X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=19219e4dd9360a85b68c69cc81b9f982fd94eb54;hb=d02daa5a4805dc3184884f3a7cd7620e5787adcb;hp=4ab116c24f79f7f2f9581bdb67553204fd3dcc0f;hpb=419e33e565bffbaf0416ed4a5f80e9c81f62a479;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 4ab116c..19219e4 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,22 +1,25 @@ #include "World.hpp" -#include "../graphics/BlockLighting.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "WorldCollision.hpp" +#include "../app/Assets.hpp" +#include "../graphics/Format.hpp" +#include "../graphics/Viewport.hpp" -#include #include +#include #include namespace blank { -World::World(const Config &config) +World::World(const Assets &assets, const Config &config, const WorldSave &save) : 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 }}) +, block_tex() , generate(config.gen) -, chunks(config.load, blockType, generate) +, chunks(config.load, blockType, generate, save) , player() , entities() , light_direction(config.light_direction) @@ -25,86 +28,158 @@ World::World(const Config &config) BlockType::Faces slab_fill = { false, true, false, false, false, false }; BlockType::Faces stair_fill = { false, true, false, false, false, true }; + block_tex.Bind(); + block_tex.Reserve(16, 16, 4, Format()); + assets.LoadTexture("debug", block_tex, 0); + assets.LoadTexture("rock-1", block_tex, 1); + assets.LoadTexture("rock-2", block_tex, 2); + assets.LoadTexture("rock-3", block_tex, 3); + block_tex.FilterNearest(); + { // white block BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + type.texture = 1; + type.label = "White Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // white slab BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.texture = 1; + type.label = "White Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // white stair BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.texture = 1; + type.label = "White Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // red block BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.texture = 3; + type.label = "Red Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // red slab BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); + type.texture = 3; + type.label = "Red Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // red stair BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); + type.texture = 3; + type.label = "Red Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // green block BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.texture = 1; + type.label = "Green Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // green slab BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.texture = 1; + type.label = "Green Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // green stair BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.texture = 1; + type.label = "Green Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // blue block BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); + type.texture = 3; + type.label = "Blue Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // blue slab BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); + type.texture = 3; + type.label = "Blue Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // blue stair BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); + type.texture = 3; + type.label = "Blue Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // glowing yellow block BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); + type.texture = 2; + type.label = "Light"; type.luminosity = 15; type.block_light = true; + type.collision = true; + type.collide_block = true; + type.fill = block_fill; + blockType.Add(type); + } + + { // the mysterious debug cube + BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + type.texture = 0; + type.label = "Debug Cube"; + type.luminosity = 0; + type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } @@ -119,7 +194,7 @@ World::World(const Config &config) player->WorldCollidable(true); player->Position(config.spawn); - chunks.GenerateSurrounding(player->ChunkCoords()); + chunks.QueueSurrounding(player->ChunkCoords()); } @@ -175,17 +250,18 @@ bool World::Intersection( return chunk; } -bool World::Intersection(const Entity &e) { +bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); glm::mat4 M = e.Transform(player->ChunkCoords()); + bool any = false; // TODO: this only needs to check the chunks surrounding the entity's chunk position // need find out if that is quicker than the rough chunk bounds test for (Chunk &cur_chunk : chunks.Loaded()) { - if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()))) { - return true; + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) { + any = true; } } - return false; + return any; } @@ -193,31 +269,79 @@ Chunk &World::PlayerChunk() { return chunks.ForceLoad(player->ChunkCoords()); } -Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { +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; + +} + void World::Update(int dt) { for (Entity &entity : entities) { entity.Update(dt); } for (Entity &entity : entities) { - if (entity.WorldCollidable() && Intersection(entity)) { + col.clear(); + if (entity.WorldCollidable() && Intersection(entity, col)) { // entity collides with the world - std::cout << entity.Name() << " entity intersects world" << std::endl; + Resolve(entity, col); + } + } + for (auto iter = entities.begin(), end = entities.end(); iter != end;) { + if (iter->CanRemove()) { + iter = entities.erase(iter); + } else { + ++iter; } } chunks.Rebase(player->ChunkCoords()); chunks.Update(dt); } +void World::Resolve(Entity &e, std::vector &col) { + // determine displacement for each cardinal axis and move entity accordingly + glm::vec3 min_disp(0.0f); + glm::vec3 max_disp(0.0f); + for (const WorldCollision &c : col) { + if (!c.Blocks()) continue; + glm::vec3 local_disp(c.normal * c.depth); + // swap if neccessary (normal may point away from the entity) + if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) { + local_disp *= -1; + } + min_disp = min(min_disp, local_disp); + max_disp = max(max_disp, local_disp); + } + // for each axis + // if only one direction is set, use that as the final + // if both directions are set, use average + glm::vec3 final_disp(0.0f); + for (int axis = 0; axis < 3; ++axis) { + if (std::abs(min_disp[axis]) > std::numeric_limits::epsilon()) { + if (std::abs(max_disp[axis]) > std::numeric_limits::epsilon()) { + final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f; + } else { + final_disp[axis] = min_disp[axis]; + } + } else if (std::abs(max_disp[axis]) > std::numeric_limits::epsilon()) { + final_disp[axis] = max_disp[axis]; + } + } + e.Move(final_disp); +} + -void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) { - chunk_prog.Activate(); +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); - chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); for (Chunk &chunk : chunks.Loaded()) { glm::mat4 m(chunk.Transform(player->ChunkCoords())); @@ -228,16 +352,12 @@ void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) } } - entity_prog.Activate(); + DirectionalLighting &entity_prog = viewport.EntityProgram(); 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()) { - entity_prog.SetM(entity.Transform(player->ChunkCoords())); - entity.Draw(); - } + entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog); } }