X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=cca483d3c3ffaa8ce1f46fa3b67f02a837bb464d;hb=bea14b67ae4e5705965f3cc6422410a25f38ef9e;hp=96b48ee120d96ee4e79bec833936fb7ae310c2e8;hpb=ac8765b510707d77cac9620778f40ddf3a4ad2a2;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 96b48ee..cca483d 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -1,9 +1,13 @@ #include "world.hpp" +#include +#include + namespace blank { const BlockType BlockType::DEFAULT; +const NullShape BlockType::DEFAULT_SHAPE; void BlockType::FillVBO( const glm::vec3 &pos, @@ -11,51 +15,17 @@ void BlockType::FillVBO( 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 + 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); } @@ -74,10 +44,27 @@ int BlockTypeRegistry::Add(const BlockType &t) { 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) { @@ -87,23 +74,250 @@ void Chunk::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 { - // TODO: query blocks as soon as type shapes are implemented - return Size() * 6 * 6; + int count = 0; + for (const auto &block : blocks) { + count += block.type->shape->VertexCount(); + } + return count; } void Chunk::Update() { model.Clear(); model.Reserve(VertexCount()); - for (int i = 0; i < Size(); ++i) { - if (blocks[i].type->visible) { - blocks[i].type->FillModel(ToCoords(i), model); - } + for (size_t i = 0; i < Size(); ++i) { + blocks[i].type->FillModel(ToCoords(i), model); } model.Invalidate(); dirty = false; } + +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) +, 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 }); +} + + +namespace { + +bool ChunkLess(const Chunk &a, const Chunk &b) { + return dot(a.Position(), a.Position()) < dot(b.Position(), b.Position()); +} + +} + +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( + 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(), &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_blkid; + } + if (dist) { + *dist = closest_dist; + } + if (normal) { + *normal = closest_normal; + } + return closest_chunk; +} + + +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(); +} + + +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()); + } +} + + +void World::Render(DirectionalLighting &program) { + program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); + program.SetView(glm::inverse(player.Transform())); + + for (Chunk &chunk : LoadedChunks()) { + program.SetM(chunk.Transform()); + chunk.Draw(); + } +} + }