--- /dev/null
+#include "block.hpp"
+
+
+namespace blank {
+
+const BlockType BlockType::DEFAULT;
+const NullShape BlockType::DEFAULT_SHAPE;
+
+void BlockType::FillVBO(
+ const glm::vec3 &pos,
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &colors,
+ std::vector<glm::vec3> &normals
+) const {
+ shape->Vertices(vertices, pos);
+ colors.insert(colors.end(), shape->VertexCount(), color);
+ shape->Normals(normals);
+}
+
+void BlockType::FillOutlineVBO(
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &colors
+) const {
+ shape->Outline(vertices);
+ colors.insert(colors.end(), shape->OutlineCount(), outline_color);
+}
+
+
+BlockTypeRegistry::BlockTypeRegistry() {
+ Add(BlockType::DEFAULT);
+}
+
+int BlockTypeRegistry::Add(const BlockType &t) {
+ int id = types.size();
+ types.push_back(t);
+ types.back().id = id;
+ return id;
+}
+
+}
--- /dev/null
+#ifndef BLANK_BLOCK_HPP_
+#define BLANK_BLOCK_HPP_
+
+#include "geometry.hpp"
+#include "model.hpp"
+#include "shape.hpp"
+
+#include <vector>
+#include <glm/glm.hpp>
+
+
+namespace blank {
+
+/// attributes of a type of block
+struct BlockType {
+
+ int id;
+
+ bool visible;
+
+ 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(
+ const glm::vec3 &pos,
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &colors,
+ std::vector<glm::vec3> &normals
+ ) const;
+
+ void FillModel(const glm::vec3 &pos, Model &m) const {
+ FillVBO(pos, m.vertices, m.colors, m.normals);
+ m.Invalidate();
+ }
+
+
+ void FillOutlineVBO(
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &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<BlockType> types;
+
+};
+
+
+/// single 1x1x1 cube
+struct Block {
+
+ const BlockType *type;
+
+ constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
+ : type(t) { }
+
+};
+
+}
+
+#endif
--- /dev/null
+#include "chunk.hpp"
+
+#include <limits>
+#include <glm/gtx/transform.hpp>
+
+
+namespace blank {
+
+Chunk::Chunk()
+: blocks(Size())
+, model()
+, transform(1.0f)
+, dirty(false) {
+
+}
+
+Chunk::Chunk(Chunk &&other)
+: blocks(std::move(other.blocks))
+, model(std::move(other.model))
+, transform(other.transform)
+, dirty(other.dirty) {
+
+}
+
+Chunk &Chunk::operator =(Chunk &&other) {
+ blocks = std::move(other.blocks);
+ model = std::move(other.model);
+ transform = other.transform;
+ dirty = other.dirty;
+ return *this;
+}
+
+
+void Chunk::Draw() {
+ if (dirty) {
+ Update();
+ }
+ model.Draw();
+}
+
+
+bool Chunk::Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ int *blkid,
+ float *dist,
+ glm::vec3 *normal) const {
+ { // rough check
+ const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
+ if (!blank::Intersection(ray, bb, M)) {
+ return false;
+ }
+ }
+
+ if (!blkid && !dist && !normal) {
+ return true;
+ }
+
+ // TODO: should be possible to heavily optimize this
+ int id = 0;
+ int closest_id = -1;
+ float closest_dist = std::numeric_limits<float>::infinity();
+ glm::vec3 closest_normal(0, 1, 0);
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x, ++id) {
+ if (!blocks[id].type->visible) {
+ continue;
+ }
+ float cur_dist;
+ glm::vec3 cur_norm;
+ glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
+ if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
+ if (cur_dist < closest_dist) {
+ closest_id = id;
+ closest_dist = cur_dist;
+ closest_normal = cur_norm;
+ }
+ }
+ }
+ }
+ }
+
+ if (closest_id < 0) {
+ return false;
+ }
+
+ if (blkid) {
+ *blkid = closest_id;
+ }
+ if (dist) {
+ *dist = closest_dist;
+ }
+ if (normal) {
+ *normal = closest_normal;
+ }
+ return true;
+}
+
+void Chunk::Position(const glm::vec3 &pos) {
+ position = pos;
+ transform = glm::translate(pos * Extent());
+}
+
+
+int Chunk::VertexCount() const {
+ int count = 0;
+ for (const auto &block : blocks) {
+ count += block.type->shape->VertexCount();
+ }
+ return count;
+}
+
+void Chunk::Update() {
+ model.Clear();
+ model.Reserve(VertexCount());
+
+ for (size_t i = 0; i < Size(); ++i) {
+ blocks[i].type->FillModel(ToCoords(i), model);
+ }
+
+ model.Invalidate();
+ dirty = false;
+}
+
+
+}
--- /dev/null
+#ifndef BLANK_CHUNK_HPP_
+#define BLANK_CHUNK_HPP_
+
+#include "block.hpp"
+#include "geometry.hpp"
+#include "model.hpp"
+
+#include <vector>
+#include <glm/glm.hpp>
+
+
+namespace blank {
+
+/// 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 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(
+ 0.5f + idx % Width(),
+ 0.5f + (idx / Width()) % Height(),
+ 0.5f + 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<Block> blocks;
+ Model model;
+ glm::vec3 position;
+ glm::mat4 transform;
+ bool dirty;
+
+};
+
+}
+
+#endif
namespace blank {
-const BlockType BlockType::DEFAULT;
-const NullShape BlockType::DEFAULT_SHAPE;
-
-void BlockType::FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
-) const {
- shape->Vertices(vertices, pos);
- colors.insert(colors.end(), shape->VertexCount(), color);
- shape->Normals(normals);
-}
-
-void BlockType::FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors
-) const {
- shape->Outline(vertices);
- colors.insert(colors.end(), shape->OutlineCount(), outline_color);
-}
-
-
-BlockTypeRegistry::BlockTypeRegistry() {
- Add(BlockType::DEFAULT);
-}
-
-int BlockTypeRegistry::Add(const BlockType &t) {
- int id = types.size();
- types.push_back(t);
- types.back().id = id;
- return id;
-}
-
-
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, transform(1.0f)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
-, model(std::move(other.model))
-, transform(other.transform)
-, dirty(other.dirty) {
-
-}
-
-Chunk &Chunk::operator =(Chunk &&other) {
- blocks = std::move(other.blocks);
- model = std::move(other.model);
- transform = other.transform;
- dirty = other.dirty;
- return *this;
-}
-
-
-void Chunk::Draw() {
- if (dirty) {
- Update();
- }
- model.Draw();
-}
-
-
-bool Chunk::Intersection(
- const Ray &ray,
- const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
- if (!blank::Intersection(ray, bb, M)) {
- return false;
- }
- }
-
- if (!blkid && !dist && !normal) {
- return true;
- }
-
- // TODO: should be possible to heavily optimize this
- int id = 0;
- int closest_id = -1;
- float closest_dist = std::numeric_limits<float>::infinity();
- glm::vec3 closest_normal(0, 1, 0);
- for (int z = 0; z < Depth(); ++z) {
- for (int y = 0; y < Height(); ++y) {
- for (int x = 0; x < Width(); ++x, ++id) {
- if (!blocks[id].type->visible) {
- continue;
- }
- float cur_dist;
- glm::vec3 cur_norm;
- glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
- }
- }
- }
- }
- }
-
- if (closest_id < 0) {
- return false;
- }
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
- }
- return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
- position = pos;
- transform = glm::translate(pos * Extent());
-}
-
-
-int Chunk::VertexCount() const {
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
- }
- return count;
-}
-
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
-
- for (size_t i = 0; i < Size(); ++i) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
-
- model.Invalidate();
- dirty = false;
-}
-
-
World::World()
: blockType()
, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
#ifndef BLANK_WORLD_HPP_
#define BLANK_WORLD_HPP_
+#include "block.hpp"
+#include "chunk.hpp"
#include "controller.hpp"
-#include "geometry.hpp"
-#include "model.hpp"
#include "noise.hpp"
#include "shader.hpp"
#include "shape.hpp"
#include <list>
-#include <vector>
-#include <GL/glew.h>
#include <glm/glm.hpp>
namespace blank {
-/// attributes of a type of block
-struct BlockType {
-
- int id;
-
- bool visible;
-
- 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(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
- ) const;
-
- void FillModel(const glm::vec3 &pos, Model &m) const {
- FillVBO(pos, m.vertices, m.colors, m.normals);
- m.Invalidate();
- }
-
-
- void FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &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<BlockType> 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 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(
- 0.5f + idx % Width(),
- 0.5f + (idx / Width()) % Height(),
- 0.5f + 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<Block> blocks;
- Model model;
- glm::vec3 position;
- glm::mat4 transform;
- bool dirty;
-
-};
-
-
class World {
public: