X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=137fd2a6cf29abcc9cfd2fca2fc950c75f94aa81;hb=83ed3de28841d1eecfca39ff540e804cf6809b32;hp=03e0ebb0b474ef3bb7d47a490e4bcf8cce7ef67d;hpb=8acc3f990f1a5ee00471f72c150b407164149f2d;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 03e0ebb..137fd2a 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,69 +6,125 @@ namespace blank { -World::World() +World::World(const Config &config) : blockType() , 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 }}) -, generate(0) +, generate(config.gen) +, chunks(config.load, blockType, generate) , player() -, player_chunk(0, 0, 0) -, loaded() -, 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 - blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block - blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair - blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab - blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block - blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair - blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab - 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 +, entities() +, light_direction(config.light_direction) +, fog_density(config.fog_density) { + BlockType::Faces block_fill = { true, true, true, true, true, true }; + BlockType::Faces slab_fill = { false, true, false, false, false, false }; + BlockType::Faces stair_fill = { false, true, false, false, false, true }; + + { // white block + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + { // white slab + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); + } + { // white stair + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); + } + + { // red block + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + { // red slab + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); + } + { // red stair + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); + } + + { // green block + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + { // green slab + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); + } + { // green stair + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); + } + + { // blue block + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + { // blue slab + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); + } + { // blue stair + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); + } + { // glowing yellow block + BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); + type.luminosity = 15; + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + + generate.Space(0); + generate.Light(13); generate.Solids({ 1, 4, 7, 10 }); - player.Position({ 4.0f, 4.0f, 4.0f }); + player = &AddEntity(); + player->Position(config.spawn); + + chunks.GenerateSurrounding(player->ChunkCoords()); } namespace { -bool ChunkLess(const Chunk &a, const Chunk &b) { - 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; -} +struct Candidate { + Chunk *chunk; + float dist; +}; -} +std::vector candidates; -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) { - 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()); - } else { - to_generate.emplace_back(blockType); - to_generate.back().Position(pos); - } - } - } - } - to_generate.sort(ChunkLess); } bool World::Intersection( @@ -78,18 +134,30 @@ bool World::Intersection( int *blkid, float *dist, glm::vec3 *normal) { + candidates.clear(); + + for (Chunk &cur_chunk : chunks.Loaded()) { + float cur_dist; + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + candidates.push_back({ &cur_chunk, cur_dist }); + } + } + + if (candidates.empty()) return false; + Chunk *closest_chunk = nullptr; - int closest_blkid = -1; float closest_dist = std::numeric_limits::infinity(); + int closest_blkid = -1; glm::vec3 closest_normal; - for (Chunk &cur_chunk : loaded) { + for (Candidate &cand : candidates) { + if (cand.dist > closest_dist) continue; int cur_blkid; float cur_dist; glm::vec3 cur_normal; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) { + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) { if (cur_dist < closest_dist) { - closest_chunk = &cur_chunk; + closest_chunk = cand.chunk; closest_blkid = cur_blkid; closest_dist = cur_dist; closest_normal = cur_normal; @@ -113,113 +181,50 @@ bool World::Intersection( } -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() == pos) { - return &chunk; - } - } - return nullptr; -} - -Chunk *World::ChunkAvailable(const Chunk::Pos &pos) { - Chunk *chunk = ChunkLoaded(pos); - if (chunk) return chunk; - - return ChunkQueued(pos); +Chunk &World::PlayerChunk() { + return chunks.ForceLoad(player->ChunkCoords()); } 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()); - return loaded.back(); + return chunks.ForceLoad(tgt_pos); } 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()); - loaded.splice(loaded.end(), to_generate, to_generate.begin()); - } - - if (!to_free.empty()) { - to_free.pop_front(); + for (Entity &entity : entities) { + entity.Update(dt); } + chunks.Rebase(player->ChunkCoords()); + chunks.Update(); } -void World::Render(DirectionalLighting &program) { - program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); - program.SetView(glm::inverse(player.Transform(player.ChunkCoords()))); +void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) { + chunk_prog.Activate(); + chunk_prog.SetFogDensity(fog_density); + chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); - for (Chunk &chunk : LoadedChunks()) { - glm::mat4 m(chunk.Transform(player.ChunkCoords())); - program.SetM(m); - glm::mat4 mvp(program.GetVP() * m); + for (Chunk &chunk : chunks.Loaded()) { + glm::mat4 m(chunk.Transform(player->ChunkCoords())); + chunk_prog.SetM(m); + glm::mat4 mvp(chunk_prog.GetVP() * m); if (!CullTest(Chunk::Bounds(), mvp)) { chunk.Draw(); } } + + entity_prog.Activate(); + entity_prog.SetLightDirection(light_direction); + entity_prog.SetFogDensity(fog_density); + entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); + + for (Entity &entity : entities) { + if (entity.HasShape()) { + entity_prog.SetM(entity.Transform(player->ChunkCoords())); + entity.Draw(); + } + } } }