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some skybox experiments
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1 #include "WorldState.hpp"
2
3 #include "Environment.hpp"
4 #include "init.hpp"
5 #include "TextureIndex.hpp"
6
7 #include <SDL.h>
8
9
10 namespace blank {
11
12 WorldState::WorldState(
13         Environment &env,
14         const Generator::Config &gc,
15         const Interface::Config &ic,
16         const World::Config &wc,
17         const WorldSave &save
18 )
19 : env(env)
20 , block_types()
21 , world(block_types, wc)
22 , interface(ic, env, world, world.AddPlayer(ic.player_name))
23 , generator(gc)
24 , chunk_loader(world.Chunks(), generator, save)
25 , chunk_renderer(*interface.GetPlayer().chunks)
26 , skeletons()
27 , spawner(world, skeletons, gc.seed)
28 , sky(env.loader.LoadCubeMap("skybox"))
29 , preload(env, chunk_loader, chunk_renderer)
30 , unload(env, world.Chunks(), save) {
31         TextureIndex tex_index;
32         env.loader.LoadBlockTypes("default", block_types, tex_index);
33         chunk_renderer.LoadTextures(env.loader, tex_index);
34         chunk_renderer.FogDensity(wc.fog_density);
35         skeletons.Load();
36         spawner.LimitSkeletons(0, skeletons.Size());
37         // TODO: better solution for initializing HUD
38         interface.SelectNext();
39 }
40
41
42 void WorldState::OnEnter() {
43         env.state.Push(&preload);
44         env.window.GrabMouse();
45 }
46
47
48 void WorldState::Handle(const SDL_Event &event) {
49         switch (event.type) {
50                 case SDL_KEYDOWN:
51                         interface.HandlePress(event.key);
52                         break;
53                 case SDL_KEYUP:
54                         interface.HandleRelease(event.key);
55                         break;
56                 case SDL_MOUSEBUTTONDOWN:
57                         interface.HandlePress(event.button);
58                         break;
59                 case SDL_MOUSEBUTTONUP:
60                         interface.HandleRelease(event.button);
61                         break;
62                 case SDL_MOUSEMOTION:
63                         interface.Handle(event.motion);
64                         break;
65                 case SDL_MOUSEWHEEL:
66                         interface.Handle(event.wheel);
67                         break;
68                 case SDL_QUIT:
69                         env.state.Switch(&unload);
70                         break;
71                 default:
72                         break;
73         }
74 }
75
76 void WorldState::Update(int dt) {
77         interface.Update(dt);
78         spawner.Update(dt);
79         world.Update(dt);
80         chunk_loader.Update(dt);
81         chunk_renderer.Update(dt);
82
83         Entity &player = *interface.GetPlayer().entity;
84
85         glm::mat4 trans = player.Transform(player.ChunkCoords());
86         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
87         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
88         env.audio.Position(player.Position());
89         env.audio.Velocity(player.Velocity());
90         env.audio.Orientation(dir, up);
91 }
92
93 void WorldState::Render(Viewport &viewport) {
94         Entity &player = *interface.GetPlayer().entity;
95         viewport.WorldPosition(player.Transform(player.ChunkCoords()));
96         chunk_renderer.Render(viewport);
97         world.Render(viewport);
98         sky.Render(viewport);
99
100         interface.Render(viewport);
101 }
102
103 }