Techneck/code/source-c/world.c

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#include "world.h"
#include "state.h"
#include <linmath.h>
#include <stdlib.h>
tc_worldgen_s tc_default_terrain_generator_g;
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tc_entity_type_s *tc_chunk_entity_type_g = NULL;
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void tc_upload_chunk(tc_chunk_s *chunk)
{
// If the chunk has no mesh yet
if(chunk->num_vertices == 0)
{
// Create one
tc_meshize_chunk(chunk);
}
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if(chunk->vao != 0) glDeleteVertexArrays(1, &chunk->vao);
if(chunk->vertex_data != 0) glDeleteBuffers(1, &chunk->vertex_data);
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glGenVertexArrays(1, &chunk->vao);
glBindVertexArray(chunk->vao);
glGenBuffers(1, &chunk->vertex_data);
glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
glBufferData(GL_ARRAY_BUFFER, chunk->num_vertices * 5 * sizeof(float), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0,
chunk->num_vertices * 3 * sizeof(float),
chunk->vertex_positions
);
glBufferSubData(GL_ARRAY_BUFFER,
chunk->num_vertices * 3 * sizeof(float),
chunk->num_vertices * 2 * sizeof(float),
chunk->vertex_uvs
);
glBindVertexArray(0);
}
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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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mat4x4 model_matrix;
mat4x4_identity(model_matrix);
mat4x4_translate_in_place(model_matrix, chunk->position.x*32, chunk->position.y*32, -chunk->position.z*32);
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int model_matrix_uniform_location =
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glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "model_matrix");
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glUniformMatrix4fv(model_matrix_uniform_location, 1, GL_FALSE, &model_matrix[0][0]);
// glBindVertexArray(chunk->vao);
glBindBuffer(GL_ARRAY_BUFFER, chunk->vertex_data);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
(void *) (sizeof(float) * 3 * chunk->num_vertices)
);
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glUniform1i(
glGetUniformLocation(tc_game_state_g.renderer.draw_shader.program_id, "block_atlas"),
0
);
glBindTexture(GL_TEXTURE_2D, tc_game_state_g.block_texture_atlas->gl_identifier);
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glDrawArrays(GL_TRIANGLES, 0, chunk->num_vertices);
glBindVertexArray(0);
}
void tc_init_world_generators()
{
tc_default_terrain_generator_g.name = "Default Terrain Generator";
tc_default_terrain_generator_g.fn_generate_chunk = &tc_generate_default_terrain_chunk;
}
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tc_entity_s * tc_create_chunk_entity()
{
tc_entity_s *chunk = tc_allocate_entity();
tc_set_string_for_entity(chunk, "type", "chunk");
tc_set_integer_for_entity(chunk, "grid_x", 0);
tc_set_integer_for_entity(chunk, "grid_y", 0);
tc_set_integer_for_entity(chunk, "grid_z", 0);
chunk->specific = tc_allocate_chunk();
return chunk;
}
void tc_spawn_chunk_entity(tc_entity_s *entity, tc_location_s location)
{
}
void tc_teleport_chunk_entity(tc_entity_s *entity, tc_location_s location)
{
tc_chunk_s *chunk = entity->specific;
chunk->world = location.world;
chunk->position.x = location.position.x / 32;
chunk->position.y = location.position.y / 32;
chunk->position.z = location.position.z / 32;
}
void tc_delete_chunk_entity(tc_entity_s *entity)
{
tc_free_chunk(entity->specific);
}
void tc_receive_chunk_entity_event(tc_entity_s *entity, tc_entity_event_s event)
{
}
void tc_add_chunk_entity_type()
{
tc_fn_entity_s chunk_functions;
chunk_functions.fn_create = &tc_create_chunk_entity;
chunk_functions.fn_spawn = &tc_spawn_chunk_entity;
chunk_functions.fn_teleport = &tc_teleport_chunk_entity;
chunk_functions.fn_draw = &tc_draw_chunk_entity;
chunk_functions.fn_delete = &tc_delete_chunk_entity;
chunk_functions.fn_send_event = &tc_receive_chunk_entity_event;
tc_entity_type_s chunk_type;
chunk_type.internal_name = "chunk";
chunk_type.display_name = NULL;
chunk_type.functions = chunk_functions;
tc_register_entity_type(chunk_type);
tc_chunk_entity_type_g = tc_get_entity_type_with_name("chunk");
}
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void tc_init_worlds()
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{
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tc_init_chunk_pool(256);
tc_add_chunk_entity_type();
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tc_init_world_generators();
}
void tc_set_block_in_chunk(
tc_chunk_s *chunk,
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uint8_t x, uint8_t y, uint8_t z,
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tc_block_s block
) {
chunk->blocks[x][y][z] = block.type_identifier;
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}
void tc_draw_world(tc_world_s *world)
{
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tc_draw_all_entities_of_type("chunk");
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}
tc_chunkloader_s tc_create_chunkloader(tc_world_s *world)
{
tc_chunkloader_s loader;
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loader.extent.x = UPDATE_DISTANCE * 2 + 1;
loader.extent.y = UPDATE_DISTANCE * 2 + 1;
loader.extent.z = UPDATE_DISTANCE * 2 + 1;
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loader.center.x = 0;
loader.center.y = 0;
loader.center.z = 0;
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loader.chunks_capacity = 512;
loader.chunks = calloc(sizeof(tc_chunk_s *), loader.chunks_capacity);
loader.num_chunks = 0;
loader.needs_reload = false;
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return loader;
}
tc_chunkloader_s tc_create_spawn_loader(tc_world_s *world)
{
tc_chunkloader_s loader = tc_create_chunkloader(world);
loader.needs_reload = true;
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loader.world = world;
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return loader;
}
tc_world_s * tc_new_world(tc_worldgen_s *generator)
{
tc_world_s *world = calloc(sizeof(tc_world_s), 1);
world->worldgen = &tc_default_terrain_generator_g;
world->num_loaders = 1;
world->loaders = malloc(sizeof(tc_chunkloader_s) * world->num_loaders);
world->loaders[0] = tc_create_spawn_loader(world);
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world->spawn_loader = &world->loaders[0];
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return world;
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}