X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=756c66fdff87718ff724ee0263006eac7b4b9f4a;hb=d2d3cb877984b97fafb97254f5005cbf4bcf47a6;hp=5244d152bbe1326e190d2819120c1e54d7b3729f;hpb=30d36f3d545617faef76f90c4121d6ed118ba272;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 5244d15..756c66f 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,91 +6,127 @@ namespace blank { -World::World() +World::World(const Config &config) : 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) -, chunks(blockType, generate) -, player() { +, generate(config.gen) +, chunks(config.load, blockType, generate) +, player() +, entities() +, light_direction(config.light_direction) +, fog_density(config.fog_density) { BlockType::Faces block_fill = { true, true, true, true, true, true }; BlockType::Faces slab_fill = { false, true, false, false, false, false }; BlockType::Faces stair_fill = { false, true, false, false, false, true }; { // 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(config.spawn); - chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); + chunks.GenerateSurrounding(player->ChunkCoords()); } +namespace { + +struct Candidate { + Chunk *chunk; + float dist; +}; + +std::vector candidates; + +} + bool World::Intersection( const Ray &ray, const glm::mat4 &M, @@ -98,18 +134,30 @@ bool World::Intersection( int *blkid, float *dist, glm::vec3 *normal) { + candidates.clear(); + + for (Chunk &cur_chunk : chunks.Loaded()) { + float cur_dist; + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + candidates.push_back({ &cur_chunk, cur_dist }); + } + } + + if (candidates.empty()) return false; + Chunk *closest_chunk = nullptr; - int closest_blkid = -1; float closest_dist = std::numeric_limits::infinity(); + int closest_blkid = -1; glm::vec3 closest_normal; - for (Chunk &cur_chunk : chunks.Loaded()) { + for (Candidate &cand : candidates) { + if (cand.dist > closest_dist) continue; int cur_blkid; float cur_dist; glm::vec3 cur_normal; - if (cur_chunk.Intersection(ray, M * cur_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 = &cur_chunk; + closest_chunk = cand.chunk; closest_blkid = cur_blkid; closest_dist = cur_dist; closest_normal = cur_normal; @@ -133,6 +181,10 @@ 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); @@ -140,24 +192,34 @@ 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()))); + program.SetLightDirection(light_direction); + program.SetFogDensity(fog_density); + 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(); + } + } } }