]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
don't push block normals to GPU
[blank.git] / src / world.cpp
index f14ac73d37a6cbfd441e85f1deb124ddb3a1743f..137fd2a6cf29abcc9cfd2fca2fc950c75f94aa81 100644 (file)
 
 namespace blank {
 
-World::World()
+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 }})
-, generate(0)
-, chunks(blockType, generate)
-, player() {
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
-       blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &slabShape }); // white slab
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &blockShape }); // red block
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &stairShape }); // red stair
-       blockType.Add(BlockType{ true, { 1.0f, 0.0f, 0.0f }, &slabShape }); // red slab
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &blockShape }); // green block
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &stairShape }); // green stair
-       blockType.Add(BlockType{ true, { 0.0f, 1.0f, 0.0f }, &slabShape }); // green slab
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &blockShape }); // blue block
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &stairShape }); // blue stair
-       blockType.Add(BlockType{ true, { 0.0f, 0.0f, 1.0f }, &slabShape }); // blue slab
+, generate(config.gen)
+, chunks(config.load, blockType, generate)
+, 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.block_light = true;
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // white slab
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
+               type.block_light = true;
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // white stair
+               BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
+               type.block_light = true;
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // red block
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
+               type.block_light = true;
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // red slab
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
+               type.block_light = true;
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // red stair
+               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
+               type.block_light = true;
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // green block
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
+               type.block_light = true;
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // green slab
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
+               type.block_light = true;
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // green stair
+               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
+               type.block_light = true;
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
+
+       { // blue block
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
+               type.block_light = true;
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+       { // blue slab
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
+               type.block_light = true;
+               type.fill = slab_fill;
+               blockType.Add(type);
+       }
+       { // blue stair
+               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
+               type.block_light = true;
+               type.fill = stair_fill;
+               blockType.Add(type);
+       }
 
+       { // glowing yellow block
+               BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
+               type.luminosity = 15;
+               type.block_light = true;
+               type.fill = block_fill;
+               blockType.Add(type);
+       }
+
+       generate.Space(0);
+       generate.Light(13);
        generate.Solids({ 1, 4, 7, 10 });
 
-       player.Position({ 4.0f, 4.0f, 4.0f });
+       player = &AddEntity();
+       player->Position(config.spawn);
 
-       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
+       chunks.GenerateSurrounding(player->ChunkCoords());
 }
 
 
+namespace {
+
+struct Candidate {
+       Chunk *chunk;
+       float dist;
+};
+
+std::vector<Candidate> candidates;
+
+}
+
 bool World::Intersection(
                const Ray &ray,
                const glm::mat4 &M,
@@ -42,18 +134,30 @@ bool World::Intersection(
                int *blkid,
                float *dist,
                glm::vec3 *normal) {
+       candidates.clear();
+
+       for (Chunk &cur_chunk : chunks.Loaded()) {
+               float cur_dist;
+               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
+                       candidates.push_back({ &cur_chunk, cur_dist });
+               }
+       }
+
+       if (candidates.empty()) return false;
+
        Chunk *closest_chunk = nullptr;
-       int closest_blkid = -1;
        float closest_dist = std::numeric_limits<float>::infinity();
+       int closest_blkid = -1;
        glm::vec3 closest_normal;
 
-       for (Chunk &cur_chunk : chunks.Loaded()) {
+       for (Candidate &cand : candidates) {
+               if (cand.dist > closest_dist) continue;
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
+               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
                        if (cur_dist < closest_dist) {
-                               closest_chunk = &cur_chunk;
+                               closest_chunk = cand.chunk;
                                closest_blkid = cur_blkid;
                                closest_dist = cur_dist;
                                closest_normal = cur_normal;
@@ -77,6 +181,10 @@ bool World::Intersection(
 }
 
 
+Chunk &World::PlayerChunk() {
+       return chunks.ForceLoad(player->ChunkCoords());
+}
+
 Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
        const Chunk::Pos tgt_pos = to.Position() + dir;
        return chunks.ForceLoad(tgt_pos);
@@ -84,24 +192,39 @@ Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
 
 
 void World::Update(int dt) {
-       player.Update(dt);
-       chunks.Rebase(player.ChunkCoords());
+       for (Entity &entity : entities) {
+               entity.Update(dt);
+       }
+       chunks.Rebase(player->ChunkCoords());
        chunks.Update();
 }
 
 
-void World::Render(DirectionalLighting &program) {
-       program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
-       program.SetView(glm::inverse(player.Transform(player.ChunkCoords())));
+void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
+       chunk_prog.Activate();
+       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()));
-               program.SetM(m);
-               glm::mat4 mvp(program.GetVP() * m);
+               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();
                }
        }
+
+       entity_prog.Activate();
+       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()) {
+                       entity_prog.SetM(entity.Transform(player->ChunkCoords()));
+                       entity.Draw();
+               }
+       }
 }
 
 }