OpenMiner/source/world/World.cpp

297 lines
9.5 KiB
C++

/*
* =====================================================================================
*
* Filename: World.cpp
*
* Description:
*
* Created: 16/12/2014 15:28:19
*
* Author: Quentin Bazin, <quent42340@gmail.com>
*
* =====================================================================================
*/
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include "Camera.hpp"
#include "Config.hpp"
#include "World.hpp"
Block *World::selectedBlock = nullptr;
Chunk *World::selectedChunk = nullptr;
World::World() {
m_width = 100;
m_depth = 100;
//m_texture.load("textures/cobblestone.bmp");
m_texture.load("textures/blocks.png");
for(s32 z = -m_depth / 2 ; z < m_depth / 2 ; z++) {
for(s32 x = -m_width / 2 ; x < m_width / 2 ; x++) {
m_chunks.push_back(std::unique_ptr<Chunk>(new Chunk(x, 0, z, m_texture)));
}
}
for(s32 z = -m_depth / 2 ; z < m_depth / 2 ; z++) {
for(s32 x = -m_width / 2 ; x < m_width / 2 ; x++) {
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));
}
}
}
void World::draw(Camera &camera, Shader &shader, const glm::mat4 &projectionMatrix, const glm::mat4 &viewMatrix) {
float ud = 1000.0;
s32 ux = 0;
s32 uz = 0;
shader.setUniform("u_renderDistance", renderDistance * Chunk::width);
for(auto &it : m_chunks) {
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f),
glm::vec3(it->x() * Chunk::width,
it->y() * Chunk::height,
it->z() * Chunk::depth));
// Is the chunk closer enough?
glm::vec4 center = viewMatrix * modelMatrix * glm::vec4(Chunk::width / 2,
Chunk::height / 2,
Chunk::depth / 2, 1);
if(glm::length(center) > (renderDistance + 1) * Chunk::width) {
continue;
}
// Is this chunk on the screen?
center = projectionMatrix * center;
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->isInitialized()) {
if(d < ud) {
ud = d;
ux = it->x();
uz = it->z();
}
continue;
}
shader.setUniform("u_modelMatrix", modelMatrix);
it->draw(shader);
}
if(ud < 1000) {
m_terrainGenerator.generate(*getChunk(ux, uz));
getChunk(ux, uz)->setInitialized(true);
if(getChunk(ux, uz)->left()) m_terrainGenerator.generate(*getChunk(ux, uz)->left());
if(getChunk(ux, uz)->right()) m_terrainGenerator.generate(*getChunk(ux, uz)->right());
if(getChunk(ux, uz)->front()) m_terrainGenerator.generate(*getChunk(ux, uz)->front());
if(getChunk(ux, uz)->back()) m_terrainGenerator.generate(*getChunk(ux, uz)->back());
}
// FIXME: MOVE AND REWRITE THIS SH*T
// glBindTexture(GL_TEXTURE_2D, 0);
// Chunk *currentChunk = getChunk(camera.x() / Chunk::width, camera.z() / Chunk::depth);
// if (currentChunk && selectedBlock) {
// float blockCoords[6 * 12] = {
// 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, // FR | 0
// 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, // FL | 1
// 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, // BR | 2
// 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, // BL | 3
// 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, // T | 4
// 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0 // B | 5
// };
//
// int xx = selectedBlock->pos().x;
// int yy = selectedBlock->pos().y;
// int zz = selectedBlock->pos().z;
//
// glColor4ub(255, 255, 255, 64);
// glDisable(GL_ALPHA_TEST);
// glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(-1.0, -1.0);
//
// glBegin(GL_QUADS);
// glVertex3f(xx + blockCoords[(selectedBlock->selectedFace() * 12) + 0], yy + blockCoords[(selectedBlock->selectedFace() * 12) + 1], zz + blockCoords[(selectedBlock->selectedFace() * 12) + 2]);
// glVertex3f(xx + blockCoords[(selectedBlock->selectedFace() * 12) + 3], yy + blockCoords[(selectedBlock->selectedFace() * 12) + 4], zz + blockCoords[(selectedBlock->selectedFace() * 12) + 5]);
// glVertex3f(xx + blockCoords[(selectedBlock->selectedFace() * 12) + 6], yy + blockCoords[(selectedBlock->selectedFace() * 12) + 7], zz + blockCoords[(selectedBlock->selectedFace() * 12) + 8]);
// glVertex3f(xx + blockCoords[(selectedBlock->selectedFace() * 12) + 9], yy + blockCoords[(selectedBlock->selectedFace() * 12) + 10], zz + blockCoords[(selectedBlock->selectedFace() * 12) + 11]);
// glEnd();
//
// glDisable(GL_POLYGON_OFFSET_FILL);
// glEnable(GL_ALPHA_TEST);
// glColor4ub(255, 255, 255, 255);
// }
}
Chunk *World::getChunk(s32 x, s32 z) {
x += m_width / 2;
z += m_depth / 2;
return m_chunks.at(x + z * m_width).get();
}
// FIXME: Move to a math module
bool World::intersectionLinePlane(const glm::vec3 &normal, const glm::vec3 &planePoint, const glm::vec3 &lineOrigPoint, const glm::vec3 &directionVector, float *distance) {
float p1 = directionVector.x * normal.x + directionVector.y * normal.y + directionVector.z * normal.z; // First point to be tested
if(p1 == 0) return false; // Degenerate case
glm::vec3 u = glm::vec3(planePoint.x - lineOrigPoint.x,
planePoint.y - lineOrigPoint.y,
planePoint.z - lineOrigPoint.z);
float p2 = u.x * normal.x + u.y * normal.y + u.z * normal.z; // Second point to be tested
float k = p2 / p1;
if((k < 0) || (k > 5)) return false;
// Intersection point
glm::vec3 i = glm::vec3(lineOrigPoint.x + k * directionVector.x,
lineOrigPoint.y + k * directionVector.y,
lineOrigPoint.z + k * directionVector.z);
glm::vec3 v = glm::vec3(i.x - planePoint.x,
i.y - planePoint.y,
i.z - planePoint.z);
float size = 0.5;
if(v.x >= -size && v.x <= size && v.y >= -size && v.y <= size && v.z >= -size && v.z <= size) {
if(distance != nullptr) *distance = k;
return true;
} else {
return false;
}
}
// Front right = 0 | Front left = 1
// Back right = 2 | Back left = 3
// Top = 4 | Bottom = 5
// FIXME: Move to a math module
bool World::intersectionLineBlock(int blockX, int blockY, int blockZ, const glm::vec3 &lineOrigPoint, const glm::vec3 &directionVector, float *distance, s8 *face) {
glm::vec3 planePoint[6] = {
glm::vec3(blockX + 0.5, blockY + 1, blockZ + 0.5), // back
glm::vec3(blockX + 1, blockY + 0.5, blockZ + 0.5), // right
glm::vec3(blockX, blockY + 0.5, blockZ + 0.5), // left
glm::vec3(blockX + 0.5, blockY, blockZ + 0.5), // front
glm::vec3(blockX + 0.5, blockY + 0.5, blockZ + 1), // top
glm::vec3(blockX + 0.5, blockY + 0.5, blockZ) // bottom
};
glm::vec3 normal[6] = {
glm::vec3(0, 1, 0), // back
glm::vec3(1, 0, 0), // right
glm::vec3(-1, 0, 0), // left
glm::vec3(0, -1, 0), // front
glm::vec3(0, 0, 1), // top
glm::vec3(0, 0, -1) // bottom
};
float shortestDistance = DIST_FAR;
float dist = DIST_FAR + 1.0;
int nearestFace = -1;
for (int i = 0; i < 6; i++) {
bool result = intersectionLinePlane(normal[i], planePoint[i], lineOrigPoint, directionVector, &dist);
if (result && (dist < shortestDistance)) {
shortestDistance = dist;
nearestFace = i;
}
}
if (nearestFace < 0) {
return false;
} else {
if (distance != nullptr) *distance = shortestDistance;
if (face != nullptr) *face = nearestFace;
return true;
}
}
#include <unordered_map>
#include <unistd.h>
#include "Debug.hpp"
// FIXME: IMPROVE AND MOVE THIS FUNCTION
void World::testBlocks(Camera &camera, float maxDistance) {
glm::vec3 linePoint = glm::vec3(camera.x(),
camera.y(),
camera.z());
glm::vec3 directionVector = glm::vec3(camera.pointTargetedX() - camera.x(),
camera.pointTargetedY() - camera.y(),
camera.pointTargetedZ() - camera.z());
Chunk *currentChunk = getChunk(camera.x() / Chunk::width, camera.z() / Chunk::depth);
float distance = DIST_FAR;
Block *block = nullptr;
int face = -1;
Chunk *chunk = nullptr;
const std::vector<std::unique_ptr<Block>> *blocks = nullptr;
for(unsigned short i = 0 ; i < 9 ; i++) {
if(i == 8) blocks = &currentChunk->data();
else if(i < 8) {
if(currentChunk->getSurroundingChunk(i) == nullptr) continue;
blocks = &currentChunk->getSurroundingChunk(i)->data();
}
for(auto &it : *blocks) {
if(it->id() == 0) continue;
if(it->pos().z < linePoint.z - 10 || it->pos().z > linePoint.z + 10) continue;
if(it->pos().y < linePoint.y - 10 || it->pos().y > linePoint.y + 10) continue;
if(it->pos().x < linePoint.x - 10 || it->pos().x > linePoint.x + 10) continue;
it->setSelected(false, -1);
float d = -1;
s8 f = -1;
bool result = intersectionLineBlock(it->pos().x, it->pos().y, it->pos().z, linePoint, directionVector, &d, &f);
if(result && (d < distance) && (d < maxDistance)) {
distance = d;
block = it.get();
face = f;
if(i == 8) chunk = currentChunk;
else if(i < 8) chunk = currentChunk->getSurroundingChunk(i);
DEBUG(block->pos().x, block->pos().y, block->pos().z);
}
}
}
if(block) {
selectedBlock = block;
block->setSelected(true, face);
}
else if (selectedBlock) {
selectedBlock->setSelected(false, -1);
}
selectedChunk = chunk;
}