]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
minor optimizations in chunk
[blank.git] / src / world.hpp
index b5c4a29cc66688f9c7a10b0a9150c71122c37718..1d43fbe7ffce45e2929ea659ea48293be33daa33 100644 (file)
@@ -17,7 +17,22 @@ namespace blank {
 class World {
 
 public:
-       World();
+       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 &,
@@ -37,7 +52,7 @@ public:
 
        void Update(int dt);
 
-       void Render(DirectionalLighting &);
+       void Render(BlockLighting &, DirectionalLighting &);
 
 private:
        BlockTypeRegistry blockType;
@@ -51,6 +66,9 @@ private:
        Entity *player;
        std::list<Entity> entities;
 
+       glm::vec3 light_direction;
+       float fog_density;
+
 };
 
 }