, chunks(blockType, generate)
, player() {
BlockType::Faces block_fill = { true, true, true, true, true, true };
- BlockType::Faces slab_fill = { false, false, false, true, false, false };
- BlockType::Faces stair_fill = { true, false, false, true, false, false };
+ 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);
}
+ { // 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.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});
}
+namespace {
+
+struct Candidate {
+ Chunk *chunk;
+ float dist;
+};
+
+std::vector<Candidate> candidates;
+
+}
+
bool World::Intersection(
const Ray &ray,
const glm::mat4 &M,
int *blkid,
float *dist,
glm::vec3 *normal) {
+ candidates.clear();
+
+ for (Chunk &cur_chunk : chunks.Loaded()) {
+ float cur_dist;
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
+ candidates.push_back({ &cur_chunk, cur_dist });
+ }
+ }
+
+ if (candidates.empty()) return false;
+
Chunk *closest_chunk = nullptr;
- int closest_blkid = -1;
float closest_dist = std::numeric_limits<float>::infinity();
+ int closest_blkid = -1;
glm::vec3 closest_normal;
- for (Chunk &cur_chunk : chunks.Loaded()) {
+ for (Candidate &cand : candidates) {
+ if (cand.dist > closest_dist) continue;
int cur_blkid;
float cur_dist;
glm::vec3 cur_normal;
- if (cur_chunk.Intersection(ray, M * cur_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 = &cur_chunk;
+ closest_chunk = cand.chunk;
closest_blkid = cur_blkid;
closest_dist = cur_dist;
closest_normal = cur_normal;
}
+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())));
+ 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();
+ }
+ }
}
}