2019-01-20 15:07:45 +01:00

240 lines
8.1 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 <gk/resource/ResourceHandler.hpp>
#include "Config.hpp"
#include "World.hpp"
u16 World::renderDistance = 8;
bool World::isReloadRequested = false;
World::World() : m_texture(gk::ResourceHandler::getInstance().get<gk::Texture>("texture-blocks")) {
for(s32 z = 0 ; z < m_depth ; z++) {
for(s32 y = 0 ; y < m_height ; y++) {
for(s32 x = 0 ; x < m_width ; x++) {
// FIXME
// m_chunks.push_back(std::unique_ptr<Chunk>(new Chunk(x - m_width / 2,
// y - m_height / 2,
// z - m_depth / 2, m_texture)));
}
}
}
for(s32 z = -m_depth / 2 ; z < m_depth / 2 ; z++) {
for(s32 y = -m_height / 2 ; y < m_height / 2 ; y++) {
for(s32 x = -m_width / 2 ; x < m_width / 2 ; x++) {
// FIXME
// Chunk *chunk = getChunk(x, y, z);
// if(x > -m_width / 2) chunk->setSurroundingChunk(Chunk::Left, getChunk(x - 1, y, z));
// if(x < m_width / 2 - 1) chunk->setSurroundingChunk(Chunk::Right, getChunk(x + 1, y, z));
// if(y > -m_height / 2) chunk->setSurroundingChunk(Chunk::Bottom, getChunk(x, y - 1, z));
// if(y < m_height / 2 - 1) chunk->setSurroundingChunk(Chunk::Top, getChunk(x, y + 1, z));
// if(z > -m_depth / 2) chunk->setSurroundingChunk(Chunk::Front, getChunk(x, y, z - 1));
// if(z < m_depth / 2 - 1) chunk->setSurroundingChunk(Chunk::Back, getChunk(x, y, z + 1));
}
}
}
}
void World::update() {
// FIXME
// for (auto &it : m_chunks) {
// if (isReloadRequested)
// it->setChanged(true);
//
// it->update(player, *this);
// }
isReloadRequested = false;
}
void World::draw(gk::RenderTarget &target, gk::RenderStates states) const {
if (!target.getView()) {
DEBUG("ERROR: Trying to draw world without a camera");
return;
}
float ud = 1000.0;
int ux = 0;
int uy = 0;
int uz = 0;
gk::Shader::bind(states.shader);
states.shader->setUniform("u_renderDistance", renderDistance * CHUNK_WIDTH);
gk::Shader::bind(nullptr);
std::vector<std::pair<Chunk*, gk::Transform>> chunks;
for(auto &it : m_chunks) {
// FIXME
// states.transform = glm::translate(glm::mat4(1.0f),
// glm::vec3(it->x() * CHUNK_WIDTH,
// it->y() * CHUNK_HEIGHT,
// it->z() * CHUNK_DEPTH));
// Is the chunk close enough?
glm::vec4 center = target.getView()->getViewTransform().getMatrix()
* states.transform.getMatrix()
* 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 = target.getView()->getTransform().getMatrix() * 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;
}
// If 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 this chunk is not initialized, skip it
if(!it->isInitialized()) {
// But if it is the closest to the camera, mark it for initialization
if(d < ud) {
ud = d;
// FIXME
// ux = it->x();
// uy = it->y();
// uz = it->z();
}
continue;
}
chunks.emplace_back(&*it, states.transform);
}
if(ud < 1000) {
// FIXME
// m_terrainGenerator.generate(*getChunk(ux, uy, uz));
// FIXME
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Left)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Left));
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Right)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Right));
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Bottom)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Bottom));
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Top)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Top));
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Front)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Front));
// if(getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Back)) m_terrainGenerator.generate(*getChunk(ux, uy, uz)->getSurroundingChunk(Chunk::Back));
getChunk(ux, uy, uz)->setInitialized(true);
}
// FIXME
// for (u8 i = 0 ; i < ChunkBuilder::layers ; ++i) {
// for (auto &it : chunks) {
// states.transform = it.second;
// it.first->drawLayer(target, states, i);
// }
// }
}
Chunk *World::getChunk(int cx, int cy, int cz) const {
cx += m_width / 2;
cy += m_height / 2;
cz += m_depth / 2;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return nullptr;
return m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
}
u16 World::getBlock(int x, int y, int z) const {
int cx = (x + CHUNK_WIDTH * (m_width / 2)) / CHUNK_WIDTH;
int cy = (y + CHUNK_HEIGHT * (m_height / 2)) / CHUNK_HEIGHT;
int cz = (z + CHUNK_DEPTH * (m_depth / 2)) / CHUNK_DEPTH;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return 0;
// FIXME
// Chunk *chunk = m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
// if (chunk)
// return chunk->getBlock(x & (CHUNK_WIDTH - 1), y & (CHUNK_HEIGHT - 1), z & (CHUNK_DEPTH - 1));
return 0;
}
void World::setBlock(int x, int y, int z, u16 id) {
int cx = (x + CHUNK_WIDTH * (m_width / 2)) / CHUNK_WIDTH;
int cy = (y + CHUNK_HEIGHT * (m_height / 2)) / CHUNK_HEIGHT;
int cz = (z + CHUNK_DEPTH * (m_depth / 2)) / CHUNK_DEPTH;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return;
// FIXME
// Chunk *chunk = m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
// if (chunk)
// chunk->setBlock(x & (CHUNK_WIDTH - 1), y & (CHUNK_HEIGHT - 1), z & (CHUNK_DEPTH - 1), id);
}
u16 World::getData(int x, int y, int z) const {
int cx = (x + CHUNK_WIDTH * (m_width / 2)) / CHUNK_WIDTH;
int cy = (y + CHUNK_HEIGHT * (m_height / 2)) / CHUNK_HEIGHT;
int cz = (z + CHUNK_DEPTH * (m_depth / 2)) / CHUNK_DEPTH;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return 0;
// FIXME
// Chunk *chunk = m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
// if (chunk)
// return chunk->getData(x & (CHUNK_WIDTH - 1), y & (CHUNK_HEIGHT - 1), z & (CHUNK_DEPTH - 1));
return 0;
}
void World::setData(int x, int y, int z, u16 id) {
int cx = (x + CHUNK_WIDTH * (m_width / 2)) / CHUNK_WIDTH;
int cy = (y + CHUNK_HEIGHT * (m_height / 2)) / CHUNK_HEIGHT;
int cz = (z + CHUNK_DEPTH * (m_depth / 2)) / CHUNK_DEPTH;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return;
// FIXME
// Chunk *chunk = m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
// if (chunk)
// chunk->setData(x & (CHUNK_WIDTH - 1), y & (CHUNK_HEIGHT - 1), z & (CHUNK_DEPTH - 1), id);
}
BlockData *World::getBlockData(int x, int y, int z) {
int cx = (x + CHUNK_WIDTH * (m_width / 2)) / CHUNK_WIDTH;
int cy = (y + CHUNK_HEIGHT * (m_height / 2)) / CHUNK_HEIGHT;
int cz = (z + CHUNK_DEPTH * (m_depth / 2)) / CHUNK_DEPTH;
if (cx < 0 || cx >= m_width || cy < 0 || cy >= m_height || cz < 0 || cz >= m_depth)
return 0;
// FIXME
// Chunk *chunk = m_chunks.at(cx + cy * m_width + cz * m_width * m_height).get();
// if (chunk)
// return chunk->getBlockData(x & (CHUNK_WIDTH - 1), y & (CHUNK_HEIGHT - 1), z & (CHUNK_DEPTH - 1));
return 0;
}