0700..0121a98 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,167 +6,16 @@ namespace blank { -const BlockType BlockType::DEFAULT; -const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }}); - -void BlockType::FillVBO( - const glm::vec3 &pos, - std::vector &vertices, - std::vector &colors, - std::vector &normals -) const { - shape->Vertices(vertices, pos); - colors.insert(colors.end(), shape->VertexCount(), color); - shape->Normals(normals); -} - -void BlockType::FillOutlineVBO( - std::vector &vertices, - std::vector &colors -) const { - shape->Outline(vertices); - colors.insert(colors.end(), shape->OutlineCount(), outline_color); -} - - -BlockTypeRegistry::BlockTypeRegistry() { - Add(BlockType::DEFAULT); -} - -int BlockTypeRegistry::Add(const BlockType &t) { - int id = types.size(); - types.push_back(t); - types.back().id = id; - return id; -} - - -Chunk::Chunk() -: blocks(Size()) -, model() -, transform(1.0f) -, dirty(false) { - -} - -Chunk::Chunk(Chunk &&other) -: blocks(std::move(other.blocks)) -, model(std::move(other.model)) -, transform(other.transform) -, dirty(other.dirty) { - -} - -Chunk &Chunk::operator =(Chunk &&other) { - blocks = std::move(other.blocks); - model = std::move(other.model); - transform = other.transform; - dirty = other.dirty; - return *this; -} - - -void Chunk::Draw() { - if (dirty) { - Update(); - } - model.Draw(); -} - - -bool Chunk::Intersection( - const Ray &ray, - const glm::mat4 &M, - int *blkid, - float *dist, - glm::vec3 *normal) const { - { // rough check - const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}}; - if (!blank::Intersection(ray, bb, M)) { - return false; - } - } - - if (!blkid && !dist && !normal) { - return true; - } - - // TODO: should be possible to heavily optimize this - int id = 0; - int closest_id = -1; - float closest_dist = std::numeric_limits::infinity(); - glm::vec3 closest_normal(0, 1, 0); - for (int z = 0; z < Depth(); ++z) { - for (int y = 0; y < Height(); ++y) { - for (int x = 0; x < Width(); ++x, ++id) { - if (!blocks[id].type->visible) { - continue; - } - float cur_dist; - glm::vec3 cur_norm; - if (blocks[id].type->shape->Intersects(ray, glm::translate(M, glm::vec3(x, y, z)), cur_dist, cur_norm)) { - if (cur_dist < closest_dist) { - closest_id = id; - closest_dist = cur_dist; - closest_normal = cur_norm; - } - } - } - } - } - - if (closest_id < 0) { - return false; - } - - if (blkid) { - *blkid = closest_id; - } - if (dist) { - *dist = closest_dist; - } - if (normal) { - *normal = closest_normal; - } - return true; -} - -void Chunk::Position(const glm::vec3 &pos) { - position = pos; - transform = glm::translate(pos * Extent()); -} - - -int Chunk::VertexCount() const { - // TODO: query blocks as soon as type shapes are implemented - int count = 0; - for (const auto &block : blocks) { - count += block.type->shape->VertexCount(); - } - return count; -} - -void Chunk::Update() { - model.Clear(); - model.Reserve(VertexCount()); - - for (size_t i = 0; i < Size(); ++i) { - if (blocks[i].type->visible) { - blocks[i].type->FillModel(ToCoords(i), model); - } - } - - model.Invalidate(); - dirty = false; -} - - World::World() : blockType() -, blockShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }}) -, stairShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }}, { 0.5f, 0.5f }) -, slabShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 1.0f }}) -, chunks() { +, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}) +, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f }) +, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }}) +, blockNoise(0) +, colorNoise(1) +, player() +, loaded() +, to_generate() { blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab @@ -179,48 +28,62 @@ World::World() blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab + + player.Position({ 4.0f, 4.0f, 4.0f }); +} + + +namespace { + +bool ChunkLess(const Chunk &a, const Chunk &b) { + return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position()); } +} -void World::Generate() { - for (int z = -1; z < 2; ++z) { - for (int y = -1; y < 2; ++y) { - for (int x = -1; x < 2; ++x) { - Generate(glm::vec3(x, y, z)); +void World::Generate(const glm::tvec3 &from, const glm::tvec3 &to) { + for (int z = from.z; z < to.z; ++z) { + for (int y = from.y; y < to.y; ++y) { + for (int x = from.x; x < to.x; ++x) { + glm::vec3 pos{float(x), float(y), float(z)}; + if (x == 0 && y == 0 && z == 0) { + loaded.emplace_back(); + loaded.back().Position(pos); + Generate(loaded.back()); + } else { + to_generate.emplace_back(); + to_generate.back().Position(pos); + } } } } + to_generate.sort(ChunkLess); } -Chunk &World::Generate(const glm::vec3 &pos) { - chunks.emplace_back(); - Chunk &chunk = chunks.back(); - chunk.Position(pos); - for (size_t i = 1; i < blockType.Size(); ++i) { - chunk.BlockAt(i) = Block(blockType[i]); - chunk.BlockAt(i + 257) = Block(blockType[i]); - chunk.BlockAt(i + 514) = Block(blockType[i]); - } - if (false) { - 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[5]); - 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[5]); - 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[5]); - chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[5]); - 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]); +void World::Generate(Chunk &chunk) { + glm::vec3 pos(chunk.Position()); + if (pos.x == 0 && pos.y == 0 && pos.z == 0) { + for (size_t i = 1; i < blockType.Size(); ++i) { + chunk.BlockAt(i) = Block(blockType[i]); + chunk.BlockAt(i + 257) = Block(blockType[i]); + chunk.BlockAt(i + 514) = Block(blockType[i]); + } + } else { + for (int z = 0; z < Chunk::Depth(); ++z) { + for (int y = 0; y < Chunk::Height(); ++y) { + for (int x = 0; x < Chunk::Width(); ++x) { + glm::vec3 block_pos{float(x), float(y), float(z)}; + glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f; + float val = blockNoise(gen_pos); + if (val > 0.8f) { + int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4; + chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]); + } + } + } + } } chunk.Invalidate(); - return chunk; } bool World::Intersection( @@ -235,7 +98,7 @@ bool World::Intersection( float closest_dist = std::numeric_limits::infinity(); glm::vec3 closest_normal; - for (Chunk &cur_chunk : chunks) { + for (Chunk &cur_chunk : loaded) { int cur_blkid; float cur_dist; glm::vec3 cur_normal; @@ -267,12 +130,42 @@ bool World::Intersection( Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) { const glm::vec3 tgt_pos = to.Position() + dir; - for (Chunk &chunk : chunks) { + for (Chunk &chunk : LoadedChunks()) { + if (chunk.Position() == tgt_pos) { + return chunk; + } + } + for (Chunk &chunk : to_generate) { if (chunk.Position() == tgt_pos) { + Generate(chunk); return chunk; } } - return Generate(tgt_pos); + loaded.emplace_back(); + loaded.back().Position(tgt_pos); + Generate(loaded.back()); + return loaded.back(); +} + + +void World::Update(int dt) { + player.Update(dt); + + if (!to_generate.empty()) { + Generate(to_generate.front()); + loaded.splice(loaded.end(), to_generate, to_generate.begin()); + } +} + + +void World::Render(DirectionalLighting &program) { + program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); + program.SetView(glm::inverse(player.Transform())); + + for (Chunk &chunk : LoadedChunks()) { + program.SetM(chunk.Transform()); + chunk.Draw(); + } } }