]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
some code reorganization
[blank.git] / src / world.cpp
diff --git a/src/world.cpp b/src/world.cpp
deleted file mode 100644 (file)
index 137fd2a..0000000
+++ /dev/null
@@ -1,230 +0,0 @@
-#include "world.hpp"
-
-#include <limits>
-#include <glm/gtx/transform.hpp>
-
-
-namespace blank {
-
-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(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 = 15;
-               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(config.spawn);
-
-       chunks.GenerateSurrounding(player->ChunkCoords());
-}
-
-
-namespace {
-
-struct Candidate {
-       Chunk *chunk;
-       float dist;
-};
-
-std::vector<Candidate> candidates;
-
-}
-
-bool World::Intersection(
-               const Ray &ray,
-               const glm::mat4 &M,
-               Chunk **chunk,
-               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;
-       float closest_dist = std::numeric_limits<float>::infinity();
-       int closest_blkid = -1;
-       glm::vec3 closest_normal;
-
-       for (Candidate &cand : candidates) {
-               if (cand.dist > closest_dist) continue;
-               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 (cur_dist < closest_dist) {
-                               closest_chunk = cand.chunk;
-                               closest_blkid = cur_blkid;
-                               closest_dist = cur_dist;
-                               closest_normal = cur_normal;
-                       }
-               }
-       }
-
-       if (chunk) {
-               *chunk = closest_chunk;
-       }
-       if (blkid) {
-               *blkid = closest_blkid;
-       }
-       if (dist) {
-               *dist = closest_dist;
-       }
-       if (normal) {
-               *normal = closest_normal;
-       }
-       return closest_chunk;
-}
-
-
-Chunk &World::PlayerChunk() {
-       return chunks.ForceLoad(player->ChunkCoords());
-}
-
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
-       const Chunk::Pos tgt_pos = to.Position() + dir;
-       return chunks.ForceLoad(tgt_pos);
-}
-
-
-void World::Update(int dt) {
-       for (Entity &entity : entities) {
-               entity.Update(dt);
-       }
-       chunks.Rebase(player->ChunkCoords());
-       chunks.Update();
-}
-
-
-void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
-       chunk_prog.Activate();
-       chunk_prog.SetFogDensity(fog_density);
-       chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
-
-       for (Chunk &chunk : chunks.Loaded()) {
-               glm::mat4 m(chunk.Transform(player->ChunkCoords()));
-               chunk_prog.SetM(m);
-               glm::mat4 mvp(chunk_prog.GetVP() * m);
-               if (!CullTest(Chunk::Bounds(), mvp)) {
-                       chunk.Draw();
-               }
-       }
-
-       entity_prog.Activate();
-       entity_prog.SetLightDirection(light_direction);
-       entity_prog.SetFogDensity(fog_density);
-       entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
-
-       for (Entity &entity : entities) {
-               if (entity.HasShape()) {
-                       entity_prog.SetM(entity.Transform(player->ChunkCoords()));
-                       entity.Draw();
-               }
-       }
-}
-
-}