]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
special treatment for players
[blank.git] / src / world / World.cpp
index 997a5f0b83346238890a8c952e589613b84c2930..06ccb62cfea1f97f0341ac313c3848f9ee81e9a6 100644 (file)
@@ -3,10 +3,10 @@
 #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;
 }
 
 
@@ -51,6 +54,10 @@ struct Candidate {
        float dist;
 };
 
+bool CandidateLess(const Candidate &a, const Candidate &b) {
+       return a.dist < b.dist;
+}
+
 std::vector<Candidate> candidates;
 
 }
@@ -58,19 +65,22 @@ std::vector<Candidate> candidates;
 bool World::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
+       const Chunk::Pos &reference,
        WorldCollision &coll
 ) {
        candidates.clear();
 
        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(reference), cur_dist)) {
                        candidates.push_back({ &cur_chunk, cur_dist });
                }
        }
 
        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();
@@ -78,7 +88,7 @@ bool World::Intersection(
        for (Candidate &cand : candidates) {
                if (cand.dist > coll.depth) continue;
                WorldCollision cur_coll;
-               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_coll)) {
+               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
                        if (cur_coll.depth < coll.depth) {
                                coll = cur_coll;
                        }
@@ -91,18 +101,18 @@ bool World::Intersection(
 bool World::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
+       const Entity &reference,
        EntityCollision &coll
 ) {
        coll.entity = nullptr;
        coll.depth = std::numeric_limits<float>::infinity();
        for (Entity &cur_entity : entities) {
-               // TODO: better check for skipping self (because the check might not be for the player)
-               if (&cur_entity == player) {
+               if (&cur_entity == &reference) {
                        continue;
                }
                float cur_dist;
                glm::vec3 cur_normal;
-               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) {
+               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
                        // TODO: fine grained check goes here? maybe?
                        if (cur_dist < coll.depth) {
                                coll.entity = &cur_entity;
@@ -117,7 +127,8 @@ bool World::Intersection(
 
 bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
        AABB box = e.Bounds();
-       glm::mat4 M = e.Transform(player->ChunkCoords());
+       Chunk::Pos reference = e.ChunkCoords();
+       glm::mat4 M = e.Transform(reference);
        bool any = false;
        for (Chunk &cur_chunk : chunks.Loaded()) {
                if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
@@ -125,7 +136,7 @@ bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
                        // since there's no entity which can extent over 16 blocks, they can be skipped
                        continue;
                }
-               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
+               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
                        any = true;
                }
        }
@@ -133,16 +144,6 @@ bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
 }
 
 
-Chunk &World::PlayerChunk() {
-       return chunks.ForceLoad(player->ChunkCoords());
-}
-
-Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) {
-       const Chunk::Pos tgt_pos = to.Position() + dir;
-       return chunks.ForceLoad(tgt_pos);
-}
-
-
 namespace {
 
 std::vector<WorldCollision> col;
@@ -167,7 +168,8 @@ void World::Update(int dt) {
                        ++iter;
                }
        }
-       chunks.Rebase(player->ChunkCoords());
+       // TODO: make flexible
+       chunks.Rebase(players[0]->ChunkCoords());
        chunks.Update(dt);
 }
 
@@ -205,27 +207,12 @@ void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
 
 
 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);
        }
 }