X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld.hpp;h=1d43fbe7ffce45e2929ea659ea48293be33daa33;hb=e74f1ad236429f05db90c0ace825277e2a3fbc05;hp=8ef2b21b2b05ee7d7106a8af536e0a2bf36e85b4;hpb=cb959294a8271969ddfe411471d7f04e82c4788a;p=blank.git diff --git a/src/world.hpp b/src/world.hpp index 8ef2b21..1d43fbe 100644 --- a/src/world.hpp +++ b/src/world.hpp @@ -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 &from, const glm::tvec3 &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 &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 &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 entities; - std::list loaded; - std::list to_generate; + glm::vec3 light_direction; + float fog_density; };