]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
use same load distance for initial and movement
[blank.git] / src / world.cpp
index 675c29ffbb97a284737974053ae61c86cc22fa2c..30e92297d7402d4b040f09eebc9053b872d1052f 100644 (file)
@@ -6,12 +6,12 @@
 
 namespace blank {
 
-World::World()
+World::World(unsigned int seed)
 : 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)
+, generate(seed)
 , chunks(blockType, generate)
 , player() {
        BlockType::Faces block_fill = {  true,  true,  true,  true,  true,  true };
@@ -20,74 +20,96 @@ World::World()
 
        { // 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 = 10;
+               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({ 4.0f, 4.0f, 4.0f });
 
-       chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
+       chunks.GenerateSurrounding(player->ChunkCoords());
 }
 
 
@@ -113,7 +135,7 @@ bool World::Intersection(
 
        for (Chunk &cur_chunk : chunks.Loaded()) {
                float cur_dist;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), cur_dist)) {
+               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
                        candidates.push_back({ &cur_chunk, cur_dist });
                }
        }
@@ -130,7 +152,7 @@ bool World::Intersection(
                int cur_blkid;
                float cur_dist;
                glm::vec3 cur_normal;
-               if (cand.chunk->Intersection(ray, M * cand.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 = cand.chunk;
                                closest_blkid = cur_blkid;
@@ -156,6 +178,10 @@ 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);
@@ -163,24 +189,38 @@ 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())));
+       // fade out reaches 1/e (0.3679) at 1/fog_density,
+       // gets less than 0.01 at e/(2 * fog_density)
+       // I chose 0.011 because it yields 91 and 124 for those, so
+       // slightly less than 6 and 8 chunks
+       program.SetFogDensity(0.011f);
+       program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
 
        for (Chunk &chunk : chunks.Loaded()) {
-               glm::mat4 m(chunk.Transform(player.ChunkCoords()));
+               glm::mat4 m(chunk.Transform(player->ChunkCoords()));
                program.SetM(m);
                glm::mat4 mvp(program.GetVP() * m);
                if (!CullTest(Chunk::Bounds(), mvp)) {
                        chunk.Draw();
                }
        }
+
+       for (Entity &entity : entities) {
+               if (entity.HasShape()) {
+                       program.SetM(entity.Transform(player->ChunkCoords()));
+                       entity.Draw();
+               }
+       }
 }
 
 }