1 #ifndef BLANK_WORLD_WORLD_HPP_
2 #define BLANK_WORLD_WORLD_HPP_
4 #include "BlockTypeRegistry.hpp"
5 #include "ChunkLoader.hpp"
7 #include "Generator.hpp"
8 #include "../model/shapes.hpp"
12 #include <glm/glm.hpp>
18 class DirectionalLighting;
25 // initial player position
26 glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
27 // direction facing towards(!) the light
28 glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
29 // fade out reaches 1/e (0.3679) at 1/fog_density,
30 // gets less than 0.01 at e/(2 * fog_density)
31 // I chose 0.011 because it yields 91 and 124 for those, so
32 // slightly less than 6 and 8 chunks
33 float fog_density = 0.011f;
35 Generator::Config gen = Generator::Config();
36 ChunkLoader::Config load = ChunkLoader::Config();
39 explicit World(const Config &);
49 bool Intersection(const Entity &e, std::vector<WorldCollision> &);
50 void Resolve(const Entity &e, std::vector<WorldCollision> &);
52 BlockTypeRegistry &BlockTypes() { return blockType; }
54 Entity &Player() { return *player; }
55 Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
58 Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
62 void Render(BlockLighting &, DirectionalLighting &);
65 BlockTypeRegistry blockType;
66 CuboidShape blockShape;
67 StairShape stairShape;
68 CuboidShape slabShape;
74 std::list<Entity> entities;
76 glm::vec3 light_direction;