X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.hpp;h=1d43fbe7ffce45e2929ea659ea48293be33daa33;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=9f29ab4ee4ff09b579689765b96872a2eb5f8766;hpb=5700ea3c08ea5e4a5c743f0413b65dc8eebfd220;p=blank.git diff --git a/src/world.hpp b/src/world.hpp index 9f29ab4..1d43fbe 100644 --- a/src/world.hpp +++ b/src/world.hpp @@ -1,150 +1,38 @@ #ifndef BLANK_WORLD_HPP_ #define BLANK_WORLD_HPP_ -#include "model.hpp" -#include "geometry.hpp" +#include "block.hpp" +#include "chunk.hpp" +#include "entity.hpp" +#include "generator.hpp" +#include "shader.hpp" +#include "shape.hpp" #include -#include -#include #include namespace blank { -/// attributes of a type of block -struct BlockType { - - int id; - - bool visible; - glm::vec3 color; - - constexpr explicit BlockType( - bool v = false, - const glm::vec3 &color = { 1, 1, 1 }) - : id(-1), visible(v), color(color) { } - - static const BlockType DEFAULT; - - - void FillVBO( - const glm::vec3 &pos, - std::vector &vertices, - std::vector &colors, - std::vector &normals - ) const; - - void FillModel(const glm::vec3 &pos, Model &m) const { - FillVBO(pos, m.vertices, m.colors, m.normals); - } - -}; - - -class BlockTypeRegistry { - -public: - BlockTypeRegistry(); - -public: - int Add(const BlockType &); - - BlockType *operator [](int id) { return &types[id]; } - const BlockType *Get(int id) const { return &types[id]; } - -private: - std::vector types; - -}; - - -/// single 1x1x1 cube -struct Block { - - const BlockType *type; - - constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT) - : type(t) { } - -}; - - -/// cube of size 16 (256 tiles, 4096 blocks) -class Chunk { - -public: - Chunk(); - - Chunk(Chunk &&); - Chunk &operator =(Chunk &&); - - static constexpr int Width() { return 16; } - static constexpr int Height() { return 16; } - static constexpr int Depth() { return 16; } - static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); } - static constexpr int Size() { return Width() * Height() * Depth(); } - - static constexpr bool InBounds(const glm::vec3 &pos) { - return - pos.x >= 0 && pos.x < Width() && - pos.y >= 0 && pos.y < Height() && - pos.z >= 0 && pos.z < Depth(); - } - static constexpr int ToIndex(const glm::vec3 &pos) { - return pos.x + pos.y * Width() + pos.z * Width() * Height(); - } - static constexpr bool InBounds(int idx) { - return idx >= 0 && idx < Size(); - } - static glm::vec3 ToCoords(int idx) { - return glm::vec3( - idx % Width(), - (idx / Width()) % Height(), - idx / (Width() * Height()) - ); - } - - void Invalidate() { dirty = true; } - - Block &BlockAt(int index) { return blocks[index]; } - const Block &BlockAt(int index) const { return blocks[index]; } - Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); } - const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); } - - bool Intersection( - const Ray &, - const glm::mat4 &M, - int *blkid = nullptr, - float *dist = nullptr, - glm::vec3 *normal = nullptr) const; - - void Position(const glm::vec3 &); - const glm::vec3 &Position() const { return position; } - const glm::mat4 &Transform() const { return transform; } - - void Draw(); - -private: - int VertexCount() const; - void Update(); - -private: - std::vector blocks; - Model model; - glm::vec3 position; - glm::mat4 transform; - bool dirty; - -}; - - class World { public: - World(); - - void Generate(); + struct Config { + // initial player position + glm::vec3 spawn = { 4.0f, 4.0f, 4.0f }; + // direction facing towards(!) the light + glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f }; + // 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 + float fog_density = 0.011f; + + Generator::Config gen = Generator::Config(); + ChunkLoader::Config load = ChunkLoader::Config(); + }; + + explicit World(const Config &); bool Intersection( const Ray &, @@ -155,16 +43,31 @@ public: glm::vec3 *normal = nullptr); BlockTypeRegistry &BlockTypes() { return blockType; } - std::list &LoadedChunks() { return chunks; } - Chunk &Next(const Chunk &, const glm::vec3 &dir); + Entity &Player() { return *player; } + Entity &AddEntity() { entities.emplace_back(); return entities.back(); } -private: - Chunk &Generate(const glm::vec3 &); + Chunk &PlayerChunk(); + Chunk &Next(const Chunk &to, const glm::tvec3 &dir); + + void Update(int dt); + + void Render(BlockLighting &, DirectionalLighting &); private: BlockTypeRegistry blockType; - std::list chunks; + CuboidShape blockShape; + StairShape stairShape; + CuboidShape slabShape; + + Generator generate; + ChunkLoader chunks; + + Entity *player; + std::list entities; + + glm::vec3 light_direction; + float fog_density; };