#include "EntityCollision.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
-#include "../app/TextureIndex.hpp"
#include "../graphics/Format.hpp"
#include "../graphics/Viewport.hpp"
namespace blank {
-World::World(const Assets &assets, const Config &config, const WorldSave &save)
-: block_type()
-, block_tex()
+World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save)
+: block_type(types)
, generate(config.gen)
-, chunks(config.load, block_type, generate, save)
+, chunks(config.load, types, generate, save)
, player()
, entities()
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
- TextureIndex tex_index;
- assets.LoadBlockTypes("default", block_type, tex_index);
-
- block_tex.Bind();
- assets.LoadTextures(tex_index, block_tex);
- block_tex.FilterNearest();
-
generate.Space(0);
generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
void World::Render(Viewport &viewport) {
- viewport.WorldPosition(player->Transform(player->ChunkCoords()));
-
- BlockLighting &chunk_prog = viewport.ChunkProgram();
- chunk_prog.SetTexture(block_tex);
- chunk_prog.SetFogDensity(fog_density);
-
- for (Chunk &chunk : chunks.Loaded()) {
- glm::mat4 m(chunk.Transform(player->ChunkCoords()));
- chunk_prog.SetM(m);
- glm::mat4 mvp(chunk_prog.GetVP() * m);
- if (!CullTest(Chunk::Bounds(), mvp)) {
- chunk.Draw();
- }
- }
-
DirectionalLighting &entity_prog = viewport.EntityProgram();
entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);