diff options
Diffstat (limited to 'src/engine.c')
| -rw-r--r-- | src/engine.c | 82 |
1 files changed, 51 insertions, 31 deletions
diff --git a/src/engine.c b/src/engine.c index ed2b6c2..2d509f3 100644 --- a/src/engine.c +++ b/src/engine.c @@ -1,11 +1,13 @@ #include "engine.h" #include "block.h" #include "camera.h" +#include "cglm/io.h" #include "chunk.h" #include "input.h" #include "window.h" #include "world.h" #include <junk/vector.h> +#include <string.h> #include <time.h> void _engine_insert_chunk_ptrs(struct engine* engine, struct chunk* chunk); @@ -31,42 +33,49 @@ int engine_init(struct engine *engine) { engine->shader = shader; // Setup Objects to draw - vector_init(&engine->objects); - // Setup root chunk - struct world* world; - world_init(time(NULL), &world); - vec2 curr_chunk = { 0, 0 }; - int chunk_distance = 2; - for (int i = 0; i < chunk_distance; i++) { - for (int j = 0; j < chunk_distance; j++) { - struct chunk* chunk; - vec2 chunk_coord = { curr_chunk[0] + i, curr_chunk[1] + j }; - world_get_chunk(world, chunk_coord, &chunk); - _engine_insert_chunk_ptrs(engine, chunk); - } - } - + // memset(engine->loaded_chunks, 0, (1 + CHUNK_DISTANCE * 2) * (1 + CHUNK_DISTANCE * 2)); // Setup camera camera_init(&engine->camera); - vec3 camera_pos = { 0.0f, 5.0f, 0.0f }; + vec3 camera_pos = { 0.0f, 15.0f, 0.0f }; camera_set_position(engine->camera, camera_pos); + // Setup root chunk + struct world* world; + world_init(time(NULL), &world); + engine->world = world; // Final step - Start the game engine->game_loop = 1; return 0; } -void _engine_insert_chunk_ptrs(struct engine* engine, struct chunk* chunk) { - int counter = 0; - for (int i = 0; i < CHUNK_WIDTH; i++) { - for (int j = 0; j < CHUNK_LENGTH; j++) { - for (int k = 0; k < CHUNK_HEIGHT; k++) { - struct block* blk = chunk->blocks[i][j][k]; - if (blk == NULL) { - continue; - } - if (VECTOR_INSERT(engine->objects, (void*)blk) == -1) exit(1); - counter += 1; + +void engine_update(struct engine* engine) { + int curr_chunk[2] = { (engine->camera->position[0] / CHUNK_WIDTH), (engine->camera->position[2]) / CHUNK_LENGTH }; + // Chunk update + struct chunk* c = {0}; + int coord[2] = { curr_chunk[0], curr_chunk[1] }; + world_get_chunk(engine->world, coord, &c); + + // We moved a chunk - load new chunks with chunk_load + if (engine->curr_chunk[0] != curr_chunk[0] || engine->curr_chunk[1] != curr_chunk[1]) { + fprintf(stderr, "CHUNK Update! From (%d, %d) to (%d, %d)\n", + engine->curr_chunk[0], + engine->curr_chunk[1], + curr_chunk[0], + curr_chunk[1]); + // Update the curr_chunk + memcpy(engine->curr_chunk, curr_chunk, sizeof(vec2)); + // Load chunks of CHUNK_DISTANCE around curr_chunk + for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { + for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { + struct chunk* chunk; + int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j }; + world_get_chunk(engine->world, chunk_coord, &chunk); + // Get "real" coords as in non-negative numbers, that can go in a array + int real_coord[2] = { i + CHUNK_DISTANCE, j + CHUNK_DISTANCE }; + // engine->loaded_chunks[real_coord[0]][real_coord[1]] = chunk; + // Load chunk + chunk_load(chunk, chunk_coord); } } } @@ -79,10 +88,21 @@ void engine_draw(struct engine* engine) { glEnable(GL_DEPTH_TEST); //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glUseProgram(engine->shader->program); - for (int i = 0; i < vector_length(engine->objects); i++) { - struct block* block = vector_get(engine->objects, i); - camera_update(engine->camera, engine->shader); - block_draw(block, engine->shader); + // Update engine managed objects + engine_update(engine);//(1 + CHUNK_DISTANCE * 2) * (1 + CHUNK_DISTANCE * 2) + camera_update(engine->camera, engine->shader); + for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) { + for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) { + struct chunk* chunk = {0}; + // // Load chunk + // Ensure the y coordinate is negative, because in OpenGL +z-axis (y in chunk system) is towards + // user, so we want inwards to be positive, so flip sign + int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; + world_get_chunk(engine->world, chunk_coord, &chunk); + // Load chunk + chunk_load(chunk, chunk_coord); + chunk_draw(chunk, engine->shader); + } } SDL_RenderPresent(engine->window->renderer); } |
