]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
limit chunks allocated/freed per frame
[blank.git] / src / app.cpp
index 21eb85c309830eca5f332d6f5cdd719d1b8da04a..10a72b8e89e698f2abf52164df4bc91a6b164c96 100644 (file)
@@ -19,6 +19,7 @@ Application::Application()
 , cam()
 , hud()
 , world()
+, controller(world.Player())
 , outline()
 , outline_visible(false)
 , outline_transform(1.0f)
@@ -34,7 +35,7 @@ Application::Application()
        glGenVertexArrays(1, &VertexArrayID);
        glBindVertexArray(VertexArrayID);
 
-       world.Generate();
+       world.Generate({ -4, -4, -4 }, { 5, 5, 5});
 
        hud.Viewport(960, 600);
        hud.Display(*world.BlockTypes()[place_id]);
@@ -68,7 +69,7 @@ void Application::HandleEvents() {
                switch (event.type) {
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
-                               world.Controller().HandleKeyboard(event.key);
+                               controller.HandleKeyboard(event.key);
                                break;
                        case SDL_MOUSEBUTTONDOWN:
                                if (event.button.button == 1) {
@@ -83,7 +84,7 @@ void Application::HandleEvents() {
                                }
                                break;
                        case SDL_MOUSEMOTION:
-                               world.Controller().HandleMouse(event.motion);
+                               controller.HandleMouse(event.motion);
                                break;
                        case SDL_QUIT:
                                running = false;
@@ -105,9 +106,10 @@ void Application::HandleEvents() {
 }
 
 void Application::Update(int dt) {
+       controller.Update(dt);
        world.Update(dt);
 
-       Ray aim = world.Controller().Aim();
+       Ray aim = controller.Aim();
        Chunk *chunk;
        int blkid;
        float dist;
@@ -117,7 +119,7 @@ void Application::Update(int dt) {
                outline_visible = true;
                outline.Clear();
                chunk->BlockAt(blkid).type->FillOutlineModel(outline);
-               outline_transform = glm::translate(chunk->Transform(), pos);
+               outline_transform = glm::translate(chunk->Transform(world.Player().ChunkCoords()), pos);
                outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
        } else {
                outline_visible = false;
@@ -143,7 +145,7 @@ void Application::Update(int dt) {
                        glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
                        if (!Chunk::InBounds(next_pos)) {
                                mod_chunk = &world.Next(*chunk, normal);
-                               next_pos -= normal * Chunk::Extent();
+                               next_pos -= normal * glm::vec3(Chunk::Extent());
                        }
                        mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
                        mod_chunk->Invalidate();