6 const BlockType BlockType::DEFAULT;
8 void BlockType::FillVBO(
10 std::vector<glm::vec3> &vertices,
11 std::vector<glm::vec3> &colors,
12 std::vector<glm::vec3> &normals
14 vertices.emplace_back(pos.x , pos.y , pos.z + 1); // front
15 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
16 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
17 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
18 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
19 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
20 vertices.emplace_back(pos.x , pos.y , pos.z ); // back
21 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
22 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
23 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
24 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
25 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
26 vertices.emplace_back(pos.x , pos.y + 1, pos.z ); // top
27 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
28 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
29 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
30 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
31 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
32 vertices.emplace_back(pos.x , pos.y , pos.z ); // bottom
33 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
34 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
35 vertices.emplace_back(pos.x + 1, pos.y , pos.z );
36 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
37 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
38 vertices.emplace_back(pos.x , pos.y , pos.z ); // left
39 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
40 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
41 vertices.emplace_back(pos.x , pos.y + 1, pos.z );
42 vertices.emplace_back(pos.x , pos.y , pos.z + 1);
43 vertices.emplace_back(pos.x , pos.y + 1, pos.z + 1);
44 vertices.emplace_back(pos.x + 1, pos.y , pos.z ); // right
45 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
46 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
47 vertices.emplace_back(pos.x + 1, pos.y , pos.z + 1);
48 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
49 vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
51 colors.insert(colors.end(), 6 * 6, color);
53 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
54 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
55 normals.insert(normals.end(), 6, glm::vec3( 0.0f, 1.0f, 0.0f)); // top
56 normals.insert(normals.end(), 6, glm::vec3( 0.0f, -1.0f, 0.0f)); // bottom
57 normals.insert(normals.end(), 6, glm::vec3(-1.0f, 0.0f, 0.0f)); // left
58 normals.insert(normals.end(), 6, glm::vec3( 1.0f, 0.0f, 0.0f)); // right
62 BlockTypeRegistry::BlockTypeRegistry() {
63 Add(BlockType::DEFAULT);
66 int BlockTypeRegistry::Add(const BlockType &t) {
67 int id = types.size();
90 int Chunk::VertexCount() const {
91 // TODO: query blocks as soon as type shapes are implemented
92 return Size() * 6 * 6;
95 void Chunk::Update() {
97 model.Reserve(VertexCount());
99 for (int i = 0; i < Size(); ++i) {
100 if (blocks[i].type->visible) {
101 blocks[i].type->FillModel(ToCoords(i), model);