X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=30e92297d7402d4b040f09eebc9053b872d1052f;hb=32a2a1231de8438f8408007c41247361b1c52417;hp=675c29ffbb97a284737974053ae61c86cc22fa2c;hpb=950adaa5bdb9bf758400f2c00df623865b6bff1d;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 675c29f..30e9229 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,12 +6,12 @@ namespace blank { -World::World() +World::World(unsigned int seed) : 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 }}) -, generate(0) +, generate(seed) , chunks(blockType, generate) , player() { BlockType::Faces block_fill = { true, true, true, true, true, true }; @@ -20,74 +20,96 @@ World::World() { // white block BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + type.block_light = true; type.fill = block_fill; blockType.Add(type); } { // white slab BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.block_light = true; type.fill = slab_fill; blockType.Add(type); } { // white stair BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.block_light = true; type.fill = stair_fill; blockType.Add(type); } { // red block BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.block_light = true; type.fill = block_fill; blockType.Add(type); } { // red slab BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); + type.block_light = true; type.fill = slab_fill; blockType.Add(type); } { // red stair BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); + type.block_light = true; type.fill = stair_fill; blockType.Add(type); } { // green block BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.block_light = true; type.fill = block_fill; blockType.Add(type); } { // green slab BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.block_light = true; type.fill = slab_fill; blockType.Add(type); } { // green stair BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.block_light = true; type.fill = stair_fill; blockType.Add(type); } { // blue block BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); + type.block_light = true; type.fill = block_fill; blockType.Add(type); } { // blue slab BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); + type.block_light = true; type.fill = slab_fill; blockType.Add(type); } { // blue stair BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); + type.block_light = true; type.fill = stair_fill; blockType.Add(type); } + { // glowing yellow block + BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); + type.luminosity = 10; + type.block_light = true; + type.fill = block_fill; + blockType.Add(type); + } + generate.Space(0); + generate.Light(13); generate.Solids({ 1, 4, 7, 10 }); - player.Position({ 4.0f, 4.0f, 4.0f }); + player = &AddEntity(); + player->Position({ 4.0f, 4.0f, 4.0f }); - chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); + chunks.GenerateSurrounding(player->ChunkCoords()); } @@ -113,7 +135,7 @@ bool World::Intersection( for (Chunk &cur_chunk : chunks.Loaded()) { float cur_dist; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), cur_dist)) { + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } @@ -130,7 +152,7 @@ bool World::Intersection( int cur_blkid; float cur_dist; glm::vec3 cur_normal; - if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player.ChunkCoords()), cur_blkid, cur_dist, cur_normal)) { + if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) { if (cur_dist < closest_dist) { closest_chunk = cand.chunk; closest_blkid = cur_blkid; @@ -156,6 +178,10 @@ bool World::Intersection( } +Chunk &World::PlayerChunk() { + return chunks.ForceLoad(player->ChunkCoords()); +} + Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { const Chunk::Pos tgt_pos = to.Position() + dir; return chunks.ForceLoad(tgt_pos); @@ -163,24 +189,38 @@ Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { void World::Update(int dt) { - player.Update(dt); - chunks.Rebase(player.ChunkCoords()); + for (Entity &entity : entities) { + entity.Update(dt); + } + chunks.Rebase(player->ChunkCoords()); chunks.Update(); } void World::Render(DirectionalLighting &program) { program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); - program.SetView(glm::inverse(player.Transform(player.ChunkCoords()))); + // fade out reaches 1/e (0.3679) at 1/fog_density, + // gets less than 0.01 at e/(2 * fog_density) + // I chose 0.011 because it yields 91 and 124 for those, so + // slightly less than 6 and 8 chunks + program.SetFogDensity(0.011f); + program.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); for (Chunk &chunk : chunks.Loaded()) { - glm::mat4 m(chunk.Transform(player.ChunkCoords())); + glm::mat4 m(chunk.Transform(player->ChunkCoords())); program.SetM(m); glm::mat4 mvp(program.GetVP() * m); if (!CullTest(Chunk::Bounds(), mvp)) { chunk.Draw(); } } + + for (Entity &entity : entities) { + if (entity.HasShape()) { + program.SetM(entity.Transform(player->ChunkCoords())); + entity.Draw(); + } + } } }