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world.c
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world.c
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#include "world.h"
#include <raymath.h>
#include "light.h"
float g = -9.807f;
float blockSize = 1.0f;
float blockHeight = 1.0f;
int lightIntesityFactor = 1;
void drawBlock(Block cube, Light light) {
// Calculate distance to light
float distance = Vector3Distance(light.position, cube.position);
float attenuation = 1.0f / (1.0f + 0.1f * distance * distance); // Simplified attenuation
// Calculate final color based on light intensity and attenuation
Color cubeColor = ColorFromNormalized((Vector4){
light.color.r * attenuation * light.intensity* lightIntesityFactor / 255.0f,
light.color.g * attenuation * light.intensity * lightIntesityFactor / 255.0f,
light.color.b * attenuation * light.intensity * lightIntesityFactor / 255.0f,
1.0f // α value
});
DrawCube(cube.position, cube.size, cube.height, cube.size, cubeColor);
DrawCubeWires(cube.position, cube.size, cube.height, cube.size, BLACK);
}
void initWorld(World *world) {
world->width = worldWidth;
world->height = worldHeight;
world->depth = worldDepth;
for (int x = 0; x < world->width; x++) {
for (int y = 0; y < world->height; y++) {
for (int z = 0; z < world->depth; z++) {
world->blocks[x][y][z].position = (Vector3){x * blockSize - groundSize, y * blockHeight, z * blockSize - groundSize};
world->blocks[x][y][z].size = blockSize;
world->blocks[x][y][z].height = blockHeight;
// Set the block to active only if it's at the ground level
world->blocks[x][y][z].active = (y == 0);
}
}
}
}
void drawWorld(World *world) {
for (int x = 0; x < world->width; x++) {
for (int y = 0; y < world->height; y++) {
for (int z = 0; z < world->depth; z++) {
Block cube = world->blocks[x][y][z];
if (cube.active) {
drawBlock(cube, light);
}
}
}
}
}