#include "World.hpp"
#include "WorldCollision.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "../app/Assets.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)
+World::World(const Assets &assets, const Config &config, const WorldSave &save)
: 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 }})
+, block_tex()
, generate(config.gen)
-, chunks(config.load, blockType, generate)
+, chunks(config.load, blockType, generate, save)
, player()
, entities()
, light_direction(config.light_direction)
BlockType::Faces slab_fill = { false, true, false, false, false, false };
BlockType::Faces stair_fill = { false, true, false, false, false, true };
+ block_tex.Bind();
+ block_tex.Reserve(16, 16, 4, Format());
+ assets.LoadTexture("debug", block_tex, 0);
+ assets.LoadTexture("rock-1", block_tex, 1);
+ assets.LoadTexture("rock-2", block_tex, 2);
+ assets.LoadTexture("rock-3", block_tex, 3);
+ block_tex.FilterNearest();
+
{ // white block
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+ type.texture = 1;
+ type.label = "White Block";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // white slab
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+ type.texture = 1;
+ type.label = "White Slab";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // white stair
BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+ type.texture = 1;
+ type.label = "White Stair";
type.block_light = true;
type.collision = true;
type.collide_block = true;
{ // red block
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+ type.texture = 3;
+ type.label = "Red Block";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // red slab
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+ type.texture = 3;
+ type.label = "Red Slab";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // red stair
BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+ type.texture = 3;
+ type.label = "Red Stair";
type.block_light = true;
type.collision = true;
type.collide_block = true;
{ // green block
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+ type.texture = 1;
+ type.label = "Green Block";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // green slab
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+ type.texture = 1;
+ type.label = "Green Slab";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // green stair
BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+ type.texture = 1;
+ type.label = "Green Stair";
type.block_light = true;
type.collision = true;
type.collide_block = true;
{ // blue block
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+ type.texture = 3;
+ type.label = "Blue Block";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // blue slab
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+ type.texture = 3;
+ type.label = "Blue Slab";
type.block_light = true;
type.collision = true;
type.collide_block = true;
}
{ // blue stair
BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+ type.texture = 3;
+ type.label = "Blue Stair";
type.block_light = true;
type.collision = true;
type.collide_block = true;
{ // glowing yellow block
BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
+ type.texture = 2;
+ type.label = "Light";
type.luminosity = 15;
type.block_light = true;
type.collision = true;
blockType.Add(type);
}
+ { // the mysterious debug cube
+ BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
+ type.texture = 0;
+ type.label = "Debug Cube";
+ type.luminosity = 0;
+ type.block_light = true;
+ type.collision = true;
+ type.collide_block = true;
+ type.fill = block_fill;
+ blockType.Add(type);
+ }
+
generate.Space(0);
generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
player->WorldCollidable(true);
player->Position(config.spawn);
- chunks.GenerateSurrounding(player->ChunkCoords());
+ chunks.QueueSurrounding(player->ChunkCoords());
}
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);
}
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::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()) {