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index chunk access in entity/world intersection test
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1 #include "Entity.hpp"
2 #include "EntityController.hpp"
3 #include "EntityDerivative.hpp"
4 #include "EntityState.hpp"
5 #include "Player.hpp"
6 #include "World.hpp"
7
8 #include "ChunkIndex.hpp"
9 #include "EntityCollision.hpp"
10 #include "WorldCollision.hpp"
11 #include "../app/Assets.hpp"
12 #include "../geometry/const.hpp"
13 #include "../geometry/distance.hpp"
14 #include "../graphics/Format.hpp"
15 #include "../graphics/Viewport.hpp"
16
17 #include <algorithm>
18 #include <cmath>
19 #include <iostream>
20 #include <limits>
21 #include <glm/gtx/euler_angles.hpp>
22 #include <glm/gtx/io.hpp>
23 #include <glm/gtx/quaternion.hpp>
24 #include <glm/gtx/rotate_vector.hpp>
25 #include <glm/gtx/transform.hpp>
26
27
28 namespace blank {
29
30 Entity::Entity() noexcept
31 : ctrl(nullptr)
32 , model()
33 , id(-1)
34 , name("anonymous")
35 , bounds()
36 , radius(0.0f)
37 , state()
38 , heading(0.0f, 0.0f, -1.0f)
39 , max_vel(5.0f)
40 , max_force(25.0f)
41 , ref_count(0)
42 , world_collision(false)
43 , dead(false)
44 , owns_controller(false) {
45
46 }
47
48 Entity::~Entity() noexcept {
49         UnsetController();
50 }
51
52 Entity::Entity(const Entity &other) noexcept
53 : ctrl(other.ctrl)
54 , model(other.model)
55 , id(-1)
56 , name(other.name)
57 , bounds(other.bounds)
58 , state(other.state)
59 , model_transform(1.0f)
60 , view_transform(1.0f)
61 , speed(0.0f)
62 , heading(0.0f, 0.0f, -1.0f)
63 , max_vel(other.max_vel)
64 , max_force(other.max_force)
65 , ref_count(0)
66 , world_collision(other.world_collision)
67 , dead(other.dead)
68 , owns_controller(false) {
69
70 }
71
72 void Entity::SetController(EntityController *c) noexcept {
73         UnsetController();
74         ctrl = c;
75         owns_controller = true;
76 }
77
78 void Entity::SetController(EntityController &c) noexcept {
79         UnsetController();
80         ctrl = &c;
81         owns_controller = false;
82 }
83
84 void Entity::UnsetController() noexcept {
85         if (ctrl && owns_controller) {
86                 delete ctrl;
87         }
88         ctrl = nullptr;
89 }
90
91 glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept {
92         if (HasController()) {
93                 return GetController().ControlForce(*this, s);
94         } else {
95                 return -s.velocity;
96         }
97 }
98
99 void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
100         state.pos.chunk = c;
101         state.pos.block = b;
102 }
103
104 void Entity::Position(const glm::vec3 &pos) noexcept {
105         state.pos.block = pos;
106         state.AdjustPosition();
107 }
108
109 void Entity::TurnHead(float dp, float dy) noexcept {
110         SetHead(state.pitch + dp, state.yaw + dy);
111 }
112
113 void Entity::SetHead(float p, float y) noexcept {
114         state.pitch = p;
115         state.yaw = y;
116 }
117
118 glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
119         return glm::translate(glm::vec3((state.pos.chunk - reference) * ExactLocation::Extent())) * model_transform;
120 }
121
122 glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
123         return Transform(reference) * view_transform;
124 }
125
126 Ray Entity::Aim(const ExactLocation::Coarse &chunk_offset) const noexcept {
127         glm::mat4 transform = ViewTransform(chunk_offset);
128         return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
129 }
130
131 void Entity::Update(float dt) {
132         UpdateTransforms();
133         UpdateHeading();
134         if (HasController()) {
135                 GetController().Update(*this, dt);
136         }
137         UpdateModel(dt);
138 }
139
140 void Entity::UpdateTransforms() noexcept {
141         // model transform is the one given by current state
142         model_transform = state.Transform(state.pos.chunk);
143         // view transform is either the model's eyes transform or,
144         // should the entity have no model, the pitch (yaw already is
145         // in model transform)
146         if (model) {
147                 view_transform = model.EyesTransform();
148         } else {
149                 view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
150         }
151 }
152
153 void Entity::UpdateHeading() noexcept {
154         speed = length(Velocity());
155         if (speed > std::numeric_limits<float>::epsilon()) {
156                 heading = Velocity() / speed;
157         } else {
158                 speed = 0.0f;
159                 // use -Z (forward axis) of model transform (our "chest")
160                 heading = -glm::vec3(model_transform[2]);
161         }
162 }
163
164 void Entity::UpdateModel(float dt) noexcept {
165         // first, sanitize the pitch and yaw fields of state (our input)
166         // those indicate the head orientation in the entity's local cosystem
167         state.AdjustHeading();
168         // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force
169         //OrientBody(dt);
170         OrientHead(dt);
171 }
172
173 void Entity::OrientBody(float dt) noexcept {
174         // maximum body rotation per second (due to velocity orientation) (90°)
175         constexpr float max_body_turn_per_second = PI_0p5;
176         const float max_body_turn = max_body_turn_per_second * dt;
177         // minimum speed to apply body correction
178         constexpr float min_speed = 0.0625f;
179         // use local Y as up
180         const glm::vec3 up(model_transform[1]);
181         if (speed > min_speed) {
182                 // check if our orientation and velocity are aligned
183                 const glm::vec3 forward(-model_transform[2]);
184                 // facing is local -Z rotated about local Y by yaw and transformed into world space
185                 const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform))));
186                 // only adjust if velocity isn't almost parallel to up
187                 float vel_dot_up = dot(Velocity(), up);
188                 if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits<float>::epsilon()) {
189                         // get direction of velocity projected onto model plane
190                         glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up)));
191                         // if velocity points away from our facing (with a little bias), flip it around
192                         // (the entity is "walking backwards")
193                         if (dot(facing, direction) < -0.1f) {
194                                 direction = -direction;
195                         }
196                         // calculate the difference between forward and direction
197                         const float absolute_difference = std::acos(dot(forward, direction));
198                         // if direction is clockwise with respect to up vector, invert the angle
199                         const float relative_difference = dot(cross(forward, direction), up) < 0.0f
200                                 ? -absolute_difference
201                                 : absolute_difference;
202                         // only correct by half the difference max
203                         const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn);
204                         if (ID() == 1) {
205                                 std::cout << "orientation before: " << state.orient << std::endl;
206                                 std::cout << "up:        " << up << std::endl;
207                                 std::cout << "forward:   " << forward << std::endl;
208                                 std::cout << "facing:    " << facing << std::endl;
209                                 std::cout << "direction: " << direction << std::endl;
210                                 std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl;
211                                 std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl;
212                                 std::cout  << std::endl;
213                         }
214                         // now rotate body by correction and head by -correction
215                         state.orient = rotate(state.orient, correction, up);
216                         state.yaw -= correction;
217                 }
218         }
219 }
220
221 void Entity::OrientHead(float dt) noexcept {
222         // maximum yaw of head (90°)
223         constexpr float max_head_yaw = PI_0p5;
224         // use local Y as up
225         const glm::vec3 up(model_transform[1]);
226         // if yaw is bigger than max, rotate the body to accomodate
227         if (std::abs(state.yaw) > max_head_yaw) {
228                 float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw;
229                 // rotate the entity by deviation about local Y
230                 state.orient = rotate(state.orient, deviation, up);
231                 // and remove from head yaw
232                 state.yaw -= deviation;
233                 // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p
234                 state.AdjustHeading();
235         }
236         // update model if any
237         if (model) {
238                 model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
239         }
240 }
241
242
243 EntityController::~EntityController() {
244
245 }
246
247 bool EntityController::MaxOutForce(
248         glm::vec3 &out,
249         const glm::vec3 &add,
250         float max
251 ) noexcept {
252         if (iszero(add) || any(isnan(add))) {
253                 return false;
254         }
255         float current = iszero(out) ? 0.0f : length(out);
256         float remain = max - current;
257         if (remain <= 0.0f) {
258                 return true;
259         }
260         float additional = length(add);
261         if (additional > remain) {
262                 out += normalize(add) * remain;
263                 return true;
264         } else {
265                 out += add;
266                 return false;
267         }
268 }
269
270
271 EntityState::EntityState()
272 : pos()
273 , velocity(0.0f)
274 , orient(1.0f, 0.0f, 0.0f, 0.0f)
275 , pitch(0.0f)
276 , yaw(0.0f) {
277
278 }
279
280 void EntityState::AdjustPosition() noexcept {
281         pos.Correct();
282 }
283
284 void EntityState::AdjustHeading() noexcept {
285         pitch = glm::clamp(pitch, -PI_0p5, PI_0p5);
286         while (yaw > PI) {
287                 yaw -= PI_2p0;
288         }
289         while (yaw < -PI) {
290                 yaw += PI_2p0;
291         }
292 }
293
294 glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept {
295         const glm::vec3 translation = RelativePosition(reference);
296         glm::mat4 transform(toMat4(orient));
297         transform[3] = glm::vec4(translation, 1.0f);
298         return transform;
299 }
300
301
302 Player::Player(Entity &e, ChunkIndex &c)
303 : entity(e)
304 , chunks(c)
305 , inv_slot(0) {
306
307 }
308
309 Player::~Player() {
310
311 }
312
313 bool Player::SuitableSpawn(BlockLookup &spawn_block) const noexcept {
314         if (!spawn_block || spawn_block.GetType().collide_block) {
315                 return false;
316         }
317
318         BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
319         if (!head_block || head_block.GetType().collide_block) {
320                 return false;
321         }
322
323         return true;
324 }
325
326 void Player::Update(int dt) {
327         chunks.Rebase(entity.ChunkCoords());
328 }
329
330
331 World::World(const BlockTypeRegistry &types, const Config &config)
332 : config(config)
333 , block_type(types)
334 , chunks(types)
335 , players()
336 , entities()
337 , light_direction(config.light_direction)
338 , fog_density(config.fog_density) {
339
340 }
341
342 World::~World() {
343
344 }
345
346
347 Player *World::AddPlayer(const std::string &name) {
348         for (Player &p : players) {
349                 if (p.Name() == name) {
350                         return nullptr;
351                 }
352         }
353         Entity &entity = AddEntity();
354         entity.Name(name);
355         entity.Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } });
356         entity.WorldCollidable(true);
357         ChunkIndex &index = chunks.MakeIndex(entity.ChunkCoords(), 6);
358         players.emplace_back(entity, index);
359         return &players.back();
360 }
361
362 Player *World::AddPlayer(const std::string &name, std::uint32_t id) {
363         for (Player &p : players) {
364                 if (p.Name() == name) {
365                         return nullptr;
366                 }
367         }
368         Entity *entity = AddEntity(id);
369         if (!entity) {
370                 return nullptr;
371         }
372         entity->Name(name);
373         entity->Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } });
374         entity->WorldCollidable(true);
375         ChunkIndex &index = chunks.MakeIndex(entity->ChunkCoords(), 6);
376         players.emplace_back(*entity, index);
377         return &players.back();
378 }
379
380 Entity &World::AddEntity() {
381         if (entities.empty()) {
382                 entities.emplace_back();
383                 entities.back().ID(1);
384                 return entities.back();
385         }
386         if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
387                 std::uint32_t id = entities.back().ID() + 1;
388                 entities.emplace_back();
389                 entities.back().ID(id);
390                 return entities.back();
391         }
392         std::uint32_t id = 1;
393         auto position = entities.begin();
394         auto end = entities.end();
395         while (position != end && position->ID() == id) {
396                 ++id;
397                 ++position;
398         }
399         auto entity = entities.emplace(position);
400         entity->ID(id);
401         return *entity;
402 }
403
404 Entity *World::AddEntity(std::uint32_t id) {
405         if (entities.empty() || entities.back().ID() < id) {
406                 entities.emplace_back();
407                 entities.back().ID(id);
408                 return &entities.back();
409         }
410
411         auto position = entities.begin();
412         auto end = entities.end();
413         while (position != end && position->ID() < id) {
414                 ++position;
415         }
416         if (position != end && position->ID() == id) {
417                 return nullptr;
418         }
419         auto entity = entities.emplace(position);
420         entity->ID(id);
421         return &*entity;
422 }
423
424 Entity &World::ForceAddEntity(std::uint32_t id) {
425         if (entities.empty() || entities.back().ID() < id) {
426                 entities.emplace_back();
427                 entities.back().ID(id);
428                 return entities.back();
429         }
430
431         auto position = entities.begin();
432         auto end = entities.end();
433         while (position != end && position->ID() < id) {
434                 ++position;
435         }
436         if (position != end && position->ID() == id) {
437                 return *position;
438         }
439         auto entity = entities.emplace(position);
440         entity->ID(id);
441         return *entity;
442 }
443
444
445 namespace {
446
447 struct Candidate {
448         Chunk *chunk;
449         float dist;
450 };
451
452 bool CandidateLess(const Candidate &a, const Candidate &b) {
453         return a.dist < b.dist;
454 }
455
456 std::vector<Candidate> candidates;
457
458 }
459
460 bool World::Intersection(
461         const Ray &ray,
462         const ExactLocation::Coarse &reference,
463         WorldCollision &coll
464 ) {
465         candidates.clear();
466
467         for (Chunk &cur_chunk : chunks) {
468                 float cur_dist;
469                 if (cur_chunk.Intersection(ray, reference, cur_dist)) {
470                         candidates.push_back({ &cur_chunk, cur_dist });
471                 }
472         }
473
474         if (candidates.empty()) return false;
475
476         std::sort(candidates.begin(), candidates.end(), CandidateLess);
477
478         coll.chunk = nullptr;
479         coll.block = -1;
480         coll.depth = std::numeric_limits<float>::infinity();
481
482         for (Candidate &cand : candidates) {
483                 if (cand.dist > coll.depth) continue;
484                 WorldCollision cur_coll;
485                 if (cand.chunk->Intersection(ray, reference, cur_coll)) {
486                         if (cur_coll.depth < coll.depth) {
487                                 coll = cur_coll;
488                         }
489                 }
490         }
491
492         return coll.chunk;
493 }
494
495 bool World::Intersection(
496         const Ray &ray,
497         const Entity &reference,
498         EntityCollision &coll
499 ) {
500         coll.entity = nullptr;
501         coll.depth = std::numeric_limits<float>::infinity();
502         for (Entity &cur_entity : entities) {
503                 if (&cur_entity == &reference) {
504                         continue;
505                 }
506                 float cur_dist;
507                 glm::vec3 cur_normal;
508                 if (blank::Intersection(ray, cur_entity.Bounds(), cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
509                         // TODO: fine grained check goes here? maybe?
510                         if (cur_dist < coll.depth) {
511                                 coll.entity = &cur_entity;
512                                 coll.depth = cur_dist;
513                                 coll.normal = cur_normal;
514                         }
515                 }
516         }
517
518         return coll.entity;
519 }
520
521 bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
522         // TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius
523         //       doesn't have to be calculated over and over again (sqrt)
524         glm::ivec3 reference = s.pos.chunk;
525         glm::mat4 M = s.Transform(reference);
526
527         ExactLocation::Coarse begin(reference - 1);
528         ExactLocation::Coarse end(reference + 2);
529
530         bool any = false;
531         for (ExactLocation::Coarse pos(begin); pos.z < end.y; ++pos.z) {
532                 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
533                         for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
534                                 Chunk *chunk = chunks.Get(pos);
535                                 if (chunk && chunk->Intersection(e, M, chunk->Transform(reference), col)) {
536                                         any = true;
537                                 }
538                         }
539                 }
540         }
541         return any;
542 }
543
544 bool World::Intersection(
545         const AABB &box,
546         const glm::mat4 &M,
547         const glm::ivec3 &reference,
548         std::vector<WorldCollision> &col
549 ) {
550         bool any = false;
551         for (Chunk &cur_chunk : chunks) {
552                 if (manhattan_radius(cur_chunk.Position() - reference) > 1) {
553                         // chunk is not one of the 3x3x3 surrounding the entity
554                         // since there's no entity which can extent over 16 blocks, they can be skipped
555                         continue;
556                 }
557                 if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
558                         any = true;
559                 }
560         }
561         return any;
562 }
563
564 void World::Update(int dt) {
565         float fdt(dt * 0.001f);
566         for (Entity &entity : entities) {
567                 Update(entity, fdt);
568         }
569         for (Entity &entity : entities) {
570                 entity.Update(fdt);
571         }
572         for (Player &player : players) {
573                 player.Update(dt);
574         }
575         for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
576                 if (iter->CanRemove()) {
577                         iter = RemoveEntity(iter);
578                 } else {
579                         ++iter;
580                 }
581         }
582 }
583
584 void World::Update(Entity &entity, float dt) {
585         EntityState state(entity.GetState());
586
587         EntityDerivative a(CalculateStep(entity, state, 0.0f, EntityDerivative()));
588         EntityDerivative b(CalculateStep(entity, state, dt * 0.5f, a));
589         EntityDerivative c(CalculateStep(entity, state, dt * 0.5f, b));
590         EntityDerivative d(CalculateStep(entity, state, dt, c));
591
592         EntityDerivative f;
593         constexpr float sixth = 1.0f / 6.0f;
594         f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position);
595         f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity);
596
597         state.pos.block += f.position * dt;
598         state.velocity += f.velocity * dt;
599         state.AdjustPosition();
600
601         entity.SetState(state);
602 }
603
604 EntityDerivative World::CalculateStep(
605         const Entity &entity,
606         const EntityState &cur,
607         float dt,
608         const EntityDerivative &delta
609 ) {
610         EntityState next(cur);
611         next.pos.block += delta.position * dt;
612         next.velocity += delta.velocity * dt;
613         next.AdjustPosition();
614
615         if (dot(next.velocity, next.velocity) > entity.MaxVelocity() * entity.MaxVelocity()) {
616                 next.velocity = normalize(next.velocity) * entity.MaxVelocity();
617         }
618
619         EntityDerivative out;
620         out.position = next.velocity;
621         out.velocity = CalculateForce(entity, next); // by mass = 1kg
622         return out;
623 }
624
625 glm::vec3 World::CalculateForce(
626         const Entity &entity,
627         const EntityState &state
628 ) {
629         glm::vec3 force(ControlForce(entity, state) + CollisionForce(entity, state) + Gravity(entity, state));
630         if (dot(force, force) > entity.MaxControlForce() * entity.MaxControlForce()) {
631                 return normalize(force) * entity.MaxControlForce();
632         } else {
633                 return force;
634         }
635 }
636
637 glm::vec3 World::ControlForce(
638         const Entity &entity,
639         const EntityState &state
640 ) {
641         return entity.ControlForce(state);
642 }
643
644 namespace {
645
646 std::vector<WorldCollision> col;
647
648 }
649
650 glm::vec3 World::CollisionForce(
651         const Entity &entity,
652         const EntityState &state
653 ) {
654         col.clear();
655         if (entity.WorldCollidable() && Intersection(entity, state, col)) {
656                 // determine displacement for each cardinal axis and move entity accordingly
657                 glm::vec3 min_pen(0.0f);
658                 glm::vec3 max_pen(0.0f);
659                 for (const WorldCollision &c : col) {
660                         if (!c.Blocks()) continue;
661                         glm::vec3 local_pen(c.normal * c.depth);
662                         // swap if neccessary (normal may point away from the entity)
663                         if (dot(c.normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) > 0) {
664                                 local_pen *= -1;
665                         }
666                         min_pen = min(min_pen, local_pen);
667                         max_pen = max(max_pen, local_pen);
668                 }
669                 glm::vec3 correction(0.0f);
670                 // only apply correction for axes where penetration is only in one direction
671                 for (std::size_t i = 0; i < 3; ++i) {
672                         if (min_pen[i] < -std::numeric_limits<float>::epsilon()) {
673                                 if (max_pen[i] < std::numeric_limits<float>::epsilon()) {
674                                         correction[i] = -min_pen[i];
675                                 }
676                         } else {
677                                 correction[i] = -max_pen[i];
678                         }
679                 }
680                 // correction may be zero in which case normalize() returns NaNs
681                 if (dot(correction, correction) < std::numeric_limits<float>::epsilon()) {
682                         return glm::vec3(0.0f);
683                 }
684                 glm::vec3 normal(normalize(correction));
685                 glm::vec3 normal_velocity(normal * dot(state.velocity, normal));
686                 // apply force proportional to penetration
687                 // use velocity projected onto normal as damper
688                 constexpr float k = 1000.0f; // spring constant
689                 constexpr float b = 10.0f; // damper constant
690                 const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m
691                 const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s
692                 return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s²
693         } else {
694                 return glm::vec3(0.0f);
695         }
696 }
697
698 glm::vec3 World::Gravity(
699         const Entity &entity,
700         const EntityState &state
701 ) {
702         return glm::vec3(0.0f);
703 }
704
705 World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
706         // check for player
707         for (auto player = players.begin(), end = players.end(); player != end;) {
708                 if (&player->GetEntity() == &*eh) {
709                         chunks.UnregisterIndex(player->GetChunks());
710                         player = players.erase(player);
711                         end = players.end();
712                 } else {
713                         ++player;
714                 }
715         }
716         return entities.erase(eh);
717 }
718
719
720 void World::Render(Viewport &viewport) {
721         DirectionalLighting &entity_prog = viewport.EntityProgram();
722         entity_prog.SetFogDensity(fog_density);
723
724         glm::vec3 light_dir;
725         glm::vec3 light_col;
726         glm::vec3 ambient_col;
727         for (Entity &entity : entities) {
728                 glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords()));
729                 if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) {
730                         GetLight(entity, light_dir, light_col, ambient_col);
731                         entity_prog.SetLightDirection(light_dir);
732                         entity_prog.SetLightColor(light_col);
733                         entity_prog.SetAmbientColor(ambient_col);
734                         entity.Render(M, entity_prog);
735                 }
736         }
737 }
738
739 // this should interpolate based on the fractional part of entity's block position
740 void World::GetLight(
741         const Entity &e,
742         glm::vec3 &dir,
743         glm::vec3 &col,
744         glm::vec3 &amb
745 ) {
746         Chunk *chunk = chunks.Get(e.ChunkCoords());
747         if (!chunk) {
748                 // chunk unavailable, so make it really dark and from
749                 // some arbitrary direction
750                 dir = glm::vec3(1.0f, 2.0f, 3.0f);
751                 col = glm::vec3(0.025f); // ~0.8^15
752                 return;
753         }
754         glm::ivec3 base(e.Position());
755         int base_light = chunk->GetLight(base);
756         int max_light = 0;
757         int min_light = 15;
758         glm::ivec3 acc(0, 0, 0);
759         for (glm::ivec3 offset(-1, -1, -1); offset.z < 2; ++offset.z) {
760                 for (offset.y = -1; offset.y < 2; ++offset.y) {
761                         for (offset.x = -1; offset.x < 2; ++offset.x) {
762                                 BlockLookup block(chunk, base + offset);
763                                 if (!block) {
764                                         // missing, just ignore it
765                                         continue;
766                                 }
767                                 // otherwise, accumulate the difference times direction
768                                 acc += offset * (base_light - block.GetLight());
769                                 max_light = std::max(max_light, block.GetLight());
770                                 min_light = std::min(min_light, block.GetLight());
771                         }
772                 }
773         }
774         dir = acc;
775         col = glm::vec3(std::pow(0.8f, 15 - max_light));
776         amb = glm::vec3(std::pow(0.8f, 15 - min_light));
777 }
778
779 namespace {
780
781 PrimitiveMesh::Buffer debug_buf;
782
783 }
784
785 void World::RenderDebug(Viewport &viewport) {
786         PrimitiveMesh debug_mesh;
787         PlainColor &prog = viewport.WorldColorProgram();
788         for (const Entity &entity : entities) {
789                 debug_buf.OutlineBox(entity.Bounds(), glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
790                 debug_mesh.Update(debug_buf);
791                 prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords()));
792                 debug_mesh.DrawLines();
793         }
794 }
795
796 }