#include "World.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../app/TextureIndex.hpp"
+#include "../graphics/Format.hpp"
+#include "../graphics/Viewport.hpp"
-#include <iostream>
#include <limits>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
-World::World(const Config &config)
-: blockType()
-, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
-, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
-, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
+World::World(const Assets &assets, const Config &config, const WorldSave &save)
+: block_type()
+, block_tex()
, generate(config.gen)
-, chunks(config.load, blockType, generate)
+, chunks(config.load, block_type, generate, save)
, player()
, entities()
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
- BlockType::Faces block_fill = { true, true, true, true, true, true };
- BlockType::Faces slab_fill = { false, true, false, false, false, false };
- BlockType::Faces stair_fill = { false, true, false, false, false, true };
-
- { // white block
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
- { // white slab
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
- }
- { // white stair
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
- }
-
- { // red block
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
- { // red slab
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
- }
- { // red stair
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
- }
-
- { // green block
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
- { // green slab
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
- }
- { // green stair
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
- }
-
- { // blue block
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
- { // blue slab
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
- }
- { // blue stair
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
- }
+ TextureIndex tex_index;
+ assets.LoadBlockTypes("default", block_type, tex_index);
- { // glowing yellow block
- BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
- type.luminosity = 15;
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
+ block_tex.Bind();
+ assets.LoadTextures(tex_index, block_tex);
+ block_tex.FilterNearest();
generate.Space(0);
generate.Light(13);
player->WorldCollidable(true);
player->Position(config.spawn);
- chunks.GenerateSurrounding(player->ChunkCoords());
+ chunks.QueueSurrounding(player->ChunkCoords());
}
return chunk;
}
-bool World::Intersection(const Entity &e) {
+bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
AABB box = e.Bounds();
glm::mat4 M = e.Transform(player->ChunkCoords());
+ bool any = false;
+ // TODO: this only needs to check the chunks surrounding the entity's chunk position
+ // need find out if that is quicker than the rough chunk bounds test
for (Chunk &cur_chunk : chunks.Loaded()) {
- if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()))) {
- return true;
+ if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
+ any = true;
}
}
- return false;
+ return any;
}
return chunks.ForceLoad(player->ChunkCoords());
}
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) {
const Chunk::Pos tgt_pos = to.Position() + dir;
return chunks.ForceLoad(tgt_pos);
}
+namespace {
+
+std::vector<WorldCollision> col;
+
+}
+
void World::Update(int dt) {
for (Entity &entity : entities) {
entity.Update(dt);
}
for (Entity &entity : entities) {
- if (entity.WorldCollidable() && Intersection(entity)) {
+ col.clear();
+ if (entity.WorldCollidable() && Intersection(entity, col)) {
// entity collides with the world
- std::cout << entity.Name() << " entity intersects world" << std::endl;
+ Resolve(entity, col);
+ }
+ }
+ for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+ if (iter->CanRemove()) {
+ iter = entities.erase(iter);
+ } else {
+ ++iter;
}
}
chunks.Rebase(player->ChunkCoords());
chunks.Update(dt);
}
+void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
+ // determine displacement for each cardinal axis and move entity accordingly
+ glm::vec3 min_disp(0.0f);
+ glm::vec3 max_disp(0.0f);
+ for (const WorldCollision &c : col) {
+ if (!c.Blocks()) continue;
+ glm::vec3 local_disp(c.normal * c.depth);
+ // swap if neccessary (normal may point away from the entity)
+ if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
+ local_disp *= -1;
+ }
+ min_disp = min(min_disp, local_disp);
+ max_disp = max(max_disp, local_disp);
+ }
+ // for each axis
+ // if only one direction is set, use that as the final
+ // if both directions are set, use average
+ glm::vec3 final_disp(0.0f);
+ for (int axis = 0; axis < 3; ++axis) {
+ if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+ } else {
+ final_disp[axis] = min_disp[axis];
+ }
+ } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = max_disp[axis];
+ }
+ }
+ e.Move(final_disp);
+}
-void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
- chunk_prog.Activate();
+
+void World::Render(Viewport &viewport) {
+ viewport.WorldPosition(player->Transform(player->ChunkCoords()));
+
+ BlockLighting &chunk_prog = viewport.ChunkProgram();
+ chunk_prog.SetTexture(block_tex);
chunk_prog.SetFogDensity(fog_density);
- chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Chunk &chunk : chunks.Loaded()) {
glm::mat4 m(chunk.Transform(player->ChunkCoords()));
}
}
- entity_prog.Activate();
+ DirectionalLighting &entity_prog = viewport.EntityProgram();
entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);
- entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Entity &entity : entities) {
- if (entity.HasShape()) {
- entity_prog.SetM(entity.Transform(player->ChunkCoords()));
- entity.Draw();
- }
+ entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog);
}
}