X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=5244d152bbe1326e190d2819120c1e54d7b3729f;hb=30d36f3d545617faef76f90c4121d6ed118ba272;hp=4d14dfd89855932058e52e8a00c44d8b8f0d5d30;hpb=1a7bbd64b1fef1f4e2f9303f820d6f3ce76cebf1;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 4d14dfd..5244d15 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -11,91 +11,85 @@ 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) -, 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 +, generate(0) +, 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.fill = block_fill; + blockType.Add(type); + } + { // white slab + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.fill = slab_fill; + blockType.Add(type); + } + { // white stair + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.fill = stair_fill; + blockType.Add(type); + } - player.Position({ 4.0f, 4.0f, 4.0f }); -} + { // red block + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.fill = block_fill; + blockType.Add(type); + } + { // red slab + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); + type.fill = slab_fill; + blockType.Add(type); + } + { // red stair + BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); + type.fill = stair_fill; + blockType.Add(type); + } + { // green block + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.fill = block_fill; + blockType.Add(type); + } + { // green slab + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.fill = slab_fill; + blockType.Add(type); + } + { // green stair + BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.fill = stair_fill; + blockType.Add(type); + } -namespace { + { // blue block + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); + type.fill = block_fill; + blockType.Add(type); + } + { // blue slab + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); + type.fill = slab_fill; + blockType.Add(type); + } + { // blue stair + BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); + type.fill = stair_fill; + blockType.Add(type); + } -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; -} + generate.Space(0); + generate.Solids({ 1, 4, 7, 10 }); -} + player.Position({ 4.0f, 4.0f, 4.0f }); -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 (ChunkAvailable(pos)) { - continue; - } else 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); + chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); } -void World::Generate(Chunk &chunk) { - chunk.Allocate(); - 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 * glm::vec3(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, @@ -109,7 +103,7 @@ bool World::Intersection( float closest_dist = std::numeric_limits::infinity(); glm::vec3 closest_normal; - for (Chunk &cur_chunk : loaded) { + for (Chunk &cur_chunk : chunks.Loaded()) { int cur_blkid; float cur_dist; glm::vec3 cur_normal; @@ -139,98 +133,16 @@ bool World::Intersection( } -Chunk *World::ChunkLoaded(const glm::tvec3 &pos) { - for (Chunk &chunk : loaded) { - if (glm::tvec3(chunk.Position()) == pos) { - return &chunk; - } - } - return nullptr; -} - -Chunk *World::ChunkQueued(const glm::tvec3 &pos) { - for (Chunk &chunk : to_generate) { - if (glm::tvec3(chunk.Position()) == pos) { - return &chunk; - } - } - return nullptr; -} - -Chunk *World::ChunkAvailable(const glm::tvec3 &pos) { - Chunk *chunk = ChunkLoaded(pos); - if (chunk) return chunk; - - return ChunkQueued(pos); -} - Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { - const glm::tvec3 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(); - loaded.back().Position(tgt_pos); - Generate(loaded.back()); - return loaded.back(); + const Chunk::Pos tgt_pos = to.Position() + dir; + 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 - glm::tvec3 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(); - } + chunks.Rebase(player.ChunkCoords()); + chunks.Update(); } @@ -238,7 +150,7 @@ void World::Render(DirectionalLighting &program) { program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); program.SetView(glm::inverse(player.Transform(player.ChunkCoords()))); - for (Chunk &chunk : LoadedChunks()) { + for (Chunk &chunk : chunks.Loaded()) { glm::mat4 m(chunk.Transform(player.ChunkCoords())); program.SetM(m); glm::mat4 mvp(program.GetVP() * m);