]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
collect and load textures required by block types
[blank.git] / src / world / World.cpp
index dc078189fdc494ab98bbb8dc93aeb4c12a565809..3d3eb6c3d9ba11a6aebc685e01480dca6b6e773f 100644 (file)
@@ -1,9 +1,11 @@
 #include "World.hpp"
 
 #include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../app/TextureIndex.hpp"
+#include "../graphics/Format.hpp"
 #include "../graphics/Viewport.hpp"
 
-#include <iostream>
 #include <limits>
 #include <glm/gtx/io.hpp>
 #include <glm/gtx/transform.hpp>
 
 namespace blank {
 
-World::World(const Config &config)
-: 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 }})
+World::World(const Assets &assets, const Config &config, const WorldSave &save)
+: block_type()
+, block_tex()
 , generate(config.gen)
-, chunks(config.load, blockType, generate)
+, 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 };
-
-       { // white block
-               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
-               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.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.label = "White Stair";
-               type.block_light = true;
-               type.collision = true;
-               type.collide_block = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
+       TextureIndex tex_index;
+       assets.LoadBlockTypes("default", block_type, tex_index);
 
-       { // red block
-               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
-               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.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.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.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.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.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.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.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.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.label = "Light";
-               type.luminosity = 15;
-               type.block_light = true;
-               type.collision = true;
-               type.collide_block = true;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
+       block_tex.Bind();
+       assets.LoadTextures(tex_index, block_tex);
+       block_tex.FilterNearest();
 
        generate.Space(0);
        generate.Light(13);
@@ -159,7 +39,7 @@ World::World(const Config &config)
        player->WorldCollidable(true);
        player->Position(config.spawn);
 
-       chunks.GenerateSurrounding(player->ChunkCoords());
+       chunks.QueueSurrounding(player->ChunkCoords());
 }
 
 
@@ -234,7 +114,7 @@ Chunk &World::PlayerChunk() {
        return chunks.ForceLoad(player->ChunkCoords());
 }
 
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) {
        const Chunk::Pos tgt_pos = to.Position() + dir;
        return chunks.ForceLoad(tgt_pos);
 }
@@ -305,6 +185,7 @@ 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()) {
@@ -321,10 +202,7 @@ void World::Render(Viewport &viewport) {
        entity_prog.SetFogDensity(fog_density);
 
        for (Entity &entity : entities) {
-               if (entity.HasShape()) {
-                       entity_prog.SetM(entity.Transform(player->ChunkCoords()));
-                       entity.Draw();
-               }
+               entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog);
        }
 }