#include <cmath>
#include <iostream>
#include <limits>
+#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/io.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/transform.hpp>
, name(other.name)
, bounds(other.bounds)
, state(other.state)
+, model_transform(1.0f)
+, view_transform(1.0f)
+, speed(0.0f)
+, heading(0.0f, 0.0f, -1.0f)
, max_vel(other.max_vel)
, max_force(other.max_force)
, ref_count(0)
}
glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
+ return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform;
}
glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
- glm::mat4 transform = view_local;
- transform[3] += glm::vec4(state.RelativePosition(reference), 0.0f);
- return transform;
+ return Transform(reference) * view_transform;
}
Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
void Entity::UpdateModel() noexcept {
state.AdjustHeading();
+ state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
if (model) {
- Part::State &body_state = model.BodyState();
- Part::State &eyes_state = model.EyesState();
- if (&body_state != &eyes_state) {
- body_state.orientation = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
- eyes_state.orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
- } else {
- eyes_state.orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
- }
+ model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
}
}
void Entity::Update(float dt) {
- UpdateView();
+ UpdateTransforms();
UpdateHeading();
if (HasController()) {
GetController().Update(*this, dt);
}
}
-void Entity::UpdateView() noexcept {
- // create local transform
- view_local = Transform(ChunkCoords());
- // clear the translation part
- view_local[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
- // add the model's eyes translation, if any
+void Entity::UpdateTransforms() noexcept {
+ // model transform is the one given by current state
+ model_transform = state.Transform(state.chunk_pos);
+ // view transform is either the model's eyes transform or,
+ // should the entity have no model, the pitch (yaw already is
+ // in model transform)
if (model) {
- view_local *= model.EyesTransform();
+ view_transform = model.EyesTransform();
+ } else {
+ view_transform = glm::eulerAngleX(state.pitch);
}
}
heading = Velocity() / speed;
} else {
speed = 0.0f;
- // use -Z (forward axis) of local view transform
- heading = -glm::vec3(view_local[2]);
+ // use -Z (forward axis) of model transform (our "chest")
+ heading = -glm::vec3(model_transform[2]);
}
}
}
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;
}
void World::Update(int dt) {
float fdt(dt * 0.001f);
for (Entity &entity : entities) {
- entity.Update(fdt);
+ Update(entity, fdt);
}
for (Entity &entity : entities) {
- Update(entity, fdt);
+ entity.Update(fdt);
}
for (Player &player : players) {
player.Update(dt);
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) {
- entity.Render(entity.Transform(players.front().GetEntity().ChunkCoords()), entity_prog);
+ 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;
+
+}
+
+void World::RenderDebug(Viewport &viewport) {
+ PrimitiveMesh debug_mesh;
+ PlainColor &prog = viewport.WorldColorProgram();
+ for (const Entity &entity : entities) {
+ debug_buf.OutlineBox(entity.Bounds(), glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
+ debug_mesh.Update(debug_buf);
+ prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords()));
+ debug_mesh.DrawLines();
}
}