class World {
public:
- World();
+ struct Config {
+ // initial player position
+ glm::vec3 spawn = { 4.0f, 4.0f, 4.0f };
+ // direction facing towards(!) the light
+ glm::vec3 light_direction = { -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
+ float fog_density = 0.011f;
+
+ Generator::Config gen = Generator::Config();
+ ChunkLoader::Config load = ChunkLoader::Config();
+ };
+
+ explicit World(const Config &);
bool Intersection(
const Ray &,
Entity &Player() { return *player; }
Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
+ Chunk &PlayerChunk();
Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
void Update(int dt);
- void Render(DirectionalLighting &);
+ void Render(BlockLighting &, DirectionalLighting &);
private:
BlockTypeRegistry blockType;
Entity *player;
std::list<Entity> entities;
+ glm::vec3 light_direction;
+ float fog_density;
+
};
}