X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FWorldState.cpp;h=ed711bfc8c15e6fde8999f9846b5184b77fed3d5;hb=ad7cf72ed47c39640d5588ba53386e090289b4d1;hp=86e3eac93bdaa619fd344d7709f92b6ff4a65421;hpb=29ee0558fdd951b25f41005ed721241b1f28aefa;p=blank.git diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp index 86e3eac..ed711bf 100644 --- a/src/app/WorldState.cpp +++ b/src/app/WorldState.cpp @@ -1,7 +1,7 @@ #include "WorldState.hpp" #include "Environment.hpp" -#include "UnloadState.hpp" +#include "TextureIndex.hpp" #include @@ -15,10 +15,24 @@ WorldState::WorldState( const WorldSave &save ) : env(env) -, world(env.assets, wc, save) +, block_types() +, world(block_types, wc, save) +, chunk_renderer(world, wc.load.load_dist) , spawner(world) -, interface(ic, env, world) { +, interface(ic, env, world) +, preload(env, world.Loader(), chunk_renderer) +, unload(env, world.Loader()) { + TextureIndex tex_index; + env.assets.LoadBlockTypes("default", block_types, tex_index); + chunk_renderer.LoadTextures(env.assets, tex_index); + chunk_renderer.FogDensity(wc.fog_density); + // TODO: better solution for initializing HUD + interface.SelectNext(); +} + +void WorldState::OnEnter() { + env.state.Push(&preload); } @@ -43,8 +57,7 @@ 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; @@ -55,8 +68,10 @@ 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()); @@ -66,6 +81,8 @@ 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); }