X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=fb1023f8c5aad75ab50d5fa630f1ca139f05d8c8;hb=addf4eb6485a36d40096d87196ed786e6e16ab6d;hp=d115378f10b6926e771e65eb9fad34d6ccdb44e1;hpb=804bde3fc09e4317eef629861638a68bfad3e343;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index d115378..fb1023f 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -13,6 +13,8 @@ World::World() , 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() { blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block @@ -45,7 +47,9 @@ void World::Generate(const glm::tvec3 &from, const glm::tvec3 &to) { 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) { + if (ChunkAvailable(pos)) { + continue; + } else if (x == 0 && y == 0 && z == 0) { loaded.emplace_back(); loaded.back().Position(pos); Generate(loaded.back()); @@ -101,7 +105,7 @@ bool World::Intersection( 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_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; @@ -127,19 +131,45 @@ 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; +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 (chunk.Position() == tgt_pos) { - Generate(chunk); - return chunk; + 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::vec3 &dir) { + const glm::vec3 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()); @@ -150,6 +180,39 @@ Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) { 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) { + iter = loaded.erase(iter); + } 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()); @@ -159,11 +222,15 @@ void World::Update(int dt) { void World::Render(DirectionalLighting &program) { program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); - program.SetView(glm::inverse(player.Transform())); + program.SetView(glm::inverse(player.Transform(player.ChunkCoords()))); for (Chunk &chunk : LoadedChunks()) { - program.SetM(chunk.Transform()); - chunk.Draw(); + glm::mat4 m(chunk.Transform(player.ChunkCoords())); + program.SetM(m); + glm::mat4 mvp(program.GetVP() * m); + if (!CullTest(Chunk::Bounds(), mvp)) { + chunk.Draw(); + } } }