X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=997a5f0b83346238890a8c952e589613b84c2930;hb=d2fa8ca97d291508ce3812fb052a8255d3190d00;hp=73a870dc28b7e1d9002d7efce6058a2f3894b71f;hpb=7bb75960dbf9bfdee9ac865384aca81791b3da5c;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 73a870d..997a5f0 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,11 +1,12 @@ #include "World.hpp" +#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 @@ -13,178 +14,22 @@ namespace blank { -World::World(const Assets &assets, const Config &config) -: 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 }}) +World::World(const Assets &assets, const Config &config, const WorldSave &save) +: block_type() , block_tex() , generate(config.gen) -, chunks(config.load, blockType, generate) +, chunks(config.load, block_type, generate, save) , player() , entities() , light_direction(config.light_direction) , fog_density(config.fog_density) { - BlockType::Faces block_fill = { true, true, true, true, true, true }; - BlockType::Faces slab_fill = { false, true, false, false, false, false }; - BlockType::Faces stair_fill = { false, true, false, false, false, true }; + TextureIndex tex_index; + assets.LoadBlockTypes("default", block_type, tex_index); 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); + assets.LoadTextures(tex_index, block_tex); 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); - } - generate.Space(0); generate.Light(13); generate.Solids({ 1, 4, 7, 10 }); @@ -195,7 +40,7 @@ World::World(const Assets &assets, const Config &config) player->WorldCollidable(true); player->Position(config.spawn); - chunks.GenerateSurrounding(player->ChunkCoords()); + chunks.QueueSurrounding(player->ChunkCoords()); } @@ -213,10 +58,7 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal + WorldCollision &coll ) { candidates.clear(); @@ -229,35 +71,60 @@ bool World::Intersection( if (candidates.empty()) return false; - chunk = nullptr; - dist = std::numeric_limits::infinity(); - blkid = -1; + coll.chunk = nullptr; + coll.block = -1; + coll.depth = std::numeric_limits::infinity(); for (Candidate &cand : candidates) { - if (cand.dist > dist) continue; - int cur_blkid; + if (cand.dist > coll.depth) continue; + WorldCollision cur_coll; + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_coll)) { + if (cur_coll.depth < coll.depth) { + coll = cur_coll; + } + } + } + + return coll.chunk; +} + +bool World::Intersection( + const Ray &ray, + const glm::mat4 &M, + 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) { + continue; + } 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 (cur_dist < dist) { - chunk = cand.chunk; - blkid = cur_blkid; - dist = cur_dist; - normal = cur_normal; + if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(player->ChunkCoords()), &cur_dist, &cur_normal)) { + // TODO: fine grained check goes here? maybe? + if (cur_dist < coll.depth) { + coll.entity = &cur_entity; + coll.depth = cur_dist; + coll.normal = cur_normal; } } } - return chunk; + return coll.entity; } 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 (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { + // chunk is not one of the 3x3x3 surrounding the entity + // 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)) { any = true; } @@ -358,10 +225,7 @@ void World::Render(Viewport &viewport) { entity_prog.SetFogDensity(fog_density); for (Entity &entity : entities) { - if (entity.HasShape()) { - entity_prog.SetM(entity.Transform(player->ChunkCoords())); - entity.Draw(); - } + entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog); } }