Files
42_vox/Application/World.cpp
2025-05-16 17:27:02 +02:00

77 lines
2.3 KiB
C++

#include <ScopCore.h>
#include <World.h>
#include <Utils.h>
World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrator()), m_previous_chunk_position(-1000, 10000)
{
Scop::Vec2ui32 map_size;
Scop::MaterialTextures material_params;
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
p_block_material = std::make_shared<Scop::Material>(material_params);
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
GenerateWorld();
Upload();
};
m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
}
[[nodiscard]] Scop::NonOwningPtr<Chunk> World::GetChunk(Scop::Vec2i position)
{
auto it = m_chunks.find(position);
if(it == m_chunks.end())
return nullptr;
return &it->second;
}
void World::GenerateWorld()
{
Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
if(current_chunk_position == m_previous_chunk_position)
return;
for(auto it = m_chunks.begin(); it != m_chunks.end();)
{
Scop::Vec3i pos = it->first;
float x_dist = std::abs(pos.x - current_chunk_position.x);
float z_dist = std::abs(pos.z - current_chunk_position.y);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
{
if(it->second.GetActor())
m_scene.RemoveActor(*it->second.GetActor());
it = m_chunks.erase(it);
}
else
++it;
}
for(std::int32_t x = x_chunk - RENDER_DISTANCE; x <= x_chunk + RENDER_DISTANCE; x++)
{
for(std::int32_t z = z_chunk - RENDER_DISTANCE; z <= z_chunk + RENDER_DISTANCE; z++)
{
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
if(res.second)
res.first->second.GenerateChunk();
}
}
for(auto& chunk : m_chunks)
chunk.second.GenerateMesh();
m_previous_chunk_position = current_chunk_position;
}
void World::Upload()
{
for(auto& chunk : m_chunks)
chunk.second.UploadMesh();
}