X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FBlockType.hpp;h=5fab9318dd2c44b5bd7066d048ca142b4dcc99eb;hb=eba29c8ad489194cd1e3cd64b5f23424ad4384ef;hp=95a960566b02fc57975ced99b13633166b643875;hpb=7bb75960dbf9bfdee9ac865384aca81791b3da5c;p=blank.git diff --git a/src/world/BlockType.hpp b/src/world/BlockType.hpp index 95a9605..5fab931 100644 --- a/src/world/BlockType.hpp +++ b/src/world/BlockType.hpp @@ -2,9 +2,9 @@ #define BLANK_WORLD_BLOCKTYPE_HPP_ #include "Block.hpp" -#include "../model/BlockModel.hpp" -#include "../model/EntityModel.hpp" -#include "../model/OutlineModel.hpp" +#include "../graphics/BlockMesh.hpp" +#include "../graphics/EntityMesh.hpp" +#include "../graphics/OutlineMesh.hpp" #include "../model/shapes.hpp" #include @@ -18,27 +18,48 @@ struct BlockType { const Shape *shape; float texture; - glm::vec3 color; + glm::vec3 hsl_mod; + glm::vec3 rgb_mod; glm::vec3 outline_color; - // a string to display to the user + /// a string to display to the user std::string label; Block::Type id; - // light level that blocks of this type emit + /// light level that blocks of this type emit int luminosity; - // whether to draw + /// whether to draw bool visible; - // if true, stops light from propagating and fixes level to luminosity + /// if true, stops light from propagating and fixes level to luminosity bool block_light; - // whether to check for collisions at all + /// whether to check for collisions at all bool collision; - // if the block should be impenetrable + /// if the block should be impenetrable bool collide_block; + // generation properties + /// whether to use this block in generation at all + bool generate; + // min/mid/max points for the respective properties + // should all be in the (-1,1) range + float min_solidity; + float mid_solidity; + float max_solidity; + float min_humidity; + float mid_humidity; + float max_humidity; + float min_temperature; + float mid_temperature; + float max_temperature; + float min_richness; + float mid_richness; + float max_richness; + /// commonness factor, random chance is multiplied by this + float commonness; + struct Faces { bool face[Block::FACE_COUNT]; Faces &operator =(const Faces &other) noexcept { @@ -52,11 +73,7 @@ struct BlockType { } } fill; - explicit BlockType( - bool v = false, - const glm::vec3 &color = { 1, 1, 1 }, - const Shape *shape = &DEFAULT_SHAPE - ) noexcept; + BlockType() noexcept; static const NullShape DEFAULT_SHAPE; @@ -64,21 +81,17 @@ struct BlockType { return fill[block.OrientedFace(face)]; } - void FillEntityModel( - EntityModel::Buffer &m, + void FillEntityMesh( + EntityMesh::Buffer &m, const glm::mat4 &transform = glm::mat4(1.0f), - EntityModel::Index idx_offset = 0 + EntityMesh::Index idx_offset = 0 ) const noexcept; - void FillBlockModel( - BlockModel::Buffer &m, + void FillBlockMesh( + BlockMesh::Buffer &m, const glm::mat4 &transform = glm::mat4(1.0f), - BlockModel::Index idx_offset = 0 - ) const noexcept; - void FillOutlineModel( - OutlineModel::Buffer &m, - const glm::vec3 &pos_offset = { 0, 0, 0 }, - OutlineModel::Index idx_offset = 0 + BlockMesh::Index idx_offset = 0 ) const noexcept; + void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept; };