X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.cpp;h=137fd2a6cf29abcc9cfd2fca2fc950c75f94aa81;hb=e53a0e2e711a7d8bd9b0ddacd1360aa14370643f;hp=30e92297d7402d4b040f09eebc9053b872d1052f;hpb=32a2a1231de8438f8408007c41247361b1c52417;p=blank.git diff --git a/src/world.cpp b/src/world.cpp index 30e9229..137fd2a 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -6,14 +6,17 @@ namespace blank { -World::World(unsigned int seed) +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(seed) -, 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 }; @@ -96,7 +99,7 @@ World::World(unsigned int seed) { // glowing yellow block BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); - type.luminosity = 10; + type.luminosity = 15; type.block_light = true; type.fill = block_fill; blockType.Add(type); @@ -107,7 +110,7 @@ World::World(unsigned int seed) generate.Solids({ 1, 4, 7, 10 }); player = &AddEntity(); - player->Position({ 4.0f, 4.0f, 4.0f }); + player->Position(config.spawn); chunks.GenerateSurrounding(player->ChunkCoords()); } @@ -197,27 +200,28 @@ 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()))); +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(); } }