]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
minor optimizations in chunk
[blank.git] / src / world.hpp
index 8ef2b21b2b05ee7d7106a8af536e0a2bf36e85b4..1d43fbe7ffce45e2929ea659ea48293be33daa33 100644 (file)
@@ -4,7 +4,7 @@
 #include "block.hpp"
 #include "chunk.hpp"
 #include "entity.hpp"
-#include "noise.hpp"
+#include "generator.hpp"
 #include "shader.hpp"
 #include "shape.hpp"
 
@@ -17,9 +17,22 @@ namespace blank {
 class World {
 
 public:
-       World();
-
-       void Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to);
+       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 &,
@@ -30,18 +43,16 @@ public:
                glm::vec3 *normal = nullptr);
 
        BlockTypeRegistry &BlockTypes() { return blockType; }
-       std::list<Chunk> &LoadedChunks() { return loaded; }
 
-       Entity &Player() { return player; }
+       Entity &Player() { return *player; }
+       Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
 
-       Chunk &Next(const Chunk &, const glm::vec3 &dir);
+       Chunk &PlayerChunk();
+       Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
 
        void Update(int dt);
 
-       void Render(DirectionalLighting &);
-
-private:
-       void Generate(Chunk &);
+       void Render(BlockLighting &, DirectionalLighting &);
 
 private:
        BlockTypeRegistry blockType;
@@ -49,13 +60,14 @@ private:
        StairShape stairShape;
        CuboidShape slabShape;
 
-       SimplexNoise blockNoise;
-       SimplexNoise colorNoise;
+       Generator generate;
+       ChunkLoader chunks;
 
-       Entity player;
+       Entity *player;
+       std::list<Entity> entities;
 
-       std::list<Chunk> loaded;
-       std::list<Chunk> to_generate;
+       glm::vec3 light_direction;
+       float fog_density;
 
 };