namespace blank {
-World::World()
+World::World(unsigned int seed)
: 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)
+, generate(seed)
, chunks(blockType, generate)
, player() {
BlockType::Faces block_fill = { true, true, true, true, true, true };
}
generate.Space(0);
+ generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
player = &AddEntity();
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.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Chunk &chunk : chunks.Loaded()) {