X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FWorldState.cpp;h=03abe36c163c4b7c120b725fd74a9d3a337f9bd8;hb=9ebe2c320fd9f94266ab93fa2f9d9908a0a284d3;hp=12e142ac5a4cfe086f50e084d725162144a464d3;hpb=551573ecb04969696f916aeb5485658e298a7f6b;p=blank.git diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp index 12e142a..03abe36 100644 --- a/src/app/WorldState.cpp +++ b/src/app/WorldState.cpp @@ -1,6 +1,8 @@ #include "WorldState.hpp" #include "Environment.hpp" +#include "init.hpp" +#include "TextureIndex.hpp" #include @@ -14,10 +16,25 @@ WorldState::WorldState( const WorldSave &save ) : env(env) -, world(env.assets, wc, save) -, spawner(world) -, interface(ic, env, world) { +, block_types() +, world(block_types, wc, save) +, chunk_renderer(world, wc.load.load_dist) +, spawner(world, wc.gen.seed) +, interface(ic, env, world) +, preload(env, world.Loader(), chunk_renderer) +, unload(env, world.Loader()) { + TextureIndex tex_index; + env.loader.LoadBlockTypes("default", block_types, tex_index); + chunk_renderer.LoadTextures(env.loader, tex_index); + chunk_renderer.FogDensity(wc.fog_density); + // TODO: better solution for initializing HUD + interface.SelectNext(); +} + +void WorldState::OnEnter() { + env.state.Push(&preload); + env.window.GrabMouse(); } @@ -41,6 +58,9 @@ void WorldState::Handle(const SDL_Event &event) { case SDL_MOUSEWHEEL: interface.Handle(event.wheel); break; + case SDL_QUIT: + env.state.Switch(&unload); + break; default: break; } @@ -50,8 +70,10 @@ void WorldState::Update(int dt) { interface.Update(dt); spawner.Update(dt); world.Update(dt); + chunk_renderer.Rebase(world.Player().ChunkCoords()); + chunk_renderer.Update(dt); - glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0)); + glm::mat4 trans = world.Player().Transform(world.Player().ChunkCoords()); glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)); glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)); env.audio.Position(world.Player().Position()); @@ -61,6 +83,8 @@ void WorldState::Update(int dt) { } void WorldState::Render(Viewport &viewport) { + viewport.WorldPosition(world.Player().Transform(world.Player().ChunkCoords())); + chunk_renderer.Render(viewport); world.Render(viewport); interface.Render(viewport); }