Techneck/code/source-c/world.h

149 lines
4.4 KiB
C

#ifndef TC_WORLD_H
#define TC_WORLD_H
#include <stdbool.h>
#include <blocks.h>
#include <hook.h>
#include <physics/simulation.h>
#include <utility/math.h>
#include <entity.h>
#define UPDATE_DISTANCE 2
typedef struct tc_worldgen tc_worldgen_s;
typedef struct tc_block tc_block_s;
typedef struct tc_chunk tc_chunk_s;
typedef struct tc_world tc_world_s;
typedef struct tc_chunk_pool tc_chunk_pool_s;
typedef struct tc_chunk_pool_entry tc_chunk_pool_entry_s;
struct tc_worldgen
{
char *name;
bool (*fn_generate_chunk) (tc_worldgen_s *gen, tc_chunk_s *chunk);
};
struct tc_block
{
u32_t type_identifier;
tc_vec3f_s position;
tc_vec3f_s rotation;
};
struct tc_chunk
{
tc_world_s *world;
tc_chunk_pool_entry_s *pool_entry;
tc_vec3i_s position;
u32_t blocks[32][32][32];
u32_t num_vertices;
f32_t *vertex_positions;
f32_t *vertex_uvs;
u32_t vao;
u32_t vertex_data;
};
struct tc_chunk_pool_entry
{
tc_chunk_pool_entry_s *next;
tc_chunk_pool_entry_s *previous;
tc_chunk_s chunk;
};
typedef struct tc_chunkloader
{
tc_vec3i_s center;
tc_vec3i_s extent;
u32_t chunks_capacity;
u32_t num_chunks;
tc_entity_s **chunks;
tc_world_s *world;
bool needs_reload;
} tc_chunkloader_s;
struct tc_chunk_pool
{
tc_world_s *world;
u32_t capacity;
u32_t used_entries;
tc_chunk_pool_entry_s *entries;
tc_chunk_pool_entry_s *first_free;
tc_chunk_pool_s *continuation;
};
struct tc_world
{
tc_chunk_pool_s *pool;
tc_worldgen_s *worldgen;
u32_t num_loaders;
tc_chunkloader_s *loaders;
tc_chunkloader_s *spawn_loader;
tc_physics_simulation_s physics;
tc_hooklist_s on_chunk_create;
tc_hooklist_s on_chunk_generate;
tc_hooklist_s after_chunk_generate;
tc_hooklist_s on_chunk_delete;
tc_hooklist_s on_chunk_update;
};
extern tc_worldgen_s tc_default_terrain_generator_g;
void tc_init_worlds ();
void tc_draw_world (tc_world_s *world);
tc_world_s * tc_new_world (tc_worldgen_s *generator);
tc_chunk_s * tc_new_chunk (tc_world_s *world, i32_t x, i32_t y, i32_t z); // must be integers
void tc_set_block_in_chunk(
tc_chunk_s *chunk,
u8_t x, u8_t y, u8_t z,
tc_block_s block
);
u32_t tc_count_chunk_vertices (tc_chunk_s *chunk);
void tc_meshize_chunk (tc_chunk_s *chunk, void *userdata);
void tc_upload_chunk (tc_chunk_s *chunk);
bool tc_generate_default_terrain_chunk (tc_worldgen_s *gen, tc_chunk_s *chunk);
void tc_add_chunk_to_loader (tc_chunkloader_s *chunkloader, tc_entity_s *entity);
tc_chunk_s * tc_load_chunk_at (tc_world_s *world, i32_t x, i32_t y, i32_t z);
tc_chunk_s * tc_get_loaded_chunk_at (tc_world_s *world, i32_t x, i32_t y, i32_t z);
bool tc_chunk_is_loaded (tc_world_s *world, i32_t x, i32_t y, i32_t z);
void tc_update_world (tc_world_s *world);
void tc_on_each_loaded_chunk (
tc_world_s *world,
bool (*fn_do)(tc_chunk_s *chunk, void *userdata),
void *userdata
);
void tc_init_chunk_pool (u32_t capacity);
tc_chunk_s * tc_allocate_chunk ();
void tc_free_chunk (tc_chunk_s *chunk);
void tc_create_world_physics (tc_world_s *world, void *userdata);
#endif