namespace blank {
-World::World()
+World::World(unsigned int seed)
: 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 }})
-, generate(0)
+, generate(seed)
, chunks(blockType, generate)
, player() {
BlockType::Faces block_fill = { true, true, true, true, true, 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);
}
+ { // glowing yellow block
+ BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
+ type.luminosity = 10;
+ type.block_light = true;
+ type.fill = block_fill;
+ blockType.Add(type);
+ }
+
generate.Space(0);
+ generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
- player.Position({ 4.0f, 4.0f, 4.0f });
+ player = &AddEntity();
+ player->Position({ 4.0f, 4.0f, 4.0f });
chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
}
for (Chunk &cur_chunk : chunks.Loaded()) {
float cur_dist;
- if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), cur_dist)) {
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
candidates.push_back({ &cur_chunk, cur_dist });
}
}
int cur_blkid;
float cur_dist;
glm::vec3 cur_normal;
- if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player.ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
+ if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
if (cur_dist < closest_dist) {
closest_chunk = cand.chunk;
closest_blkid = cur_blkid;
}
+Chunk &World::PlayerChunk() {
+ return chunks.ForceLoad(player->ChunkCoords());
+}
+
Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
const Chunk::Pos tgt_pos = to.Position() + dir;
return chunks.ForceLoad(tgt_pos);
void World::Update(int dt) {
- player.Update(dt);
- chunks.Rebase(player.ChunkCoords());
+ for (Entity &entity : entities) {
+ entity.Update(dt);
+ }
+ chunks.Rebase(player->ChunkCoords());
chunks.Update();
}
void World::Render(DirectionalLighting &program) {
program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
- program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+ // fade out reaches 1/e (0.3679) at 1/fog_density,
+ // gets less than 0.01 at e/(2 * fog_density)
+ // I chose 0.011 because it yields 91 and 124 for those, so
+ // slightly less than 6 and 8 chunks
+ program.SetFogDensity(0.011f);
+ program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Chunk &chunk : chunks.Loaded()) {
- glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+ glm::mat4 m(chunk.Transform(player->ChunkCoords()));
program.SetM(m);
glm::mat4 mvp(program.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {
chunk.Draw();
}
}
+
+ for (Entity &entity : entities) {
+ if (entity.HasShape()) {
+ program.SetM(entity.Transform(player->ChunkCoords()));
+ entity.Draw();
+ }
+ }
}
}