Chunk.cpp 8.1 KB

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  1. #include "Chunk.h"
  2. #include <cstdlib>
  3. #include <cmath>
  4. Chunk::Chunk(int chunkX, int chunkZ) : chunkX(chunkX), chunkZ(chunkZ)
  5. {
  6. mesh = new ChunkMesh[HEIGHT_PARTIONS];
  7. for(int i = 0; i < HEIGHT_PARTIONS; i++)
  8. {
  9. dirty[i] = true;
  10. }
  11. for(int z = 0; z < DEPTH; z++)
  12. {
  13. for(int x = 0; x < WIDTH; x++)
  14. {
  15. int maxY = (int) (sin((x + chunkX * WIDTH) * 0.3) * 20 + 22) + (sin((z + chunkZ * DEPTH) * 0.3) * 20 + 22);
  16. if(maxY > HEIGHT)
  17. {
  18. maxY = HEIGHT;
  19. }
  20. for(int y = 0; y < maxY; y++)
  21. {
  22. blocks[y][x][z] = 1;
  23. }
  24. for(int y = maxY; y < HEIGHT; y++)
  25. {
  26. blocks[y][x][z] = 0;
  27. }
  28. }
  29. }
  30. }
  31. Chunk::~Chunk()
  32. {
  33. delete[] mesh;
  34. }
  35. void Chunk::setBlock(int x, int y, int z, unsigned short block)
  36. {
  37. blocks[y & BITMASK_HEIGHT][x & BITMASK_WIDTH][z & BITMASK_DEPTH] = block;
  38. }
  39. unsigned short Chunk::getBlock(int x, int y, int z)
  40. {
  41. return blocks[y & BITMASK_HEIGHT][x & BITMASK_WIDTH][z & BITMASK_DEPTH];
  42. }
  43. void Chunk::renderTick(Shader& shader, DirectRenderer& dr, float lag)
  44. {
  45. shader.translateTo(chunkX * WIDTH, 0, chunkZ * DEPTH);
  46. shader.updateModelMatrix();
  47. for(int i = 0; i < HEIGHT_PARTIONS; i++)
  48. {
  49. if(dirty[i])
  50. {
  51. buildChunk(i);
  52. dirty[i] = false;
  53. }
  54. mesh[i].draw();
  55. }
  56. }
  57. void Chunk::buildChunk(int partionY)
  58. {
  59. Mesh& m = mesh[partionY];
  60. int max = (partionY + 1) * PARTION_HEIGHT;
  61. for(int y = partionY * PARTION_HEIGHT; y < max; y++)
  62. {
  63. for(int x = 0; x < WIDTH; x++)
  64. {
  65. for(int z = 0; z < DEPTH; z++)
  66. {
  67. if(blocks[y][x][z] == 1)
  68. {
  69. for(int i = 0; i < 36; i++)
  70. {
  71. m.addColor(1, 0, 0, 1);
  72. }
  73. // bottom
  74. if(y <= 0 || blocks[y - 1][x][z] != 1)
  75. {
  76. //m.addTexture(0.125f, 0.0f);
  77. //m.addTexture(0.1875f, 0.0f);
  78. //m.addTexture(0.125f, 0.0625f);
  79. //m.addTexture(0.1875f, 0.0f);
  80. //m.addTexture(0.1875f, 0.0625f);
  81. //m.addTexture(0.125f, 0.0625f);
  82. for(int i = 0; i < 6; i++)
  83. {
  84. m.addNormal(0.0f, -1.0f, 0.0f);
  85. }
  86. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  87. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  88. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  89. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  90. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  91. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  92. }
  93. // top
  94. if(y + 1 >= HEIGHT || blocks[y + 1][x][z] != 1)
  95. {
  96. //m.addTexture(0.25f, 0.0f);
  97. //m.addTexture(0.25f, 0.0625f);
  98. //m.addTexture(0.3125f, 0.0f);
  99. //m.addTexture(0.3125f, 0.0f);
  100. //m.addTexture(0.25f, 0.0625f);
  101. //m.addTexture(0.3125f, 0.0625f);
  102. for(int i = 0; i < 6; i++)
  103. {
  104. m.addNormal(0.0f, 1.0f, 0.0f);
  105. }
  106. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  107. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  108. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  109. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  110. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  111. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  112. }
  113. // right
  114. if(x + 1 >= WIDTH || blocks[y][x + 1][z] != 1)
  115. {
  116. //m.addTexture(0.1875f, 0.0625f);
  117. //m.addTexture(0.25f, 0.0f);
  118. //m.addTexture(0.25f, 0.0625f);
  119. //m.addTexture(0.1875f, 0.0625f);
  120. //m.addTexture(0.1875f, 0.0f);
  121. //m.addTexture(0.25f, 0.0f);
  122. for(int i = 0; i < 6; i++)
  123. {
  124. m.addNormal(1.0f, 0.0f, 0.0f);
  125. }
  126. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  127. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  128. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  129. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  130. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  131. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  132. }
  133. // left
  134. if(x <= 0 || blocks[y][x - 1][z] != 1)
  135. {
  136. //m.addTexture(0.1875f, 0.0625f);
  137. //m.addTexture(0.25f, 0.0625f);
  138. //m.addTexture(0.25f, 0.0f);
  139. //m.addTexture(0.1875f, 0.0625f);
  140. //m.addTexture(0.25f, 0.0f);
  141. //m.addTexture(0.1875f, 0.0f);
  142. for(int i = 0; i < 6; i++)
  143. {
  144. m.addNormal(-1.0f, 0.0f, 0.0f);
  145. }
  146. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  147. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  148. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  149. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  150. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  151. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  152. }
  153. // back
  154. if(z + 1 >= DEPTH || blocks[y][x][z + 1] != 1)
  155. {
  156. //m.addTexture(0.1875f, 0.0625f);
  157. //m.addTexture(0.25f, 0.0625f);
  158. //m.addTexture(0.25f, 0.0f);
  159. //m.addTexture(0.1875f, 0.0625f);
  160. //m.addTexture(0.25f, 0.0f);
  161. //m.addTexture(0.1875f, 0.0f);
  162. for(int i = 0; i < 6; i++)
  163. {
  164. m.addNormal(0.0f, 0.0f, -1.0f);
  165. }
  166. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  167. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  168. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  169. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  170. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  171. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  172. }
  173. // front
  174. if(z <= 0 || blocks[y][x][z - 1] != 1)
  175. {
  176. //m.addTexture(0.1875f, 0.0625f);
  177. //m.addTexture(0.25f, 0.0f);
  178. //m.addTexture(0.25f, 0.0625f);
  179. //m.addTexture(0.1875f, 0.0625f);
  180. //m.addTexture(0.1875f, 0.0f);
  181. //m.addTexture(0.25f, 0.0f);
  182. for(int i = 0; i < 6; i++)
  183. {
  184. m.addNormal(0.0f, 0.0f, 1.0f);
  185. }
  186. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  187. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  188. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  189. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  190. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  191. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  192. }
  193. }
  194. }
  195. }
  196. }
  197. m.build();
  198. }