X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=aa347e7f654d5e374b621ad1e4efe55a3419fd43;hb=551573ecb04969696f916aeb5485658e298a7f6b;hp=94cd092f88c03a7fd40562342231e06c6bb00dfc;hpb=55dbd6b35a39888f245e247d2e140f141f918178;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 94cd092..aa347e7 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,10 +1,10 @@ #include "World.hpp" #include "WorldCollision.hpp" -#include "../graphics/BlockLighting.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "../app/Assets.hpp" +#include "../graphics/Format.hpp" +#include "../graphics/Viewport.hpp" -#include #include #include #include @@ -12,13 +12,14 @@ 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) @@ -27,8 +28,17 @@ 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; @@ -38,6 +48,7 @@ World::World(const Config &config) } { // 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; @@ -47,6 +58,7 @@ World::World(const Config &config) } { // 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; @@ -57,6 +69,7 @@ World::World(const Config &config) { // 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; @@ -66,6 +79,7 @@ World::World(const Config &config) } { // 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; @@ -75,6 +89,7 @@ World::World(const Config &config) } { // 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; @@ -85,6 +100,7 @@ World::World(const Config &config) { // 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; @@ -94,6 +110,7 @@ World::World(const Config &config) } { // 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; @@ -103,6 +120,7 @@ World::World(const Config &config) } { // 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; @@ -113,6 +131,7 @@ World::World(const Config &config) { // 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; @@ -122,6 +141,7 @@ World::World(const Config &config) } { // 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; @@ -131,6 +151,7 @@ World::World(const Config &config) } { // 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; @@ -141,6 +162,7 @@ World::World(const Config &config) { // 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; @@ -150,6 +172,18 @@ World::World(const Config &config) 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 }); @@ -160,7 +194,7 @@ World::World(const Config &config) player->WorldCollidable(true); player->Position(config.spawn); - chunks.GenerateSurrounding(player->ChunkCoords()); + chunks.QueueSurrounding(player->ChunkCoords()); } @@ -235,7 +269,7 @@ 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); } @@ -258,6 +292,13 @@ void World::Update(int dt) { 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); } @@ -295,10 +336,12 @@ void World::Resolve(Entity &e, std::vector &col) { } -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())); @@ -309,10 +352,9 @@ 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()) {