1 #ifndef BLANK_WORLD_WORLD_HPP_
2 #define BLANK_WORLD_WORLD_HPP_
4 #include "BlockTypeRegistry.hpp"
5 #include "ChunkLoader.hpp"
7 #include "Generator.hpp"
8 #include "../graphics/ArrayTexture.hpp"
9 #include "../model/shapes.hpp"
13 #include <glm/glm.hpp>
26 // initial player position
27 glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
28 // direction facing towards(!) the light
29 glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
30 // fade out reaches 1/e (0.3679) at 1/fog_density,
31 // gets less than 0.01 at e/(2 * fog_density)
32 // I chose 0.011 because it yields 91 and 124 for those, so
33 // slightly less than 6 and 8 chunks
34 float fog_density = 0.011f;
36 Generator::Config gen = Generator::Config();
37 ChunkLoader::Config load = ChunkLoader::Config();
40 World(const Assets &, const Config &, const WorldSave &);
50 bool Intersection(const Entity &e, std::vector<WorldCollision> &);
51 void Resolve(Entity &e, std::vector<WorldCollision> &);
53 BlockTypeRegistry &BlockTypes() noexcept { return blockType; }
54 ChunkLoader &Loader() noexcept { return chunks; }
56 Entity &Player() { return *player; }
57 Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
60 Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
64 void Render(Viewport &);
67 BlockTypeRegistry blockType;
68 CuboidShape blockShape;
69 StairShape stairShape;
70 CuboidShape slabShape;
72 ArrayTexture block_tex;
78 std::list<Entity> entities;
80 glm::vec3 light_direction;