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path: root/src/World/Clouds.cpp
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#include "Clouds.hpp"
#include "../Time.hpp"
#include "../Math/MVP.hpp"
#include "../Math/Perlin.hpp"
#include "../Math/AABB.hpp"
#include "../GFX/Util/Primitives.hpp"
#include "../GFX/Util/MeshBuilder.hpp"
#include <array>

namespace MC::World {

void Clouds::update(Time const& time) {
    m_x_offset += 5.0 * time.delta();
}

void Clouds::render(GFX::Actions& actions, Position::World player_position) {
    I32 center_x = std::round((player_position.x() - m_x_offset) / TileSize);
    I32 center_y = std::round(player_position.z() / TileSize);

    for (Int x = -1; x <= 1; x++) {
        for (Int y = -1; y <= 1; y++) {
            render_single_instance(actions, center_x + x, center_y + y);
        }
    }
}

void Clouds::render_single_instance(GFX::Actions& actions, Int x, Int y) {
    Vector<3> position{TileSize * x + m_x_offset, Height, TileSize * y};

    // m_program.bind();
    //
    // m_view_uniform.set(Math::MVP::view<F32>(camera.position(), camera.angles()));
    // m_model_uniform.set(Math::MVP::model<F32>(position, Vector<3>{Scale}, {}));
    //
    // m_mesh.bind();
    // glDrawElements(GL_TRIANGLES, m_mesh.size(), GL_UNSIGNED_INT, nullptr);
    // m_mesh.unbind();
    //
    // m_program.unbind();
    actions.add({
        .mesh = &m_mesh,
        .program = GFX::Resources::Program::Clouds,
        .transform = Transform(
            position,
            Rotation::zero(),
            Vec3(Scale)
        ),
    });
}

Clouds::CloudMatrix Clouds::create_cloud_matrix() {
    Math::Perlin::Noise<2> noise{};

    CloudMatrix clouds{false};
    for (Int x = 1; x < CloudMatrixSize; x++) {
        for (Int y = 1; y < CloudMatrixSize; y++) {
            if (noise.at({x, y * 2}) > 0.55) {
                clouds(x, y) = true;
            }
        }
    }
    return clouds;
}

GFX::Mesh Clouds::create_mesh(CloudMatrix const& cloud_matrix) {
    GFX::Util::MeshBuilder<Vector<3, F32>> builder{};

    for (Int x = 0; x < CloudMatrixSize; x++) {
        for (Int y = 0; y < CloudMatrixSize; y++) {
            if (!cloud_matrix(x, y)) continue;

            auto is_occupied = [&](Int xn, Int yn) {
                if (xn < 0 || xn >= CloudMatrixSize || yn < 0 || yn >= CloudMatrixSize) return false;
                return cloud_matrix(xn, yn);
            };
            std::array<bool, 4> neighbors = {
                is_occupied(x - 1, y), is_occupied(x + 1, y),
                is_occupied(x, y - 1), is_occupied(x, y + 1),
            };

            using FaceSet = GFX::Util::Primitives::FaceSet;
            U8 faces = FaceSet::Top | FaceSet::Bottom;
            if (!neighbors[0]) faces |= FaceSet::Left;
            if (!neighbors[1]) faces |= FaceSet::Right;
            if (!neighbors[2]) faces |= FaceSet::Front;
            if (!neighbors[3]) faces |= FaceSet::Back;

            auto aabb = AABB{{x, 0, y}, {x + 1, 1, y + 1}};
            auto box = GFX::Util::Primitives::box(aabb, (FaceSet::Value)faces);
            builder.primitive(box);
        }
    }

    return builder.mesh();
}

}