Files
Cubed/src/gameplay/world.cpp

339 lines
9.8 KiB
C++

#include <Cubed/gameplay/player.hpp>
#include <Cubed/gameplay/world.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_hash.hpp>
#include <Cubed/tools/math_tools.hpp>
#include <unordered_set>
World::World() {
}
World::~World() {
}
bool World::can_move(const AABB& player_box) const{
return true;
}
/*
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find");
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
//BlockRenderData m_block_render_data;
// block id
m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)];
if (m_block_render_data.block_id == 0) {
return m_block_render_data;
}
// draw_face
m_block_render_data.draw_face.assign(6, true);
static const std::vector<glm::ivec3> DIR = {
glm::ivec3(0, 0, 1),
glm::ivec3(1, 0, 0),
glm::ivec3(0 ,0, -1),
glm::ivec3(-1, 0, 0),
glm::ivec3(0, 1, 0),
glm::ivec3(0, -1, 0)
};
glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z);
for (int i = 0; i < 6; i++) {
if (is_block(world_pos + DIR[i])) {
m_block_render_data.draw_face[i] = false;
}
}
return m_block_render_data;
}
*/
const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
static std::optional<LookBlock> null_look_block = std::nullopt;
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
Logger::error("Can't find player {}", name);
CUBED_ASSERT(0);
return null_look_block;
}
return it->second.get_look_block_pos();
}
Player& World::get_player(const std::string& name){
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
Logger::error("Can't find player {}", name);
CUBED_ASSERT(0);
}
return it->second;
}
void World::init_world() {
auto t1 = std::chrono::system_clock::now();
for (int s = 0; s < DISTANCE; s++) {
for (int t = 0; t < DISTANCE; t++) {
int ns = s - DISTANCE / 2;
int nt = t - DISTANCE / 2;
ChunkPos pos{ns, nt};
m_chunks.emplace(pos, Chunk(*this, pos));
}
}
for (auto& chunk_map : m_chunks) {
auto& [chunk_pos, chunk] = chunk_map;
chunk.init_chunk();
}
// After block gen fininshed
for (auto& chunk_map : m_chunks) {
auto& [chunk_pos, chunk] = chunk_map;
chunk.gen_vertex_data();
}
auto t2 = std::chrono::system_clock::now();
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
// init players
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
Logger::info("TestPlayer Create Finish");
}
void World::render(const glm::mat4& mvp_matrix) {
Math::extract_frustum_planes(mvp_matrix, m_planes);
for (const auto& chunk_map : m_chunks) {
const auto& [pos, chunk] = chunk_map;
glm::vec3 center = glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2));
if (is_aabb_in_frustum(center, glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2)))) {
glBindBuffer(GL_ARRAY_BUFFER, chunk.get_vbo());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size());
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
}
ChunkPos World::chunk_pos(int world_x, int world_z) const{
int chunk_x, chunk_z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
}
if (world_x >= 0) {
chunk_x = world_x / CHUCK_SIZE;
}
if (world_z < 0) {
chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
}
if (world_z >= 0) {
chunk_z = world_z / CHUCK_SIZE;
}
return {chunk_x, chunk_z};
}
void World::gen_chunks() {
const auto& player = get_player("TestPlayer");
const auto& player_pos = player.get_player_pos();
int x = std::floor(player_pos.x);
int z = std::floor(player_pos.z);
auto [chunk_x, chunk_z] = chunk_pos(x, z);
std::unordered_set<ChunkPos, ChunkPos::Hash> cur_chunks;
std::vector<ChunkPos> pre_gen_chunks;
cur_chunks.reserve(DISTANCE * DISTANCE);
int half = DISTANCE / 2;
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
cur_chunks.emplace(u, v);
}
}
CUBED_ASSERT_MSG(!cur_chunks.empty(), "cur chunks is empty!!");
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
if (cur_chunks.find(it->first) == cur_chunks.end()) {
it = m_chunks.erase(it);
} else {
++it;
}
}
for (auto pos: cur_chunks) {
auto it = m_chunks.find(pos);
if (it == m_chunks.end()) {
m_chunks.emplace(pos, Chunk(*this, pos));
pre_gen_chunks.push_back(pos);
}
}
Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
if (pre_gen_chunks.empty()) {
return;
}
static const ChunkPos CHUNK_DIR[] {
{1, 0}, {-1, 0}, {0, -1}, {0, 1}
};
for (const auto& pos : pre_gen_chunks) {
auto it = m_chunks.find(pos);
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk Don't find");
//Logger::info("Init Chunk {} {}", pos.x, pos.z);
it->second.init_chunk();
it->second.mark_dirty();
for (const auto& dir : CHUNK_DIR) {
auto it = m_chunks.find(pos + dir);
if (it != m_chunks.end()) {
it->second.mark_dirty();
}
}
}
}
void World::need_gen() {
m_need_gen_chunk = true;
}
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
for (const auto& plane : m_planes) {
// distance
float d = glm::dot(glm::vec3(plane), center) + plane.w;
float r = half_extents.x * std::abs(plane.x) +
half_extents.y * std::abs(plane.y) +
half_extents.z * std::abs(plane.z);
if (d + r < 0) {
return false;
}
}
return true;
}
int World::get_block(const glm::ivec3& block_pos) const {
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return 0;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUCK_SIZE;
z = block_pos.z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return 0;
}
return chunk_blocks[Chunk::get_index(x, y, z)];
}
bool World::is_block(const glm::ivec3& block_pos) const{
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return false;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUCK_SIZE;
z = block_pos.z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return false;
}
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
if (id == 0) {
return false;
} else {
return true;
}
}
void World::set_block(const glm::ivec3& block_pos, unsigned id) {
int world_x, world_y, world_z;
world_x = block_pos.x;
world_y = block_pos.y;
world_z = block_pos.z;
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return ;
}
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return ;
}
it->second.set_chunk_block(Chunk::get_index(x, y, z), id);
static const glm::ivec3 NEIGHBOR_DIRS[] = {
{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}
};
for (const auto& dir : NEIGHBOR_DIRS) {
glm::ivec3 neighbor = block_pos + dir;
auto [cx, cz] = chunk_pos(neighbor.x, neighbor.z);
auto it = m_chunks.find({cx, cz});
if (it != m_chunks.end()) {
it->second.mark_dirty();
}
}
}
void World::update(float delta_time) {
for (auto& player : m_players) {
player.second.update(delta_time);
}
if (m_need_gen_chunk) {
gen_chunks();
m_need_gen_chunk = false;
}
// unified compute vertex data before rendering
for (auto& [key, chunk] : m_chunks) {
if (chunk.is_dirty()) {
chunk.gen_vertex_data();
chunk.clear_dirty();
}
}
}