]> git.localhorst.tv Git - blank.git/blobdiff - src/world/world.cpp
light entities according to block light level
[blank.git] / src / world / world.cpp
index bf2abf3315b03eaff6ce31577caf7d47dbd8f749..46afc1b2a1525a325273cb776dd4ba64d97891ae 100644 (file)
@@ -233,7 +233,7 @@ void EntityState::AdjustPosition() noexcept {
 }
 
 void EntityState::AdjustHeading() noexcept {
-       glm::clamp(pitch, -PI_0p5, PI_0p5);
+       pitch = glm::clamp(pitch, -PI_0p5, PI_0p5);
        while (yaw > PI) {
                yaw -= PI_2p0;
        }
@@ -656,17 +656,63 @@ World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
 
 void World::Render(Viewport &viewport) {
        DirectionalLighting &entity_prog = viewport.EntityProgram();
-       entity_prog.SetLightDirection(light_direction);
        entity_prog.SetFogDensity(fog_density);
 
+       glm::vec3 light_dir;
+       glm::vec3 light_col;
+       glm::vec3 ambient_col;
        for (Entity &entity : entities) {
                glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords()));
                if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) {
+                       GetLight(entity, light_dir, light_col, ambient_col);
+                       entity_prog.SetLightDirection(light_dir);
+                       entity_prog.SetLightColor(light_col);
+                       entity_prog.SetAmbientColor(ambient_col);
                        entity.Render(M, entity_prog);
                }
        }
 }
 
+// this should interpolate based on the fractional part of entity's block position
+void World::GetLight(
+       const Entity &e,
+       glm::vec3 &dir,
+       glm::vec3 &col,
+       glm::vec3 &amb
+) {
+       Chunk *chunk = chunks.Get(e.ChunkCoords());
+       if (!chunk) {
+               // chunk unavailable, so make it really dark and from
+               // some arbitrary direction
+               dir = glm::vec3(1.0f, 2.0f, 3.0f);
+               col = glm::vec3(0.025f); // ~0.8^15
+               return;
+       }
+       glm::ivec3 base(e.Position());
+       int base_light = chunk->GetLight(base);
+       int max_light = 0;
+       int min_light = 15;
+       glm::ivec3 acc(0, 0, 0);
+       for (glm::ivec3 offset(-1, -1, -1); offset.z < 2; ++offset.z) {
+               for (offset.y = -1; offset.y < 2; ++offset.y) {
+                       for (offset.x = -1; offset.x < 2; ++offset.x) {
+                               BlockLookup block(chunk, base + offset);
+                               if (!block) {
+                                       // missing, just ignore it
+                                       continue;
+                               }
+                               // otherwise, accumulate the difference times direction
+                               acc += offset * (base_light - block.GetLight());
+                               max_light = std::max(max_light, block.GetLight());
+                               min_light = std::min(min_light, block.GetLight());
+                       }
+               }
+       }
+       dir = acc;
+       col = glm::vec3(std::pow(0.8f, 15 - max_light));
+       amb = glm::vec3(std::pow(0.8f, 15 - min_light));
+}
+
 namespace {
 
 PrimitiveMesh::Buffer debug_buf;