namespace blank {
-World::World()
+World::World(const Config &config)
: blockType()
, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
-, generate(0)
-, chunks(blockType, generate)
-, player() {
+, generate(config.gen)
+, chunks(config.load, blockType, generate)
+, player()
+, entities()
+, light_direction(config.light_direction)
+, fog_density(config.fog_density) {
BlockType::Faces block_fill = { true, true, true, true, true, true };
BlockType::Faces slab_fill = { false, true, false, false, false, false };
BlockType::Faces stair_fill = { false, true, false, false, false, true };
}
generate.Space(0);
+ generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
player = &AddEntity();
- player->Position({ 4.0f, 4.0f, 4.0f });
+ player->Position(config.spawn);
- chunks.Generate({ -4, -4, -4 }, { 5, 5, 5});
+ chunks.GenerateSurrounding(player->ChunkCoords());
}
void World::Render(DirectionalLighting &program) {
- program.SetLightDirection({ -1.0f, -3.0f, -2.0f });
- // fade out reaches 1/e (0.3679) at 1/fog_density,
- // gets less than 0.01 at e/(2 * fog_density)
- // I chose 0.011 because it yields 91 and 124 for those, so
- // slightly less than 6 and 8 chunks
- program.SetFogDensity(0.011f);
+ program.SetLightDirection(light_direction);
+ program.SetFogDensity(fog_density);
program.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Chunk &chunk : chunks.Loaded()) {