X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=46afc1b2a1525a325273cb776dd4ba64d97891ae;hb=b4e5dad2ed5c7e77573de413f3bf5be88577856d;hp=ffd30c00e48d4393a9ded247cafb219194cf8050;hpb=170c0ff60b9679c954a9e74d5300c9929899b2bd;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index ffd30c0..46afc1b 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -16,6 +16,7 @@ #include #include #include +#include #include #include #include @@ -51,6 +52,10 @@ Entity::Entity(const Entity &other) noexcept , name(other.name) , bounds(other.bounds) , state(other.state) +, model_transform(1.0f) +, view_transform(1.0f) +, speed(0.0f) +, heading(0.0f, 0.0f, -1.0f) , max_vel(other.max_vel) , max_force(other.max_force) , ref_count(0) @@ -109,13 +114,11 @@ void Entity::SetHead(float p, float y) noexcept { } glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { - return state.Transform(reference); + return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform; } glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept { - glm::mat4 transform = view_local; - transform[3] += glm::vec4(state.RelativePosition(reference), 0.0f); - return transform; + return Transform(reference) * view_transform; } Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { @@ -125,34 +128,30 @@ 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)); } } void Entity::Update(float dt) { - UpdateView(); + UpdateTransforms(); UpdateHeading(); if (HasController()) { GetController().Update(*this, dt); } } -void Entity::UpdateView() noexcept { - // create local transform - view_local = Transform(ChunkCoords()); - // clear the translation part - view_local[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); - // add the model's eyes translation, if any +void Entity::UpdateTransforms() noexcept { + // model transform is the one given by current state + model_transform = state.Transform(state.chunk_pos); + // view transform is either the model's eyes transform or, + // should the entity have no model, the pitch (yaw already is + // in model transform) if (model) { - view_local *= model.EyesTransform(); + view_transform = model.EyesTransform(); + } else { + view_transform = glm::eulerAngleX(state.pitch); } } @@ -162,8 +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_local[2]); + // use -Z (forward axis) of model transform (our "chest") + heading = -glm::vec3(model_transform[2]); } } @@ -234,7 +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; } @@ -502,10 +501,10 @@ bool World::Intersection( void World::Update(int dt) { float fdt(dt * 0.001f); for (Entity &entity : entities) { - entity.Update(fdt); + Update(entity, fdt); } for (Entity &entity : entities) { - Update(entity, fdt); + entity.Update(fdt); } for (Player &player : players) { player.Update(dt); @@ -657,11 +656,77 @@ 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) { - entity.Render(entity.Transform(players.front().GetEntity().ChunkCoords()), entity_prog); + 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; + +} + +void World::RenderDebug(Viewport &viewport) { + PrimitiveMesh debug_mesh; + PlainColor &prog = viewport.WorldColorProgram(); + for (const Entity &entity : entities) { + debug_buf.OutlineBox(entity.Bounds(), glm::vec4(1.0f, 0.0f, 0.0f, 1.0f)); + debug_mesh.Update(debug_buf); + prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords())); + debug_mesh.DrawLines(); } }