]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
load block types from data file
[blank.git] / src / world / World.cpp
index 19219e4dd9360a85b68c69cc81b9f982fd94eb54..5827e8f872f2112e6c057d5c98958ab6d4bbd5bf 100644 (file)
 namespace blank {
 
 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_type()
 , block_tex()
 , generate(config.gen)
-, chunks(config.load, blockType, generate, save)
+, 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 };
-
        block_tex.Bind();
        block_tex.Reserve(16, 16, 4, Format());
        assets.LoadTexture("debug", block_tex, 0);
@@ -36,153 +29,7 @@ World::World(const Assets &assets, const Config &config, const WorldSave &save)
        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;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // 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;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // 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;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // 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;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // 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;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // 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;
-               type.collide_block = true;
-               type.fill = block_fill;
-               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);
-       }
+       assets.LoadBlockTypes("default", block_type);
 
        generate.Space(0);
        generate.Light(13);