]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.hpp
load block types from data file
[blank.git] / src / world / World.hpp
index 9ec4cb2faf7fae204c53672e0b1f6e800a09e9dc..2fd312c7ce39efb990ed2be07b16f0ce6b7313a8 100644 (file)
@@ -5,7 +5,7 @@
 #include "ChunkLoader.hpp"
 #include "Entity.hpp"
 #include "Generator.hpp"
-#include "../model/shapes.hpp"
+#include "../graphics/ArrayTexture.hpp"
 
 #include <list>
 #include <vector>
@@ -14,8 +14,8 @@
 
 namespace blank {
 
-class BlockLighting;
-class DirectionalLighting;
+class Assets;
+class Viewport;
 class WorldCollision;
 
 class World {
@@ -36,7 +36,7 @@ public:
                ChunkLoader::Config load = ChunkLoader::Config();
        };
 
-       explicit World(const Config &);
+       World(const Assets &, const Config &, const WorldSave &);
 
        bool Intersection(
                const Ray &,
@@ -49,23 +49,23 @@ public:
        bool Intersection(const Entity &e, std::vector<WorldCollision> &);
        void Resolve(Entity &e, std::vector<WorldCollision> &);
 
-       BlockTypeRegistry &BlockTypes() { return blockType; }
+       BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+       ChunkLoader &Loader() noexcept { return chunks; }
 
        Entity &Player() { return *player; }
        Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
 
        Chunk &PlayerChunk();
-       Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
+       Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
 
        void Update(int dt);
 
-       void Render(BlockLighting &, DirectionalLighting &);
+       void Render(Viewport &);
 
 private:
-       BlockTypeRegistry blockType;
-       CuboidShape blockShape;
-       StairShape stairShape;
-       CuboidShape slabShape;
+       BlockTypeRegistry block_type;
+
+       ArrayTexture block_tex;
 
        Generator generate;
        ChunkLoader chunks;