X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=b67bef31e9a71aa17c7c5bbcedf8f7aed5786cd7;hb=eca1fdcc8e34a4918418b2de122c6200aeb7ceaf;hp=e3c10b166d7af213a407ea076658155bfb1b5ce9;hpb=8881c507009521d08648560984c0f50166224542;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index e3c10b1..b67bef3 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -1,142 +1,134 @@ #include "world.hpp" #include +#include namespace blank { -const BlockType BlockType::DEFAULT; - -void BlockType::FillVBO( - const glm::vec3 &pos, - std::vector &vertices, - std::vector &colors, - std::vector &normals -) const { - vertices.emplace_back(pos.x , pos.y , pos.z + 1); // front - vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1); - vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x , pos.y , pos.z ); // back - vertices.emplace_back(pos.x , pos.y + 1, pos.z ); - vertices.emplace_back(pos.x + 1, pos.y , pos.z ); - vertices.emplace_back(pos.x + 1, pos.y , pos.z ); - vertices.emplace_back(pos.x , pos.y + 1, pos.z ); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z ); - vertices.emplace_back(pos.x , pos.y + 1, pos.z ); // top - vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z ); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z ); - vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x , pos.y , pos.z ); // bottom - vertices.emplace_back(pos.x + 1, pos.y , pos.z ); - vertices.emplace_back(pos.x , pos.y , pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y , pos.z ); - vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1); - vertices.emplace_back(pos.x , pos.y , pos.z + 1); - vertices.emplace_back(pos.x , pos.y , pos.z ); // left - vertices.emplace_back(pos.x , pos.y , pos.z + 1); - vertices.emplace_back(pos.x , pos.y + 1, pos.z ); - vertices.emplace_back(pos.x , pos.y + 1, pos.z ); - vertices.emplace_back(pos.x , pos.y , pos.z + 1); - vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y , pos.z ); // right - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z ); - vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z ); - vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1); - - colors.insert(colors.end(), 6 * 6, color); - - normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front - normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back - normals.insert(normals.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top - normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom - normals.insert(normals.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left - normals.insert(normals.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right +World::World() +: 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) +, 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 + + player.Position({ 4.0f, 4.0f, 4.0f }); } -BlockTypeRegistry::BlockTypeRegistry() { - Add(BlockType::DEFAULT); -} +namespace { -int BlockTypeRegistry::Add(const BlockType &t) { - int id = types.size(); - types.push_back(t); - types.back().id = id; - return id; +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; } - -Chunk::Chunk() -: blocks(Size()) -, model() -, dirty(false) { - } - -void Chunk::Draw() { - if (dirty) { - Update(); +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(); + loaded.back().Position(pos); + Generate(loaded.back()); + } else { + to_generate.emplace_back(); + to_generate.back().Position(pos); + } + } + } } - model.Draw(); + to_generate.sort(ChunkLess); } - -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; +void World::Generate(Chunk &chunk) { + chunk.Allocate(); + Chunk::Pos pos(chunk.Position()); + glm::vec3 coords(pos * Chunk::Extent()); + 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]); } - } - - 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; - } - const AABB bb{{x, y, z}, {x+1, y+1, z+1}}; - float cur_dist; - glm::vec3 cur_norm; - if (blank::Intersection(ray, bb, M, &cur_dist, &cur_norm)) { - if (cur_dist < closest_dist) { - closest_id = id; - closest_dist = cur_dist; - closest_normal = cur_norm; + } 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) { + Block::Pos block_pos{float(x), float(y), float(z)}; + glm::vec3 gen_pos = (coords + 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(); +} - if (closest_id < 0) { - return false; +bool World::Intersection( + const Ray &ray, + const glm::mat4 &M, + Chunk **chunk, + int *blkid, + float *dist, + glm::vec3 *normal) { + Chunk *closest_chunk = nullptr; + int closest_blkid = -1; + float closest_dist = std::numeric_limits::infinity(); + glm::vec3 closest_normal; + + for (Chunk &cur_chunk : loaded) { + 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 (cur_dist < closest_dist) { + closest_chunk = &cur_chunk; + closest_blkid = cur_blkid; + closest_dist = cur_dist; + closest_normal = cur_normal; + } + } } + if (chunk) { + *chunk = closest_chunk; + } if (blkid) { - *blkid = closest_id; + *blkid = closest_blkid; } if (dist) { *dist = closest_dist; @@ -144,27 +136,117 @@ bool Chunk::Intersection( if (normal) { *normal = closest_normal; } - return true; + return closest_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() == pos) { + return &chunk; + } + } + return nullptr; +} + +Chunk *World::ChunkAvailable(const Chunk::Pos &pos) { + Chunk *chunk = ChunkLoaded(pos); + if (chunk) return chunk; -int Chunk::VertexCount() const { - // TODO: query blocks as soon as type shapes are implemented - return Size() * 6 * 6; + return ChunkQueued(pos); } -void Chunk::Update() { - model.Clear(); - model.Reserve(VertexCount()); +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(); + loaded.back().Position(tgt_pos); + Generate(loaded.back()); + return loaded.back(); +} + + +void World::Update(int dt) { + player.Update(dt); + + CheckChunkGeneration(); +} - for (int i = 0; i < Size(); ++i) { - if (blocks[i].type->visible) { - blocks[i].type->FillModel(ToCoords(i), model); +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); } - model.Invalidate(); - dirty = false; + 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(); + } +} + + +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()) { + glm::mat4 m(chunk.Transform(player.ChunkCoords())); + program.SetM(m); + glm::mat4 mvp(program.GetVP() * m); + if (!CullTest(Chunk::Bounds(), mvp)) { + chunk.Draw(); + } + } } }