X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=03e0ebb0b474ef3bb7d47a490e4bcf8cce7ef67d;hb=d66d14f853f2d05f54076d38c72e53419dfc4cc5;hp=216f3a2d007916ae902747d8eee5b4b8b2470108;hpb=b35ce3a6423c554b34b37362c5550bd705e63a1d;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 216f3a2..03e0ebb 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -11,11 +11,12 @@ World::World() , 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) +, generate(0) , player() +, player_chunk(0, 0, 0) , loaded() -, to_generate() { +, to_generate() +, to_free() { 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 @@ -29,6 +30,8 @@ World::World() 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 + generate.Solids({ 1, 4, 7, 10 }); + player.Position({ 4.0f, 4.0f, 4.0f }); } @@ -36,22 +39,30 @@ World::World() namespace { bool ChunkLess(const Chunk &a, const Chunk &b) { - return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position()); + return + a.Position().x * a.Position().x + + a.Position().y * a.Position().y + + a.Position().z * a.Position().z < + b.Position().x * b.Position().x + + b.Position().y * b.Position().y + + b.Position().z * b.Position().z; } } -void World::Generate(const glm::tvec3 &from, const glm::tvec3 &to) { +void World::Generate(const Chunk::Pos &from, const Chunk::Pos &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(); + Block::Pos pos{float(x), float(y), float(z)}; + if (ChunkAvailable(pos)) { + continue; + } else if (x == 0 && y == 0 && z == 0) { + loaded.emplace_back(blockType); loaded.back().Position(pos); - Generate(loaded.back()); + generate(loaded.back()); } else { - to_generate.emplace_back(); + to_generate.emplace_back(blockType); to_generate.back().Position(pos); } } @@ -60,32 +71,6 @@ void World::Generate(const glm::tvec3 &from, const glm::tvec3 &to) { to_generate.sort(ChunkLess); } -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(); -} - bool World::Intersection( const Ray &ray, const glm::mat4 &M, @@ -128,22 +113,48 @@ bool World::Intersection( } -Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) { - const glm::vec3 tgt_pos = to.Position() + dir; - for (Chunk &chunk : LoadedChunks()) { - if (chunk.Position() == tgt_pos) { - return chunk; +Chunk *World::ChunkLoaded(const Chunk::Pos &pos) { + for (Chunk &chunk : loaded) { + if (chunk.Position() == pos) { + return &chunk; } } + return nullptr; +} + +Chunk *World::ChunkQueued(const Chunk::Pos &pos) { for (Chunk &chunk : to_generate) { - if (chunk.Position() == tgt_pos) { - Generate(chunk); - return chunk; + if (chunk.Position() == pos) { + return &chunk; } } - loaded.emplace_back(); + return nullptr; +} + +Chunk *World::ChunkAvailable(const Chunk::Pos &pos) { + Chunk *chunk = ChunkLoaded(pos); + if (chunk) return chunk; + + return ChunkQueued(pos); +} + +Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { + const Chunk::Pos tgt_pos = to.Position() + dir; + + Chunk *chunk = ChunkLoaded(tgt_pos); + if (chunk) { + return *chunk; + } + + chunk = ChunkQueued(tgt_pos); + if (chunk) { + generate(*chunk); + return *chunk; + } + + loaded.emplace_back(blockType); loaded.back().Position(tgt_pos); - Generate(loaded.back()); + generate(loaded.back()); return loaded.back(); } @@ -151,10 +162,49 @@ Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) { void World::Update(int dt) { player.Update(dt); + CheckChunkGeneration(); +} + +void World::CheckChunkGeneration() { + if (player.ChunkCoords() != player_chunk) { + player_chunk = player.ChunkCoords(); + + constexpr int max_dist = 8; + // unload far away chunks + for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) { + if (std::abs(player_chunk.x - iter->Position().x) > max_dist + || std::abs(player_chunk.y - iter->Position().y) > max_dist + || std::abs(player_chunk.z - iter->Position().z) > max_dist) { + auto saved = iter; + ++iter; + to_free.splice(to_free.end(), loaded, saved); + } else { + ++iter; + } + } + // abort far away queued chunks + for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) { + if (std::abs(player_chunk.x - iter->Position().x) > max_dist + || std::abs(player_chunk.y - iter->Position().y) > max_dist + || std::abs(player_chunk.z - iter->Position().z) > max_dist) { + iter = to_generate.erase(iter); + } else { + ++iter; + } + } + // add missing new chunks + const Chunk::Pos offset(max_dist, max_dist, max_dist); + Generate(player_chunk - offset, player_chunk + offset); + } + if (!to_generate.empty()) { - Generate(to_generate.front()); + generate(to_generate.front()); loaded.splice(loaded.end(), to_generate, to_generate.begin()); } + + if (!to_free.empty()) { + to_free.pop_front(); + } } @@ -163,8 +213,12 @@ void World::Render(DirectionalLighting &program) { program.SetView(glm::inverse(player.Transform(player.ChunkCoords()))); for (Chunk &chunk : LoadedChunks()) { - program.SetM(chunk.Transform(player.ChunkCoords())); - chunk.Draw(); + glm::mat4 m(chunk.Transform(player.ChunkCoords())); + program.SetM(m); + glm::mat4 mvp(program.GetVP() * m); + if (!CullTest(Chunk::Bounds(), mvp)) { + chunk.Draw(); + } } }