Techneck/code/source-c/world.c

225 lines
7.0 KiB
C

#include <world.h>
#include <state.h>
#include <stdlib.h>
tc_worldgen_s tc_default_terrain_generator_g;
tc_entity_type_s *tc_chunk_entity_type_g = NULL;
void tc_upload_chunk(tc_chunk_s *chunk)
{
// If the chunk has no mesh, it's probably only air.
if(chunk->num_vertices == 0)
{
return;
}
if(chunk->vao != 0) glDeleteVertexArrays(1, &chunk->vao);
if(chunk->vertex_data != 0) glDeleteBuffers(1, &chunk->vertex_data);
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);
}
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 = chunk->position.x * 32;
position_3f.y = chunk->position.y * 32;
position_3f.z = chunk->position.z * 32;
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->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);
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;
}
// 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;
tc_set_string_for_entity(entity, "type", "chunk");
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);
entity->specific = chunk;
chunk->world = world;
tc_run_hooklist(&world->on_chunk_create, entity);
}
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_chunk_s *chunk = entity->specific;
glDeleteVertexArrays(1, &chunk->vao);
glDeleteBuffers(1, &chunk->vertex_data);
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_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;
chunk_type.instances_capacity = 512;
tc_register_entity_type(chunk_type);
tc_chunk_entity_type_g = tc_get_entity_type_with_name("chunk");
}
void tc_init_worlds()
{
tc_init_chunk_pool(256);
tc_add_chunk_entity_type();
tc_init_world_generators();
}
void tc_set_block_in_chunk(
tc_chunk_s *chunk,
uint8_t x, uint8_t y, uint8_t z,
tc_block_s block
) {
chunk->blocks[x][y][z] = block.type_identifier;
}
void tc_draw_world(tc_world_s *world)
{
tc_draw_all_entities_of_type("chunk");
}
tc_chunkloader_s tc_create_chunkloader(tc_world_s *world)
{
tc_chunkloader_s loader;
loader.extent.x = UPDATE_DISTANCE * 2 + 1;
loader.extent.y = UPDATE_DISTANCE * 2 + 1;
loader.extent.z = UPDATE_DISTANCE * 2 + 1;
loader.center.x = 0;
loader.center.y = 0;
loader.center.z = 0;
loader.chunks_capacity = 512;
loader.chunks = calloc(sizeof(tc_entity_s *), loader.chunks_capacity);
loader.num_chunks = 0;
loader.needs_reload = false;
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;
loader.world = world;
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);
world->spawn_loader = &world->loaders[0];
world->on_chunk_create = tc_new_hooklist(16);
world->on_chunk_generate = tc_new_hooklist(16);
world->after_chunk_generate = tc_new_hooklist(16);
world->on_chunk_delete = tc_new_hooklist(16);
world->on_chunk_update = tc_new_hooklist(16);
tc_add_to_hooklist(&world->after_chunk_generate, tc_meshize_chunk, NULL);
tc_run_hooklist(&tc_game_state_g.on_world_create, world);
return world;
}