144 lines
5.0 KiB
C++
144 lines
5.0 KiB
C++
/*
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* Created by Brett on 11/02/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef FINALPROJECT_WORLD_H
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#define FINALPROJECT_WORLD_H
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#include <world/chunk/storage.h>
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#include <render/gl.h>
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#include <unordered_map>
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namespace fp {
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namespace _static {
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/**
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* Converts from world coord to chunk-internal coords
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* @param coord world space coordinate
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* @return chunk internal coord
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*/
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static inline int world_to_internal(int coord) {
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auto val = coord % CHUNK_SIZE;
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return val < 0 ? CHUNK_SIZE + val : val;
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}
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static inline block_pos world_to_internal(const block_pos& coord) {
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return {world_to_internal(coord.x), world_to_internal(coord.y), world_to_internal(coord.z)};
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}
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/**
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* Converts from world coord to chunk pos coords
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*
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* consider: (int) (-31 / 32) which equals 0
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* but a negative chunk would be stored at -1, not 0 (since that is taken by the positive coord chunk)
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* an arithmetic right shift would produce the desired -1 (see Java, which performs a signed right bit shift)
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* however in C++ shifting on a signed type is undefined behaviour. So we must emulate an arithmetic right shift.
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*
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* @param coord x,y, or z coordinate to convert
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* @return a right arithmetic bit shift resulting in a signed division of the coordinate by CHUNK_SIZE
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*/
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static inline int world_to_chunk(int coord) {
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auto ucoord = (unsigned int) coord;
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ucoord >>= CHUNK_SHIFT;
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if (coord < 0) {
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// the mask only has to be generated once since it is never modified at runtime beyond assignment
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static unsigned int mask = 0;
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if (mask == 0) {
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for (int i = 0; i < CHUNK_SHIFT; i++)
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mask |= (1 << ((sizeof(int) * 8 - 1) - i));
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}
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ucoord |= mask;
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}
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return (int) (ucoord);
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}
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static inline chunk_pos world_to_chunk(const block_pos& pos){
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return {world_to_chunk(pos.x), world_to_chunk(pos.y), world_to_chunk(pos.z)};
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}
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}
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struct chunk {
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public:
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block_storage* storage;
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mesh_storage* mesh = nullptr;
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VAO* chunk_vao;
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chunk_pos pos;
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chunk_status dirtiness = OKAY;
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unsigned long render_size = 0;
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public:
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explicit chunk(chunk_pos pos): pos(pos) {
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storage = new block_storage();
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chunk_vao = new VAO();
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// using indices uses:
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// 12 faces * 4 vertex * 3 float * 4 bytes + 12 faces * 6 indices * 4 bytes = 864 bytes for vertex + index
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// using only vertices:
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// 12 faces * 6 vertex * 3 floats * 4 bytes = 864 bytes.
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// since they both use the same amount of memory we will only store the vertices and draw with drawArrays, since it is less complex.
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// set up the VBOs which will be later updated when the mesh is generated.
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chunk_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0), 0, 3);
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}
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~chunk() {
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delete storage;
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delete chunk_vao;
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delete mesh;
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}
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};
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class world {
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private:
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std::unordered_map<chunk_pos, chunk*, _static::chunk_pos_hash, _static::chunk_pos_equality> chunk_storage;
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protected:
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void generateChunkMesh(chunk* chunk);
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inline void insertChunk(chunk* chunk){
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chunk_storage.insert({chunk->pos, chunk});
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}
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inline chunk* getChunk(const block_pos& pos) {
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return chunk_storage.at(_static::world_to_chunk(pos));
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}
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public:
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world() {
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insertChunk(new chunk({0, 0, 0}));
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insertChunk(new chunk({-1, 0, 0}));
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insertChunk(new chunk({0, 0, -1}));
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insertChunk(new chunk({-1, 0, -1}));
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}
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void update();
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void render(fp::shader& shader);
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inline void setBlock(const block_pos& pos, char blockID) {
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auto c = getChunk(pos);
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// mark the chunk for a mesh update
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c->dirtiness = FULL_MESH;
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c->storage->set(_static::world_to_internal(pos), blockID);
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}
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inline char getBlock(const block_pos& pos) {
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auto c = getChunk(pos);
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return c->storage->get(_static::world_to_internal(pos));
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}
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~world() {
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for (auto& chunk : chunk_storage)
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delete (chunk.second);
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}
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};
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}
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#endif //FINALPROJECT_WORLD_H
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