#include "EntityCollision.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
-#include "../app/TextureIndex.hpp"
#include "../graphics/Format.hpp"
#include "../graphics/Viewport.hpp"
+#include <algorithm>
#include <limits>
#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
-World::World(const Assets &assets, const Config &config, const WorldSave &save)
-: block_type()
-, block_tex()
+World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save)
+: config(config)
+, block_type(types)
, generate(config.gen)
-, chunks(config.load, block_type, generate, save)
-, player()
+, chunks(config.load, types, generate, save)
+, players()
, entities()
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
- TextureIndex tex_index;
- assets.LoadBlockTypes("default", block_type, tex_index);
-
- block_tex.Bind();
- assets.LoadTextures(tex_index, block_tex);
- block_tex.FilterNearest();
-
generate.Space(0);
generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
+}
- player = &AddEntity();
- player->Name("player");
- player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
- player->WorldCollidable(true);
- player->Position(config.spawn);
- chunks.QueueSurrounding(player->ChunkCoords());
+Entity *World::AddPlayer(const std::string &name) {
+ for (Entity *e : players) {
+ if (e->Name() == name) {
+ return nullptr;
+ }
+ }
+ Entity &player = AddEntity();
+ player.Name(name);
+ // TODO: load from save file here
+ player.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ player.WorldCollidable(true);
+ player.Position(config.spawn);
+ players.push_back(&player);
+ chunks.QueueSurrounding(player.ChunkCoords());
+ return &player;
}
float dist;
};
+bool CandidateLess(const Candidate &a, const Candidate &b) {
+ return a.dist < b.dist;
+}
+
std::vector<Candidate> candidates;
}
if (candidates.empty()) return false;
+ std::sort(candidates.begin(), candidates.end(), CandidateLess);
+
coll.chunk = nullptr;
coll.block = -1;
coll.depth = std::numeric_limits<float>::infinity();
}
-Chunk &World::PlayerChunk() {
- return chunks.ForceLoad(player->ChunkCoords());
-}
-
-
namespace {
std::vector<WorldCollision> col;
++iter;
}
}
- chunks.Rebase(player->ChunkCoords());
+ // TODO: make flexible
+ chunks.Rebase(players[0]->ChunkCoords());
chunks.Update(dt);
}
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);
-
- for (Chunk &chunk : chunks.Loaded()) {
- glm::mat4 m(chunk.Transform(player->ChunkCoords()));
- chunk_prog.SetM(m);
- glm::mat4 mvp(chunk_prog.GetVP() * m);
- if (!CullTest(Chunk::Bounds(), mvp)) {
- chunk.Draw();
- }
- }
-
DirectionalLighting &entity_prog = viewport.EntityProgram();
entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);
for (Entity &entity : entities) {
- entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog);
+ entity.Render(entity.ChunkTransform(players[0]->ChunkCoords()), entity_prog);
}
}