X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=40dd6bdfc578ffaa22af252f3b242f7978ea8f87;hb=bd6bd2c875f4b6baef913e5315aa9f7e7cd7da7a;hp=3f186ea67b298e753f7b3da49b05a64588ba3f2e;hpb=9eb7fb38870c6324580683752d49d62b7a431bce;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 3f186ea..40dd6bd 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 }; @@ -20,79 +20,95 @@ 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 = &AddEntity(); player->Position({ 4.0f, 4.0f, 4.0f }); - Entity &test_entity = AddEntity(); - test_entity.Position({ 0.0f, 0.0f, 0.0f }); - test_entity.SetShape(&blockShape, { 1.0f, 1.0f, 0.0f }); - test_entity.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f })); - chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); } @@ -162,6 +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); @@ -179,6 +199,11 @@ void World::Update(int dt) { void World::Render(DirectionalLighting &program) { program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); + // 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()) {