X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FWorldState.cpp;h=db8c9635c22a57a734d902fdd06ac8bd873dec17;hb=51a0b19601cb4b044c7eee1782aa85fc3a399d33;hp=86e3eac93bdaa619fd344d7709f92b6ff4a65421;hpb=29ee0558fdd951b25f41005ed721241b1f28aefa;p=blank.git diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp index 86e3eac..db8c963 100644 --- a/src/app/WorldState.cpp +++ b/src/app/WorldState.cpp @@ -1,7 +1,8 @@ #include "WorldState.hpp" #include "Environment.hpp" -#include "UnloadState.hpp" +#include "init.hpp" +#include "TextureIndex.hpp" #include @@ -15,10 +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, *world.AddPlayer(ic.player_name)) +, 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(); } @@ -43,8 +59,7 @@ void WorldState::Handle(const SDL_Event &event) { interface.Handle(event.wheel); break; case SDL_QUIT: - // don't care about this leak just now - env.state.Switch(new UnloadState(env, world.Loader())); + env.state.Switch(&unload); break; default: break; @@ -55,17 +70,20 @@ void WorldState::Update(int dt) { interface.Update(dt); spawner.Update(dt); world.Update(dt); + chunk_renderer.Rebase(interface.Player().ChunkCoords()); + chunk_renderer.Update(dt); - glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0)); + glm::mat4 trans = interface.Player().Transform(interface.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()); - env.audio.Velocity(world.Player().Velocity()); + env.audio.Position(interface.Player().Position()); + env.audio.Velocity(interface.Player().Velocity()); env.audio.Orientation(dir, up); - } void WorldState::Render(Viewport &viewport) { + viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords())); + chunk_renderer.Render(viewport); world.Render(viewport); interface.Render(viewport); }