X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=40dd6bdfc578ffaa22af252f3b242f7978ea8f87;hb=bd6bd2c875f4b6baef913e5315aa9f7e7cd7da7a;hp=cca483d3c3ffaa8ce1f46fa3b67f02a837bb464d;hpb=bea14b67ae4e5705965f3cc6422410a25f38ef9e;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index cca483d..40dd6bd 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,236 +6,122 @@ namespace blank { -const BlockType BlockType::DEFAULT; -const NullShape BlockType::DEFAULT_SHAPE; - -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; - glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f); - if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), 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 { - 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) { - blocks[i].type->FillModel(ToCoords(i), model); - } - - model.Invalidate(); - dirty = false; -} - - -World::World() +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 }}) -, blockNoise(0) -, colorNoise(1) -, 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 - 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 - - player.Position({ 4.0f, 4.0f, 4.0f }); +, 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); + } + { // 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 = 10; + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + + generate.Space(0); + generate.Light(13); + generate.Solids({ 1, 4, 7, 10 }); + + player = &AddEntity(); + player->Position({ 4.0f, 4.0f, 4.0f }); + + chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); } namespace { -bool ChunkLess(const Chunk &a, const Chunk &b) { - return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position()); -} +struct Candidate { + Chunk *chunk; + float dist; +}; -} +std::vector candidates; -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); -} - -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( @@ -245,18 +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 : 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(), &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; @@ -280,43 +178,48 @@ 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; - } - } - for (Chunk &chunk : to_generate) { - if (chunk.Position() == tgt_pos) { - Generate(chunk); - return chunk; - } - } - loaded.emplace_back(); - loaded.back().Position(tgt_pos); - Generate(loaded.back()); - return loaded.back(); +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) { - player.Update(dt); - - if (!to_generate.empty()) { - Generate(to_generate.front()); - loaded.splice(loaded.end(), to_generate, to_generate.begin()); + 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())); + // 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 (Chunk &chunk : LoadedChunks()) { - program.SetM(chunk.Transform()); - chunk.Draw(); + for (Entity &entity : entities) { + if (entity.HasShape()) { + program.SetM(entity.Transform(player->ChunkCoords())); + entity.Draw(); + } } }