X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=137fd2a6cf29abcc9cfd2fca2fc950c75f94aa81;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=27daecd3f27c78ffad686f5a4b0c2b494930b1c7;hpb=46509f82dcea114b004c53a7f3a9608f2518077f;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 27daecd..137fd2a 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,89 +6,113 @@ 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 = 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({ 4.0f, 4.0f, 4.0f }); + player->Position(config.spawn); - chunks.Generate({ -4, -4, -4 }, { 5, 5, 5}); + chunks.GenerateSurrounding(player->ChunkCoords()); } @@ -157,6 +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); @@ -172,22 +200,28 @@ void World::Update(int dt) { } -void World::Render(DirectionalLighting &program) { - program.SetLightDirection({ -1.0f, -3.0f, -2.0f }); - program.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); +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())); - program.SetM(m); - glm::mat4 mvp(program.GetVP() * m); + 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()) { - program.SetM(entity.Transform(player->ChunkCoords())); + entity_prog.SetM(entity.Transform(player->ChunkCoords())); entity.Draw(); } }