1 #include "WorldState.hpp"
3 #include "Environment.hpp"
5 #include "TextureIndex.hpp"
12 WorldState::WorldState(
14 const Interface::Config &ic,
15 const World::Config &wc,
20 , world(block_types, wc, save)
21 , chunk_renderer(world, wc.load.load_dist)
22 , spawner(world, wc.gen.seed)
23 , interface(ic, env, world)
24 , preload(env, world.Loader(), chunk_renderer)
25 , unload(env, world.Loader()) {
26 TextureIndex tex_index;
27 env.loader.LoadBlockTypes("default", block_types, tex_index);
28 chunk_renderer.LoadTextures(env.loader, tex_index);
29 chunk_renderer.FogDensity(wc.fog_density);
30 // TODO: better solution for initializing HUD
31 interface.SelectNext();
35 void WorldState::OnEnter() {
36 env.state.Push(&preload);
37 env.window.GrabMouse();
41 void WorldState::Handle(const SDL_Event &event) {
44 interface.HandlePress(event.key);
47 interface.HandleRelease(event.key);
49 case SDL_MOUSEBUTTONDOWN:
50 interface.HandlePress(event.button);
52 case SDL_MOUSEBUTTONUP:
53 interface.HandleRelease(event.button);
56 interface.Handle(event.motion);
59 interface.Handle(event.wheel);
62 env.state.Switch(&unload);
69 void WorldState::Update(int dt) {
73 chunk_renderer.Rebase(interface.Player().ChunkCoords());
74 chunk_renderer.Update(dt);
76 glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
77 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
78 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
79 env.audio.Position(interface.Player().Position());
80 env.audio.Velocity(interface.Player().Velocity());
81 env.audio.Orientation(dir, up);
84 void WorldState::Render(Viewport &viewport) {
85 viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
86 chunk_renderer.Render(viewport);
87 world.Render(viewport);
88 interface.Render(viewport);