X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.hpp;h=6f639156e92a2c3f1fb3d029174477dbf567be0c;hb=bea14b67ae4e5705965f3cc6422410a25f38ef9e;hp=83fd3e80738cdcfe2778e5d30b523f4639c131d4;hpb=b79bc060068daf80c707f7ca08cb40a716367784;p=blank.git diff --git a/src/world.hpp b/src/world.hpp index 83fd3e8..6f63915 100644 --- a/src/world.hpp +++ b/src/world.hpp @@ -1,8 +1,11 @@ #ifndef BLANK_WORLD_HPP_ #define BLANK_WORLD_HPP_ +#include "controller.hpp" #include "geometry.hpp" #include "model.hpp" +#include "noise.hpp" +#include "shader.hpp" #include "shape.hpp" #include @@ -32,7 +35,7 @@ struct BlockType { : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { } static const BlockType DEFAULT; - static const CuboidShape DEFAULT_SHAPE; + static const NullShape DEFAULT_SHAPE; void FillVBO( @@ -69,6 +72,8 @@ public: public: int Add(const BlockType &); + size_t Size() const { return types.size(); } + BlockType *operator [](int id) { return &types[id]; } const BlockType *Get(int id) const { return &types[id]; } @@ -111,16 +116,16 @@ public: pos.z >= 0 && pos.z < Depth(); } static constexpr int ToIndex(const glm::vec3 &pos) { - return pos.x + pos.y * Width() + pos.z * Width() * Height(); + return int(pos.x) + int(pos.y) * Width() + int(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()) + 0.5f + idx % Width(), + 0.5f + (idx / Width()) % Height(), + 0.5f + idx / (Width() * Height()) ); } @@ -163,7 +168,7 @@ class World { public: World(); - void Generate(); + void Generate(const glm::tvec3 &from, const glm::tvec3 &to); bool Intersection( const Ray &, @@ -174,19 +179,32 @@ public: glm::vec3 *normal = nullptr); BlockTypeRegistry &BlockTypes() { return blockType; } - std::list &LoadedChunks() { return chunks; } + std::list &LoadedChunks() { return loaded; } + + FPSController &Controller() { return player; } Chunk &Next(const Chunk &, const glm::vec3 &dir); + void Update(int dt); + + void Render(DirectionalLighting &); + private: - Chunk &Generate(const glm::vec3 &); + void Generate(Chunk &); private: BlockTypeRegistry blockType; CuboidShape blockShape; + StairShape stairShape; CuboidShape slabShape; - std::list chunks; + SimplexNoise blockNoise; + SimplexNoise colorNoise; + + FPSController player; + + std::list loaded; + std::list to_generate; };