Techneck/code/source-c/entity/chunk.c

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