]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
update light levels from border on neighbor change
[blank.git] / src / world.cpp
index 3f186ea67b298e753f7b3da49b05a64588ba3f2e..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() {
+, 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 = &AddEntity();
-       player->Position({ 4.0f, 4.0f, 4.0f });
+       player->Position(config.spawn);
 
-       Entity &test_entity = AddEntity();
-       test_entity.Position({ 0.0f, 0.0f, 0.0f });
-       test_entity.SetShape(&blockShape, { 1.0f, 1.0f, 0.0f });
-       test_entity.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
-
-       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
+       chunks.GenerateSurrounding(player->ChunkCoords());
 }
 
 
@@ -162,6 +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);
@@ -177,22 +200,28 @@ void World::Update(int dt) {
 }
 
 
-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);
+               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()) {
-                       program.SetM(entity.Transform(player->ChunkCoords()));
+                       entity_prog.SetM(entity.Transform(player->ChunkCoords()));
                        entity.Draw();
                }
        }