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