X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.hpp;h=ce44c7c1144352c4c31aedfb0505f86ea5317e05;hb=f62562b0f87d571bd7b32ae2f8ca659c24e9911b;hp=304c63a7eded25d33bf7ed26e6e3d182fff2f3a3;hpb=482114e156e91729f2529ea6bb1fe98dacdee97f;p=blank.git diff --git a/src/world.hpp b/src/world.hpp index 304c63a..ce44c7c 100644 --- a/src/world.hpp +++ b/src/world.hpp @@ -1,8 +1,12 @@ #ifndef BLANK_WORLD_HPP_ #define BLANK_WORLD_HPP_ +#include "geometry.hpp" #include "model.hpp" +#include "noise.hpp" +#include "shape.hpp" +#include #include #include #include @@ -13,12 +17,23 @@ namespace blank { /// attributes of a type of block struct BlockType { + int id; + bool visible; - constexpr explicit BlockType(bool v = false) - : visible(v) { } + const Shape *shape; + glm::vec3 color; + glm::vec3 outline_color; + + explicit BlockType( + bool v = false, + const glm::vec3 &color = { 1, 1, 1 }, + const Shape *shape = &DEFAULT_SHAPE, + const glm::vec3 &outline_color = { -1, -1, -1 }) + : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { } static const BlockType DEFAULT; + static const NullShape DEFAULT_SHAPE; void FillVBO( @@ -30,11 +45,42 @@ struct BlockType { void FillModel(const glm::vec3 &pos, Model &m) const { FillVBO(pos, m.vertices, m.colors, m.normals); + m.Invalidate(); + } + + + void FillOutlineVBO( + std::vector &vertices, + std::vector &colors + ) const; + + void FillOutlineModel(OutlineModel &m) const { + FillOutlineVBO(m.vertices, m.colors); + m.Invalidate(); } }; +class BlockTypeRegistry { + +public: + BlockTypeRegistry(); + +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]; } + +private: + std::vector types; + +}; + + /// single 1x1x1 cube struct Block { @@ -52,26 +98,52 @@ 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(); + 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()) ); } void Invalidate() { dirty = true; } - Block &BlockAt(const glm::vec3 &pos) { return blocks[ToIndex(pos)]; } - const Block &BlockAt(const glm::vec3 &pos) const { return blocks[ToIndex(pos)]; } + 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(); @@ -82,10 +154,49 @@ private: private: std::vector blocks; Model model; + glm::vec3 position; + glm::mat4 transform; bool dirty; }; + +class World { + +public: + World(); + + void Generate(); + + bool Intersection( + const Ray &, + const glm::mat4 &M, + Chunk **chunk = nullptr, + int *blkid = nullptr, + float *dist = nullptr, + glm::vec3 *normal = nullptr); + + BlockTypeRegistry &BlockTypes() { return blockType; } + std::list &LoadedChunks() { return chunks; } + + Chunk &Next(const Chunk &, const glm::vec3 &dir); + +private: + Chunk &Generate(const glm::vec3 &); + +private: + BlockTypeRegistry blockType; + CuboidShape blockShape; + StairShape stairShape; + CuboidShape slabShape; + + SimplexNoise blockNoise; + SimplexNoise colorNoise; + + std::list chunks; + +}; + } #endif