X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=40dd6bdfc578ffaa22af252f3b242f7978ea8f87;hb=bd6bd2c875f4b6baef913e5315aa9f7e7cd7da7a;hp=c1d1f5a64fe4f462c7d5b20b62c549b14349b18d;hpb=b79bc060068daf80c707f7ca08cb40a716367784;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index c1d1f5a..40dd6bd 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,216 +6,122 @@ 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(); +World::World(unsigned int seed) +: 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(seed) +, chunks(blockType, generate) +, player() { + 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); } - 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; - } + { // white slab + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); } - - if (!blkid && !dist && !normal) { - return true; + { // white stair + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); } - // 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; - } - } - } - } + { // red block + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); } - - if (closest_id < 0) { - return false; + { // 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); } - if (blkid) { - *blkid = closest_id; + { // green block + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); } - if (dist) { - *dist = closest_dist; + { // green slab + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.block_light = true; + type.fill = slab_fill; + blockType.Add(type); } - if (normal) { - *normal = closest_normal; + { // green stair + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.block_light = true; + type.fill = stair_fill; + blockType.Add(type); } - return true; -} - -void Chunk::Position(const glm::vec3 &pos) { - position = pos; - transform = glm::translate(pos * Extent()); -} + { // 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); + } -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(); + { // glowing yellow block + BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); + type.luminosity = 10; + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); } - return count; -} -void Chunk::Update() { - model.Clear(); - model.Reserve(VertexCount()); + generate.Space(0); + generate.Light(13); + generate.Solids({ 1, 4, 7, 10 }); - for (int i = 0; i < Size(); ++i) { - if (blocks[i].type->visible) { - blocks[i].type->FillModel(ToCoords(i), model); - } - } + player = &AddEntity(); + player->Position({ 4.0f, 4.0f, 4.0f }); - model.Invalidate(); - dirty = false; + chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); } -World::World() -: blockType() -, blockShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }}) -, slabShape({{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.5f, 1.0f }}) -, chunks() { - blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block - 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 }, &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 }, &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 }, &slabShape }); // blue slab -} +namespace { +struct Candidate { + Chunk *chunk; + float dist; +}; -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)); - } - } - } -} +std::vector candidates; -Chunk &World::Generate(const glm::vec3 &pos) { - chunks.emplace_back(); - Chunk &chunk = chunks.back(); - chunk.Position(pos); - for (int i = 1; i < 9; ++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]); - } - chunk.Invalidate(); - return chunk; } bool World::Intersection( @@ -225,18 +131,30 @@ 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 : chunks) { + 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(), &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; @@ -260,14 +178,49 @@ 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) { - if (chunk.Position() == tgt_pos) { - return chunk; +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; + return chunks.ForceLoad(tgt_pos); +} + + +void World::Update(int dt) { + 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 }); + // fade out reaches 1/e (0.3679) at 1/fog_density, + // gets less than 0.01 at e/(2 * fog_density) + // I chose 0.011 because it yields 91 and 124 for those, so + // slightly less than 6 and 8 chunks + program.SetFogDensity(0.011f); + program.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); + + for (Chunk &chunk : chunks.Loaded()) { + glm::mat4 m(chunk.Transform(player->ChunkCoords())); + program.SetM(m); + glm::mat4 mvp(program.GetVP() * m); + if (!CullTest(Chunk::Bounds(), mvp)) { + chunk.Draw(); + } + } + + for (Entity &entity : entities) { + if (entity.HasShape()) { + program.SetM(entity.Transform(player->ChunkCoords())); + entity.Draw(); } } - return Generate(tgt_pos); } }