2023-10-17 11:25:02 +00:00
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#include <entity/registration.h>
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#include <chunk_pool.h>
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#include <chunk.h>
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#include <world.h>
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#include <state.h>
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#include <glad/glad.h>
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#include <stddef.h>
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tc_entity_type_s *tc_chunk_entity_type_g = NULL;
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// entity/chunk.c: Functions for the Chunk's entity-type.
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// The userdata should be the corresponding world
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void tc_create_chunk_entity(tc_entity_s *entity, void *userdata)
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{
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tc_chunk_s *chunk = tc_allocate_chunk();
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tc_world_s *world = userdata;
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entity->specific = chunk;
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chunk->location.world = world;
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chunk->refcounter = 1;
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chunk->is_renderable = TRUE;
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tc_set_integer_for_entity(entity, "grid_x", 0);
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tc_set_integer_for_entity(entity, "grid_y", 0);
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tc_set_integer_for_entity(entity, "grid_z", 0);
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tc_run_hooklist(&world->on_chunk_create, entity);
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}
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void tc_delete_chunk_entity(tc_entity_s *entity)
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{
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tc_chunk_s *chunk = entity->specific;
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if(chunk->vao != 0) glDeleteVertexArrays(1, &chunk->vao);
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if(chunk->vbo != 0) glDeleteBuffers(1, &chunk->vbo);
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if(chunk->vertex_positions != NULL) free(chunk->vertex_positions);
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if(chunk->vertex_uvs != NULL) free(chunk->vertex_uvs);
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tc_physics_entity_s *physics_body = tc_get_pointer_from_entity(entity, "physics_body");
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2023-10-17 12:39:20 +00:00
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if(physics_body != 0)
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{
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tc_remove_physics_entity(physics_body);
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}
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2023-10-17 11:25:02 +00:00
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tc_deallocate_chunk(entity->specific);
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}
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void tc_draw_chunk_entity(tc_entity_s *entity)
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{
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tc_chunk_s *chunk = entity->specific;
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tc_mat4f_s model_matrix = tc_mat4f_identity();
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tc_vec3f_s position_3f;
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position_3f.x = ((float) tc_get_integer_from_entity(entity, "grid_x")) * 32.0f;
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position_3f.y = ((float) tc_get_integer_from_entity(entity, "grid_y")) * 32.0f;
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position_3f.z = ((float) tc_get_integer_from_entity(entity, "grid_z")) * 32.0f;
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model_matrix =
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tc_mat4f_translate(model_matrix, position_3f);
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tc_shader_uniform_mat4f(&tc_game_state_g.renderer.draw_shader, "model_matrix", model_matrix);
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glBindBuffer(GL_ARRAY_BUFFER, chunk->vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float),
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(void *) (sizeof(float) * 3 * chunk->num_vertices)
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);
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(
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glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "block_atlas"),
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0
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);
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glBindTexture(GL_TEXTURE_2D, tc_game_state_g.block_texture_atlas->gl_identifier);
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glDrawArrays(GL_TRIANGLES, 0, chunk->num_vertices);
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glBindVertexArray(0);
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}
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void tc_generate_chunk_entity(tc_chunk_s *chunk)
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{
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tc_world_s *world = chunk->location.world;
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tc_run_hooklist(&world->before_chunk_generate, chunk);
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world->worldgen->fn_generate_chunk(world->worldgen, chunk);
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tc_run_hooklist(&world->after_chunk_generate, chunk);
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}
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void tc_meshize_chunk_entity(tc_chunk_s *chunk)
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{
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if(chunk->vertex_positions != NULL) free(chunk->vertex_positions);
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if(chunk->vertex_uvs != NULL) free(chunk->vertex_uvs);
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tc_meshize_chunk(chunk);
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}
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void tc_receive_chunk_entity_event(tc_entity_s *entity, tc_entity_event_s event)
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{
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tc_chunk_s *chunk = entity->specific;
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if(!strcmp(event.identifier, "draw")) tc_draw_chunk_entity(entity);
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if(!strcmp(event.identifier, "generate")) tc_generate_chunk_entity(chunk);
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if(!strcmp(event.identifier, "meshize")) tc_meshize_chunk_entity(chunk);
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if(!strcmp(event.identifier, "gl_upload")) tc_upload_chunk(chunk);
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}
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void tc_register_chunk_entity()
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{
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tc_fn_entity_s chunk_functions;
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chunk_functions.fn_create = &tc_create_chunk_entity;
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chunk_functions.fn_delete = &tc_delete_chunk_entity;
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chunk_functions.fn_send_event = &tc_receive_chunk_entity_event;
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tc_entity_type_s chunk_type;
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chunk_type.internal_name = "chunk";
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chunk_type.display_name = NULL;
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chunk_type.functions = chunk_functions;
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chunk_type.instances_capacity = 512;
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tc_register_entity_type(chunk_type);
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tc_chunk_entity_type_g = tc_get_entity_type_with_name("chunk");
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}
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