OpenMiner/source/world/World.cpp
2014-12-20 15:13:51 +01:00

120 lines
3.2 KiB
C++

/*
* =====================================================================================
*
* Filename: World.cpp
*
* Description:
*
* Version: 1.0
* Created: 16/12/2014 15:28:19
* Revision: none
* Compiler: gcc
*
* Author: Quentin BAZIN, <quent42340@gmail.com>
* Company:
*
* =====================================================================================
*/
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include "World.hpp"
World::World() {
m_width = 4;
m_depth = 4;
for(s32 z = -m_depth / 2 ; z < m_depth / 2 ; z++) {
for(s32 x = -m_width / 2 ; x < m_width / 2 ; x++) {
//for(s32 z = 0 ; z < m_depth ; z++) {
// for(s32 x = 0 ; x < m_width ; x++) {
m_chunks.push_back(std::unique_ptr<Chunk>(new Chunk(x, 0, z)));
}
}
for(s32 z = -m_depth / 2 ; z < m_depth / 2 ; z++) {
for(s32 x = -m_width / 2 ; x < m_width / 2 ; x++) {
//for(s32 z = 0 ; z < m_depth ; z++) {
//for(s32 x = 0 ; x < m_width ; x++) {
//if(x > 0) getChunk(x, z)->setLeft(getChunk(x - 1, z));
//if(x < m_width - 1) getChunk(x, z)->setRight(getChunk(x + 1, z));
//if(z > 0) getChunk(x, z)->setFront(getChunk(x, z - 1));
//if(z < m_depth - 1) getChunk(x, z)->setBack(getChunk(x, z + 1));
if(x > -m_width / 2) getChunk(x, z)->setLeft(getChunk(x - 1, z));
if(x < m_width / 2 - 1) getChunk(x, z)->setRight(getChunk(x + 1, z));
if(z > -m_depth / 2) getChunk(x, z)->setFront(getChunk(x, z - 1));
if(z < m_depth / 2 - 1) getChunk(x, z)->setBack(getChunk(x, z + 1));
}
}
}
World::~World() {
}
#include "Debug.hpp"
void World::draw(Shader &shader, const glm::mat4 &pv) {
float ud = 1000.0;
s32 ux = 0;
s32 uz = 0;
for(auto &it : m_chunks) {
glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(it->x() * Chunk::width, it->y() * Chunk::height, it->z() * Chunk::depth));
glm::mat4 mvp = pv * model;
// Is this chunk on the screen?
glm::vec4 center = mvp * glm::vec4(Chunk::width / 2, Chunk::height / 2, Chunk::depth / 2, 1);
float d = glm::length(center);
center.x /= center.w;
center.y /= center.w;
// If it is behind the camera, don't bother drawing it
if(center.z < -Chunk::height / 2) {
continue;
}
// It it is outside the screen, don't bother drawing it
if(fabsf(center.x) > 1 + fabsf(Chunk::height * 2 / center.w) || fabsf(center.y) > 1 + fabsf(Chunk::height * 2 / center.w)) {
continue;
}
if(!it->initialized()) {
if(d < ud) {
ud = d;
ux = it->x();
uz = it->z();
}
continue;
}
shader.setUniform("u_modelMatrix", model);
shader.setUniform("u_viewProjectionMatrix", pv);
it->draw(shader);
}
if(ud < 1000) {
getChunk(ux, uz)->generate();
getChunk(ux, uz)->setInitialized(true);
if(getChunk(ux, uz)->left()) getChunk(ux, uz)->left()->generate();
if(getChunk(ux, uz)->right()) getChunk(ux, uz)->right()->generate();
if(getChunk(ux, uz)->front()) getChunk(ux, uz)->front()->generate();
if(getChunk(ux, uz)->back()) getChunk(ux, uz)->back()->generate();
}
}
//#include "Debug.hpp"
Chunk *World::getChunk(s32 x, s32 z) {
//DEBUG("(", x, z, ") => (", x + m_width / 2, z + m_depth / 2, ")");
x += m_width / 2;
z += m_depth / 2;
return m_chunks[x + z * m_width].get();
}