X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=dc078189fdc494ab98bbb8dc93aeb4c12a565809;hb=22b25d4b9cc24e249bc8007757267cea00ab18d3;hp=cb8186d5f1f10ce27e337030215d060fbe1ee931;hpb=32909aa3224ec0ed5656721178eb6ad31cd047df;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index cb8186d..dc07818 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,11 +1,11 @@ #include "World.hpp" #include "WorldCollision.hpp" -#include "../graphics/BlockLighting.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "../graphics/Viewport.hpp" #include #include +#include #include @@ -28,84 +28,123 @@ World::World(const Config &config) { // white block BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + 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.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.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.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.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.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.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.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.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.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.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.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.label = "Light"; type.luminosity = 15; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } @@ -179,14 +218,15 @@ bool World::Intersection( 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()), col)) { - return true; + any = true; } } - return false; + return any; } @@ -217,19 +257,55 @@ 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); } -void World::Resolve(const Entity &e, std::vector &col) { - std::cout << e.Name() << " entity intersects world at " << col.size() << " blocks" << std::endl; +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.SetFogDensity(fog_density); - chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); for (Chunk &chunk : chunks.Loaded()) { glm::mat4 m(chunk.Transform(player->ChunkCoords())); @@ -240,10 +316,9 @@ 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()) {