X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=8b43657d3b58b1520e40c25019762883e6f7e5fb;hb=13e676a6e49128ebc6c63b8dd08bef51d360e8e9;hp=73a870dc28b7e1d9002d7efce6058a2f3894b71f;hpb=7bb75960dbf9bfdee9ac865384aca81791b3da5c;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 73a870d..8b43657 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,11 +1,13 @@ #include "World.hpp" +#include "ChunkIndex.hpp" +#include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" -#include +#include #include #include #include @@ -13,189 +15,103 @@ namespace blank { -World::World(const Assets &assets, const Config &config) -: 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 }}) -, block_tex() -, generate(config.gen) -, chunks(config.load, blockType, generate) -, player() +World::World(const BlockTypeRegistry &types, const Config &config) +: config(config) +, block_type(types) +, chunks(types) +// TODO: set spawn base and extent from config +, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3)) +, players() , entities() , light_direction(config.light_direction) , fog_density(config.fog_density) { - BlockType::Faces block_fill = { true, true, true, true, true, true }; - BlockType::Faces slab_fill = { false, true, false, false, false, false }; - BlockType::Faces stair_fill = { false, true, false, false, false, true }; - - block_tex.Bind(); - block_tex.Reserve(16, 16, 4, Format()); - assets.LoadTexture("debug", block_tex, 0); - assets.LoadTexture("rock-1", block_tex, 1); - assets.LoadTexture("rock-2", block_tex, 2); - assets.LoadTexture("rock-3", block_tex, 3); - block_tex.FilterNearest(); - - { // white block - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); - type.texture = 1; - type.label = "White Block"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); - } - { // white slab - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); - type.texture = 1; - type.label = "White Slab"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // white stair - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); - type.texture = 1; - type.label = "White Stair"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = stair_fill; - blockType.Add(type); - } - { // red block - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); - type.texture = 3; - type.label = "Red Block"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); - } - { // red slab - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); - type.texture = 3; - type.label = "Red Slab"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // red stair - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); - type.texture = 3; - type.label = "Red Stair"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = stair_fill; - blockType.Add(type); - } +} + +World::~World() { + chunks.UnregisterIndex(spawn_index); +} - { // green block - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); - type.texture = 1; - type.label = "Green Block"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); + +Player World::AddPlayer(const std::string &name) { + for (Player &p : players) { + if (p.entity->Name() == name) { + return { nullptr, nullptr }; + } } - { // green slab - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); - type.texture = 1; - type.label = "Green Slab"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = slab_fill; - blockType.Add(type); + Entity &entity = AddEntity(); + entity.Name(name); + // TODO: load from save file here + entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + entity.WorldCollidable(true); + entity.Position(config.spawn); + ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6); + players.emplace_back(&entity, index); + return players.back(); +} + +Player World::AddPlayer(const std::string &name, std::uint32_t id) { + for (Player &p : players) { + if (p.entity->Name() == name) { + return { nullptr, nullptr }; + } } - { // green stair - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); - type.texture = 1; - type.label = "Green Stair"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = stair_fill; - blockType.Add(type); + Entity *entity = AddEntity(id); + if (!entity) { + return { nullptr, nullptr }; } + entity->Name(name); + // TODO: load from save file here + entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + entity->WorldCollidable(true); + entity->Position(config.spawn); + ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6); + players.emplace_back(entity, index); + return players.back(); +} - { // blue block - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); - type.texture = 3; - type.label = "Blue Block"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); +Entity &World::AddEntity() { + if (entities.empty()) { + entities.emplace_back(); + entities.back().ID(1); + return entities.back(); } - { // blue slab - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); - type.texture = 3; - type.label = "Blue Slab"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = slab_fill; - blockType.Add(type); + if (entities.back().ID() < std::numeric_limits::max()) { + std::uint32_t id = entities.back().ID() + 1; + entities.emplace_back(); + entities.back().ID(id); + return entities.back(); } - { // blue stair - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); - type.texture = 3; - type.label = "Blue Stair"; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = stair_fill; - blockType.Add(type); + std::uint32_t id = 1; + auto position = entities.begin(); + auto end = entities.end(); + while (position != end && position->ID() == id) { + ++id; + ++position; } + auto entity = entities.emplace(position); + entity->ID(id); + return *entity; +} - { // glowing yellow block - BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); - type.texture = 2; - type.label = "Light"; - type.luminosity = 15; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); +Entity *World::AddEntity(std::uint32_t id) { + if (entities.empty() || entities.back().ID() < id) { + entities.emplace_back(); + entities.back().ID(id); + return &entities.back(); } - { // the mysterious debug cube - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); - type.texture = 0; - type.label = "Debug Cube"; - type.luminosity = 0; - type.block_light = true; - type.collision = true; - type.collide_block = true; - type.fill = block_fill; - blockType.Add(type); + auto position = entities.begin(); + auto end = entities.end(); + while (position != end && position->ID() < id) { + ++position; } - - generate.Space(0); - generate.Light(13); - generate.Solids({ 1, 4, 7, 10 }); - - player = &AddEntity(); - player->Name("player"); - player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); - player->WorldCollidable(true); - player->Position(config.spawn); - - chunks.GenerateSurrounding(player->ChunkCoords()); + if (position != end && position->ID() == id) { + return nullptr; + } + auto entity = entities.emplace(position); + entity->ID(id); + return &*entity; } @@ -206,6 +122,10 @@ struct Candidate { float dist; }; +bool CandidateLess(const Candidate &a, const Candidate &b) { + return a.dist < b.dist; +} + std::vector candidates; } @@ -213,52 +133,78 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal + const Chunk::Pos &reference, + WorldCollision &coll ) { candidates.clear(); - for (Chunk &cur_chunk : chunks.Loaded()) { + for (Chunk &cur_chunk : chunks) { float cur_dist; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } if (candidates.empty()) return false; - chunk = nullptr; - dist = std::numeric_limits::infinity(); - blkid = -1; + std::sort(candidates.begin(), candidates.end(), CandidateLess); + + coll.chunk = nullptr; + coll.block = -1; + coll.depth = std::numeric_limits::infinity(); for (Candidate &cand : candidates) { - if (cand.dist > dist) continue; - int cur_blkid; + if (cand.dist > coll.depth) continue; + WorldCollision cur_coll; + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) { + if (cur_coll.depth < coll.depth) { + coll = cur_coll; + } + } + } + + return coll.chunk; +} + +bool World::Intersection( + const Ray &ray, + const glm::mat4 &M, + const Entity &reference, + EntityCollision &coll +) { + coll.entity = nullptr; + coll.depth = std::numeric_limits::infinity(); + for (Entity &cur_entity : entities) { + if (&cur_entity == &reference) { + continue; + } float cur_dist; glm::vec3 cur_normal; - if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) { - if (cur_dist < dist) { - chunk = cand.chunk; - blkid = cur_blkid; - dist = cur_dist; - normal = cur_normal; + if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) { + // TODO: fine grained check goes here? maybe? + if (cur_dist < coll.depth) { + coll.entity = &cur_entity; + coll.depth = cur_dist; + coll.normal = cur_normal; } } } - return chunk; + return coll.entity; } bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); bool any = false; - // TODO: this only needs to check the chunks surrounding the entity's chunk position - // need find out if that is quicker than the rough chunk bounds test - for (Chunk &cur_chunk : chunks.Loaded()) { - if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) { + for (Chunk &cur_chunk : chunks) { + if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { + // chunk is not one of the 3x3x3 surrounding the entity + // since there's no entity which can extent over 16 blocks, they can be skipped + continue; + } + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) { any = true; } } @@ -266,16 +212,6 @@ bool World::Intersection(const Entity &e, std::vector &col) { } -Chunk &World::PlayerChunk() { - return chunks.ForceLoad(player->ChunkCoords()); -} - -Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) { - const Chunk::Pos tgt_pos = to.Position() + dir; - return chunks.ForceLoad(tgt_pos); -} - - namespace { std::vector col; @@ -293,15 +229,16 @@ void World::Update(int dt) { Resolve(entity, col); } } + for (Player &player : players) { + player.chunks->Rebase(player.entity->ChunkCoords()); + } for (auto iter = entities.begin(), end = entities.end(); iter != end;) { if (iter->CanRemove()) { - iter = entities.erase(iter); + iter = RemoveEntity(iter); } else { ++iter; } } - chunks.Rebase(player->ChunkCoords()); - chunks.Update(dt); } void World::Resolve(Entity &e, std::vector &col) { @@ -336,32 +273,27 @@ void World::Resolve(Entity &e, std::vector &col) { e.Move(final_disp); } - -void World::Render(Viewport &viewport) { - viewport.WorldPosition(player->Transform(player->ChunkCoords())); - - BlockLighting &chunk_prog = viewport.ChunkProgram(); - chunk_prog.SetTexture(block_tex); - chunk_prog.SetFogDensity(fog_density); - - for (Chunk &chunk : chunks.Loaded()) { - glm::mat4 m(chunk.Transform(player->ChunkCoords())); - chunk_prog.SetM(m); - glm::mat4 mvp(chunk_prog.GetVP() * m); - if (!CullTest(Chunk::Bounds(), mvp)) { - chunk.Draw(); +World::EntityHandle World::RemoveEntity(EntityHandle &eh) { + // check for player + for (auto player = players.begin(), end = players.end(); player != end;) { + if (player->entity == &*eh) { + chunks.UnregisterIndex(*player->chunks); + player = players.erase(player); + } else { + ++player; } } + return entities.erase(eh); +} + +void World::Render(Viewport &viewport) { DirectionalLighting &entity_prog = viewport.EntityProgram(); entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); for (Entity &entity : entities) { - if (entity.HasShape()) { - entity_prog.SetM(entity.Transform(player->ChunkCoords())); - entity.Draw(); - } + entity.Render(entity.ChunkTransform(players[0].entity->ChunkCoords()), entity_prog); } }