]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
save and load chunk data
[blank.git] / src / world / World.cpp
index 94cd092f88c03a7fd40562342231e06c6bb00dfc..aa347e7f654d5e374b621ad1e4efe55a3419fd43 100644 (file)
@@ -1,10 +1,10 @@
 #include "World.hpp"
 
 #include "WorldCollision.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "../app/Assets.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)
+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_tex()
 , generate(config.gen)
-, chunks(config.load, blockType, generate)
+, chunks(config.load, blockType, generate, save)
 , player()
 , entities()
 , light_direction(config.light_direction)
@@ -27,8 +28,17 @@ World::World(const Config &config)
        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);
+       assets.LoadTexture("rock-1", block_tex, 1);
+       assets.LoadTexture("rock-2", block_tex, 2);
+       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;
@@ -38,6 +48,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -47,6 +58,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -57,6 +69,7 @@ World::World(const Config &config)
 
        { // 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;
@@ -66,6 +79,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -75,6 +89,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -85,6 +100,7 @@ World::World(const Config &config)
 
        { // 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;
@@ -94,6 +110,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -103,6 +120,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -113,6 +131,7 @@ World::World(const Config &config)
 
        { // 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;
@@ -122,6 +141,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -131,6 +151,7 @@ World::World(const Config &config)
        }
        { // 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;
@@ -141,6 +162,7 @@ World::World(const Config &config)
 
        { // 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;
@@ -150,6 +172,18 @@ World::World(const Config &config)
                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);
+       }
+
        generate.Space(0);
        generate.Light(13);
        generate.Solids({ 1, 4, 7, 10 });
@@ -160,7 +194,7 @@ World::World(const Config &config)
        player->WorldCollidable(true);
        player->Position(config.spawn);
 
-       chunks.GenerateSurrounding(player->ChunkCoords());
+       chunks.QueueSurrounding(player->ChunkCoords());
 }
 
 
@@ -235,7 +269,7 @@ 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);
 }
@@ -258,6 +292,13 @@ void World::Update(int dt) {
                        Resolve(entity, col);
                }
        }
+       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+               if (iter->CanRemove()) {
+                       iter = entities.erase(iter);
+               } else {
+                       ++iter;
+               }
+       }
        chunks.Rebase(player->ChunkCoords());
        chunks.Update(dt);
 }
@@ -295,10 +336,12 @@ void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
 }
 
 
-void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
-       chunk_prog.Activate();
+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);
-       chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
 
        for (Chunk &chunk : chunks.Loaded()) {
                glm::mat4 m(chunk.Transform(player->ChunkCoords()));
@@ -309,10 +352,9 @@ void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog)
                }
        }
 
-       entity_prog.Activate();
+       DirectionalLighting &entity_prog = viewport.EntityProgram();
        entity_prog.SetLightDirection(light_direction);
        entity_prog.SetFogDensity(fog_density);
-       entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
 
        for (Entity &entity : entities) {
                if (entity.HasShape()) {