]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
begun block lighting implementation
[blank.git] / src / world.cpp
index 27daecd3f27c78ffad686f5a4b0c2b494930b1c7..7ab7fe486ec3af8a3d202580e35d47644f79bc22 100644 (file)
@@ -20,68 +20,88 @@ 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.Solids({ 1, 4, 7, 10 });
 
@@ -157,6 +177,10 @@ 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);