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-rw-r--r--src/engine.c82
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);
}