#include "WorldState.hpp"
#include "Environment.hpp"
-#include "UnloadState.hpp"
+#include "init.hpp"
+#include "TextureIndex.hpp"
#include <SDL.h>
const WorldSave &save
)
: env(env)
-, world(env.assets, wc, save)
-, spawner(world)
-, interface(ic, env, world) {
+, block_types()
+, world(block_types, wc, save)
+, chunk_renderer(world, wc.load.load_dist)
+, spawner(world, wc.gen.seed)
+, interface(ic, env, world)
+, preload(env, world.Loader(), chunk_renderer)
+, unload(env, world.Loader()) {
+ TextureIndex tex_index;
+ env.loader.LoadBlockTypes("default", block_types, tex_index);
+ chunk_renderer.LoadTextures(env.loader, tex_index);
+ chunk_renderer.FogDensity(wc.fog_density);
+ // TODO: better solution for initializing HUD
+ interface.SelectNext();
+}
+
+void WorldState::OnEnter() {
+ env.state.Push(&preload);
+ env.window.GrabMouse();
}
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- // don't care about this leak just now
- env.state.Switch(new UnloadState(env, world.Loader()));
+ env.state.Switch(&unload);
break;
default:
break;
interface.Update(dt);
spawner.Update(dt);
world.Update(dt);
+ chunk_renderer.Rebase(interface.Player().ChunkCoords());
+ chunk_renderer.Update(dt);
- glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
+ glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- env.audio.Position(world.Player().Position());
- env.audio.Velocity(world.Player().Velocity());
+ env.audio.Position(interface.Player().Position());
+ env.audio.Velocity(interface.Player().Velocity());
env.audio.Orientation(dir, up);
-
}
void WorldState::Render(Viewport &viewport) {
+ viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
+ chunk_renderer.Render(viewport);
world.Render(viewport);
interface.Render(viewport);
}