X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=46afc1b2a1525a325273cb776dd4ba64d97891ae;hb=b4e5dad2ed5c7e77573de413f3bf5be88577856d;hp=f472da94f2f20a46cfe9d6a1f16fb4c0fbe629e7;hpb=2da9efc1037fba0461303327151318b8edf4dfc7;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index f472da9..46afc1b 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -128,15 +128,9 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { void Entity::UpdateModel() noexcept { state.AdjustHeading(); + state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f)); if (model) { - Part::State &body_state = model.BodyState(); - Part::State &eyes_state = model.EyesState(); - if (&body_state != &eyes_state) { - body_state.orientation = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f)); - eyes_state.orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f)); - } else { - eyes_state.orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)); - } + model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f)); } } @@ -167,8 +161,8 @@ void Entity::UpdateHeading() noexcept { heading = Velocity() / speed; } else { speed = 0.0f; - // use -Z (forward axis) of local view transform - heading = -glm::vec3(view_transform[2]); + // use -Z (forward axis) of model transform (our "chest") + heading = -glm::vec3(model_transform[2]); } } @@ -239,7 +233,7 @@ void EntityState::AdjustPosition() noexcept { } void EntityState::AdjustHeading() noexcept { - glm::clamp(pitch, -PI_0p5, PI_0p5); + pitch = glm::clamp(pitch, -PI_0p5, PI_0p5); while (yaw > PI) { yaw -= PI_2p0; } @@ -662,17 +656,63 @@ World::EntityHandle World::RemoveEntity(EntityHandle &eh) { void World::Render(Viewport &viewport) { DirectionalLighting &entity_prog = viewport.EntityProgram(); - entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); + glm::vec3 light_dir; + glm::vec3 light_col; + glm::vec3 ambient_col; for (Entity &entity : entities) { glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords())); if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) { + GetLight(entity, light_dir, light_col, ambient_col); + entity_prog.SetLightDirection(light_dir); + entity_prog.SetLightColor(light_col); + entity_prog.SetAmbientColor(ambient_col); entity.Render(M, entity_prog); } } } +// this should interpolate based on the fractional part of entity's block position +void World::GetLight( + const Entity &e, + glm::vec3 &dir, + glm::vec3 &col, + glm::vec3 &amb +) { + Chunk *chunk = chunks.Get(e.ChunkCoords()); + if (!chunk) { + // chunk unavailable, so make it really dark and from + // some arbitrary direction + dir = glm::vec3(1.0f, 2.0f, 3.0f); + col = glm::vec3(0.025f); // ~0.8^15 + return; + } + glm::ivec3 base(e.Position()); + int base_light = chunk->GetLight(base); + int max_light = 0; + int min_light = 15; + glm::ivec3 acc(0, 0, 0); + for (glm::ivec3 offset(-1, -1, -1); offset.z < 2; ++offset.z) { + for (offset.y = -1; offset.y < 2; ++offset.y) { + for (offset.x = -1; offset.x < 2; ++offset.x) { + BlockLookup block(chunk, base + offset); + if (!block) { + // missing, just ignore it + continue; + } + // otherwise, accumulate the difference times direction + acc += offset * (base_light - block.GetLight()); + max_light = std::max(max_light, block.GetLight()); + min_light = std::min(min_light, block.GetLight()); + } + } + } + dir = acc; + col = glm::vec3(std::pow(0.8f, 15 - max_light)); + amb = glm::vec3(std::pow(0.8f, 15 - min_light)); +} + namespace { PrimitiveMesh::Buffer debug_buf;