X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fchunk.cpp;h=fb4375599226226d3e80ddcf670935a77d78e3d7;hb=1bc2f230105ad6e1ee8d999ddc079cd85d244bf9;hp=cc305cd56a4b293f8aa1df121e797033f6e261b0;hpb=3b2fe22c33074664b0c4f24be374e4e6c1c0ed2f;p=blank.git diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index cc305cd..fb43755 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -84,6 +84,9 @@ struct SetNode { const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); } + int EmitLevel() const noexcept { return GetType().luminosity; } + bool EmitsLight() const noexcept { return EmitLevel() > 0; } + bool HasNext(Block::Face face) noexcept { const BlockType &type = GetType(); if (type.block_light && !type.luminosity) return false; @@ -146,9 +149,13 @@ void work_dark() noexcept { for (int face = 0; face < Block::FACE_COUNT; ++face) { if (node.HasNext(Block::Face(face))) { UnsetNode other = node.GetNext(Block::Face(face)); - // TODO: if there a light source here with the same level this will err if (other.Get() != 0 && other.Get() < node.level) { - other.Set(0); + if (other.EmitsLight()) { + other.Set(other.EmitLevel()); + light_queue.emplace(other); + } else { + other.Set(0); + } dark_queue.emplace(other); } else { light_queue.emplace(other); @@ -359,7 +366,7 @@ bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept { bool Chunk::Intersection( const Ray &ray, - const glm::mat4 &M, + const ExactLocation::Coarse &reference, WorldCollision &coll ) noexcept { int idx = 0; @@ -375,7 +382,7 @@ bool Chunk::Intersection( } float cur_dist; glm::vec3 cur_norm; - if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) { + if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) { if (cur_dist < coll.depth) { coll.block = idx; coll.depth = cur_dist; @@ -560,6 +567,10 @@ glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noex return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform(); } +glm::mat4 Chunk::ToTransform(const ExactLocation::Coarse &ref, const RoughLocation::Fine &pos, int idx) const noexcept { + return glm::translate(ExactLocation::Fine((position - ref) * ExactLocation::Extent()) + ToCoords(pos)) * BlockAt(idx).Transform(); +} + BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept : chunk(c), pos(p) {