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-rw-r--r--src/chunk.cpp23
-rw-r--r--src/chunk.hpp2
-rw-r--r--src/player_controller.cpp2
-rw-r--r--src/player_controller.hpp3
-rw-r--r--src/skinned_renderer.cpp (renamed from src/chunk_renderer.cpp)7
-rw-r--r--src/skinned_renderer.hpp (renamed from src/chunk_renderer.hpp)10
-rw-r--r--src/world.cpp23
-rw-r--r--src/world.hpp16
8 files changed, 72 insertions, 14 deletions
diff --git a/src/chunk.cpp b/src/chunk.cpp
index 55f8832..18e3c69 100644
--- a/src/chunk.cpp
+++ b/src/chunk.cpp
@@ -391,6 +391,29 @@ void Chunk::setBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
cubes[index] = block;
}
+uint8_t Chunk::getGlobalBlock(int32_t x, int32_t y, int32_t z) {
+ if(y >= CHUNK_SIZE.y) return AIR;
+ if(y < 0) return INVALID;
+ int gridX = static_cast<int>(floor(x / Chunk::CHUNK_SIZE.x));
+ int gridZ = static_cast<int>(floor(z / Chunk::CHUNK_SIZE.z));
+ Chunk* chunk = getChunk(gridX, gridZ);
+ if(chunk == nullptr) return INVALID;
+ int localX = x - gridX * CHUNK_SIZE.x;
+ int localZ = z - gridZ * CHUNK_SIZE.z;
+ return chunk->getBlock(localX, y, localZ);
+}
+
+void Chunk::setGlobalBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
+ if(y < 0 || y >= CHUNK_SIZE.y) return;
+ int gridX = static_cast<int>(x % Chunk::CHUNK_SIZE.x);
+ int gridZ = static_cast<int>(floor(z / Chunk::CHUNK_SIZE.z));
+ Chunk* chunk = getChunk(gridX, gridZ);
+ if(chunk == nullptr) return;
+ int localX = x - gridX * CHUNK_SIZE.x;
+ int localZ = z - gridZ * CHUNK_SIZE.z;
+ chunk->setBlock(localX, y, localZ, block);
+}
+
bool Chunk::isGenerated(int32_t gridX, int32_t gridZ) {
Chunk* chunk = Chunk::getChunk(gridX, gridZ);
if(chunk == nullptr) return false;
diff --git a/src/chunk.hpp b/src/chunk.hpp
index 6223fc7..5fcec17 100644
--- a/src/chunk.hpp
+++ b/src/chunk.hpp
@@ -68,6 +68,8 @@ class Chunk {
xe::Model* getMesh();
uint8_t getBlock(int32_t x, int32_t y, int32_t z);
void setBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
+ static uint8_t getGlobalBlock(int32_t x, int32_t y, int32_t z);
+ static void setGlobalBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
static bool isGenerated(int32_t gridX, int32_t gridZ);
static bool isMeshed(int32_t gridX, int32_t gridZ);
diff --git a/src/player_controller.cpp b/src/player_controller.cpp
index 1956f8e..45f5b4b 100644
--- a/src/player_controller.cpp
+++ b/src/player_controller.cpp
@@ -24,7 +24,7 @@ void PlayerController::update(float dt) {
float yaw = viewerObject.transform.rotation.y;
const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
- const glm::vec3 upDir{0.f, 01.f, 0.f};
+ const glm::vec3 upDir{0.f, 1.f, 0.f};
glm::vec3 moveDir{0};
if(input.isKeyPressed(keys.moveForward)) moveDir += forwardDir;
diff --git a/src/player_controller.hpp b/src/player_controller.hpp
index e34f1ed..3d5d16d 100644
--- a/src/player_controller.hpp
+++ b/src/player_controller.hpp
@@ -3,6 +3,7 @@
#include "xe_game_object.hpp"
#include "xe_input.hpp"
+#define GLM_FORCE_RADIANS
#include <glm/common.hpp>
#include <glm/fwd.hpp>
#include <glm/geometric.hpp>
@@ -36,7 +37,7 @@ namespace app {
xe::GameObject &viewerObject;
KeyMappings keys{};
- float moveSpeed{250.f};
+ float moveSpeed{100.f};
float lookSpeed{1.5f};
};
diff --git a/src/chunk_renderer.cpp b/src/skinned_renderer.cpp
index 2dba6cb..0b65d0d 100644
--- a/src/chunk_renderer.cpp
+++ b/src/skinned_renderer.cpp
@@ -1,9 +1,9 @@
-#include "chunk_renderer.hpp"
+#include "skinned_renderer.hpp"
#include "chunk.hpp"
namespace app {
-ChunkRenderer::ChunkRenderer(std::vector<xe::Image*> &images) {
+SkinnedRenderer::SkinnedRenderer(std::vector<xe::Image*> &images) {
xeRenderSystem = xe::RenderSystem::Builder("res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
.addVertexBindingf(0, 3, 0) // position
.addVertexBindingf(1, 3, 12) // normal
@@ -14,10 +14,11 @@ ChunkRenderer::ChunkRenderer(std::vector<xe::Image*> &images) {
.addUniformBinding(0, sizeof(UniformBuffer))
.addTextureArrayBinding(1, images)
.setCulling(true)
+ .setWireframe(false)
.build();
}
-void ChunkRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
+void SkinnedRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
xeRenderSystem->start();
diff --git a/src/chunk_renderer.hpp b/src/skinned_renderer.hpp
index e539f29..0c87fb5 100644
--- a/src/chunk_renderer.hpp
+++ b/src/skinned_renderer.hpp
@@ -16,16 +16,16 @@ struct PushConstant {
alignas(16) glm::mat4 normalMatrix{1.f};
};
-class ChunkRenderer {
+class SkinnedRenderer {
public:
- ChunkRenderer(std::vector<xe::Image*> &images);
+ SkinnedRenderer(std::vector<xe::Image*> &images);
- ~ChunkRenderer() {};
+ ~SkinnedRenderer() {};
- ChunkRenderer(const ChunkRenderer&) = delete;
- ChunkRenderer operator=(const ChunkRenderer&) = delete;
+ SkinnedRenderer(const SkinnedRenderer&) = delete;
+ SkinnedRenderer operator=(const SkinnedRenderer&) = delete;
void render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera);
diff --git a/src/world.cpp b/src/world.cpp
index 485615d..d11e4bc 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -6,7 +6,7 @@ World::World(xe::GameObject& viewer, int renderDistance, int worldSeed)
: viewer{viewer},
renderDistance{renderDistance},
worldSeed{worldSeed},
- chunkRenderer{Chunk::getTextures()} {
+ skinnedRenderer{Chunk::getTextures()} {
reloadChunks(renderDistance);
}
@@ -92,7 +92,26 @@ void World::updateChunkMeshs() {
void World::render(xe::Camera& camera) {
camera.setViewYXZ(viewer.transform.translation, viewer.transform.rotation);
- chunkRenderer.render(loadedChunks, camera);
+ // World::Ray ray = raycast(7, 100);
+ skinnedRenderer.render(loadedChunks, camera);
+}
+
+World::Ray World::raycast(float distance, int steps) {
+
+ glm::vec3 position = glm::vec3(viewer.transform.translation);
+
+ float pitch = viewer.transform.rotation.x;
+ float yaw = viewer.transform.rotation.y;
+ float clamp = 1-fabs(sin(-pitch));
+ const glm::vec3 step = glm::normalize(glm::vec3(sin(yaw)*clamp, sin(-pitch), cos(yaw)*clamp)) * (distance/steps);
+
+ for(int i = 0; i < steps; i++) {
+ position += step;
+ int hit = Chunk::getGlobalBlock(position.x, position.y, position.z);
+ if(hit == AIR) continue;
+ return World::Ray{position, hit};
+ }
+ return World::Ray{position, INVALID};
}
} \ No newline at end of file
diff --git a/src/world.hpp b/src/world.hpp
index 12e0285..e8882b2 100644
--- a/src/world.hpp
+++ b/src/world.hpp
@@ -1,9 +1,14 @@
#pragma once
#include "xe_game_object.hpp"
-#include "chunk_renderer.hpp"
+#include "skinned_renderer.hpp"
#include "chunk.hpp"
+#define GLM_FORCE_RADIANS
+#include <glm/common.hpp>
+#include <glm/fwd.hpp>
+#include <glm/geometric.hpp>
+
#include <vector>
namespace app {
@@ -12,6 +17,11 @@ class World {
public:
+ struct Ray {
+ glm::ivec3 pos;
+ int hit;
+ };
+
World(xe::GameObject& viewer, int renderDistance, int worldSeed);
~World();
@@ -20,6 +30,8 @@ class World {
void render(xe::Camera& camera);
+ Ray raycast(float distance, int steps);
+
private:
void resetChunks();
@@ -36,7 +48,7 @@ class World {
const xe::GameObject& viewer;
std::vector<xe::GameObject> loadedChunks;
- ChunkRenderer chunkRenderer;
+ SkinnedRenderer skinnedRenderer;
};