+++ /dev/null
-#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();
- }
- }
-}
-
-}