X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=06ccb62cfea1f97f0341ac313c3848f9ee81e9a6;hb=dbfcb12348b80e2582f710acb1e4ed0011889ba2;hp=997a5f0b83346238890a8c952e589613b84c2930;hpb=d2fa8ca97d291508ce3812fb052a8255d3190d00;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 997a5f0..06ccb62 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -3,10 +3,10 @@ #include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" -#include "../app/TextureIndex.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" +#include #include #include #include @@ -14,33 +14,36 @@ namespace blank { -World::World(const Assets &assets, const Config &config, const WorldSave &save) -: block_type() -, block_tex() +World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save) +: config(config) +, block_type(types) , generate(config.gen) -, chunks(config.load, block_type, generate, save) -, player() +, chunks(config.load, types, generate, save) +, players() , entities() , light_direction(config.light_direction) , fog_density(config.fog_density) { - TextureIndex tex_index; - assets.LoadBlockTypes("default", block_type, tex_index); - - block_tex.Bind(); - assets.LoadTextures(tex_index, block_tex); - block_tex.FilterNearest(); - generate.Space(0); generate.Light(13); generate.Solids({ 1, 4, 7, 10 }); +} - player = &AddEntity(); - player->Name("player"); - player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); - player->WorldCollidable(true); - player->Position(config.spawn); - chunks.QueueSurrounding(player->ChunkCoords()); +Entity *World::AddPlayer(const std::string &name) { + for (Entity *e : players) { + if (e->Name() == name) { + return nullptr; + } + } + Entity &player = AddEntity(); + player.Name(name); + // TODO: load from save file here + player.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + player.WorldCollidable(true); + player.Position(config.spawn); + players.push_back(&player); + chunks.QueueSurrounding(player.ChunkCoords()); + return &player; } @@ -51,6 +54,10 @@ struct Candidate { float dist; }; +bool CandidateLess(const Candidate &a, const Candidate &b) { + return a.dist < b.dist; +} + std::vector candidates; } @@ -58,19 +65,22 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, + const Chunk::Pos &reference, WorldCollision &coll ) { candidates.clear(); 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(reference), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } if (candidates.empty()) return false; + std::sort(candidates.begin(), candidates.end(), CandidateLess); + coll.chunk = nullptr; coll.block = -1; coll.depth = std::numeric_limits::infinity(); @@ -78,7 +88,7 @@ bool World::Intersection( for (Candidate &cand : candidates) { if (cand.dist > coll.depth) continue; WorldCollision cur_coll; - if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_coll)) { + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) { if (cur_coll.depth < coll.depth) { coll = cur_coll; } @@ -91,18 +101,18 @@ bool World::Intersection( bool World::Intersection( const Ray &ray, const glm::mat4 &M, + const Entity &reference, EntityCollision &coll ) { coll.entity = nullptr; coll.depth = std::numeric_limits::infinity(); for (Entity &cur_entity : entities) { - // TODO: better check for skipping self (because the check might not be for the player) - if (&cur_entity == player) { + if (&cur_entity == &reference) { continue; } float cur_dist; glm::vec3 cur_normal; - if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) { + if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) { // TODO: fine grained check goes here? maybe? if (cur_dist < coll.depth) { coll.entity = &cur_entity; @@ -117,7 +127,8 @@ bool World::Intersection( bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); bool any = false; for (Chunk &cur_chunk : chunks.Loaded()) { if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { @@ -125,7 +136,7 @@ bool World::Intersection(const Entity &e, std::vector &col) { // since there's no entity which can extent over 16 blocks, they can be skipped continue; } - if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) { + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) { any = true; } } @@ -133,16 +144,6 @@ bool World::Intersection(const Entity &e, std::vector &col) { } -Chunk &World::PlayerChunk() { - return chunks.ForceLoad(player->ChunkCoords()); -} - -Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) { - const Chunk::Pos tgt_pos = to.Position() + dir; - return chunks.ForceLoad(tgt_pos); -} - - namespace { std::vector col; @@ -167,7 +168,8 @@ void World::Update(int dt) { ++iter; } } - chunks.Rebase(player->ChunkCoords()); + // TODO: make flexible + chunks.Rebase(players[0]->ChunkCoords()); chunks.Update(dt); } @@ -205,27 +207,12 @@ void World::Resolve(Entity &e, std::vector &col) { void World::Render(Viewport &viewport) { - viewport.WorldPosition(player->Transform(player->ChunkCoords())); - - BlockLighting &chunk_prog = viewport.ChunkProgram(); - chunk_prog.SetTexture(block_tex); - chunk_prog.SetFogDensity(fog_density); - - for (Chunk &chunk : chunks.Loaded()) { - 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(); - } - } - DirectionalLighting &entity_prog = viewport.EntityProgram(); entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); for (Entity &entity : entities) { - entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog); + entity.Render(entity.ChunkTransform(players[0]->ChunkCoords()), entity_prog); } }