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some code reorganization
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1 #ifndef BLANK_WORLD_WORLD_HPP_
2 #define BLANK_WORLD_WORLD_HPP_
3
4 #include "BlockTypeRegistry.hpp"
5 #include "ChunkLoader.hpp"
6 #include "Entity.hpp"
7 #include "Generator.hpp"
8 #include "../model/shapes.hpp"
9
10 #include <list>
11 #include <glm/glm.hpp>
12
13
14 namespace blank {
15
16 class BlockLighting;
17 class DirectionalLighting;
18
19 class World {
20
21 public:
22         struct Config {
23                 // initial player position
24                 glm::vec3 spawn = { 4.0f, 4.0f, 4.0f };
25                 // direction facing towards(!) the light
26                 glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
27                 // fade out reaches 1/e (0.3679) at 1/fog_density,
28                 // gets less than 0.01 at e/(2 * fog_density)
29                 // I chose 0.011 because it yields 91 and 124 for those, so
30                 // slightly less than 6 and 8 chunks
31                 float fog_density = 0.011f;
32
33                 Generator::Config gen = Generator::Config();
34                 ChunkLoader::Config load = ChunkLoader::Config();
35         };
36
37         explicit World(const Config &);
38
39         bool Intersection(
40                 const Ray &,
41                 const glm::mat4 &M,
42                 Chunk **chunk = nullptr,
43                 int *blkid = nullptr,
44                 float *dist = nullptr,
45                 glm::vec3 *normal = nullptr);
46
47         BlockTypeRegistry &BlockTypes() { return blockType; }
48
49         Entity &Player() { return *player; }
50         Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
51
52         Chunk &PlayerChunk();
53         Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
54
55         void Update(int dt);
56
57         void Render(BlockLighting &, DirectionalLighting &);
58
59 private:
60         BlockTypeRegistry blockType;
61         CuboidShape blockShape;
62         StairShape stairShape;
63         CuboidShape slabShape;
64
65         Generator generate;
66         ChunkLoader chunks;
67
68         Entity *player;
69         std::list<Entity> entities;
70
71         glm::vec3 light_direction;
72         float fog_density;
73
74 };
75
76 }
77
78 #endif