namespace blank {
-/// attributes of a type of block
-struct BlockType {
+/// single 1x1x1 cube
+struct Block {
- int id;
+ using Type = unsigned short;
+ using Pos = glm::vec3;
+
+ enum Face {
+ FACE_UP,
+ FACE_DOWN,
+ FACE_RIGHT,
+ FACE_LEFT,
+ FACE_FRONT,
+ FACE_BACK,
+ FACE_COUNT,
+ };
+ enum Turn {
+ TURN_NONE,
+ TURN_LEFT,
+ TURN_AROUND,
+ TURN_RIGHT,
+ TURN_COUNT,
+ };
+
+ Type type;
+ unsigned char orient;
+
+ constexpr explicit Block(Type type = 0, Face face = FACE_UP, Turn turn = TURN_NONE)
+ : type(type), orient(face * TURN_COUNT + turn) { }
+
+ const glm::mat4 &Transform() const;
+
+ Face GetFace() const { return Face(orient / 4); }
+ void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+ Turn GetTurn() const { return Turn(orient % 4); }
+ void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+
+ static glm::tvec3<int> FaceNormal(Face face) {
+ switch (face) {
+ case FACE_UP:
+ return { 0, 1, 0 };
+ case FACE_DOWN:
+ return { 0, -1, 0 };
+ case FACE_RIGHT:
+ return { 1, 0, 0 };
+ case FACE_LEFT:
+ return { -1, 0, 0 };
+ case FACE_FRONT:
+ return { 0, 0, 1 };
+ case FACE_BACK:
+ return { 0, 0, -1 };
+ default:
+ return { 0, 0, 0 };
+ }
+ }
+
+};
- bool visible;
+
+/// attributes of a type of block
+struct BlockType {
const Shape *shape;
glm::vec3 color;
glm::vec3 outline_color;
+ Block::Type id;
+
+ int luminosity;
+
+ bool visible;
+ bool block_light;
+
+ struct Faces {
+ bool face[Block::FACE_COUNT];
+ Faces &operator =(const Faces &other) {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ face[i] = other.face[i];
+ }
+ return *this;
+ }
+ bool operator [](Block::Face f) const {
+ return face[f];
+ }
+ } fill;
+
explicit BlockType(
bool v = false,
const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE,
- const glm::vec3 &outline_color = { -1, -1, -1 })
- : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
+ const Shape *shape = &DEFAULT_SHAPE
+ );
- static const BlockType DEFAULT;
static const NullShape DEFAULT_SHAPE;
+ bool FaceFilled(const Block &, Block::Face) const;
- void FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
+ void FillModel(
+ Model::Buffer &m,
+ const glm::mat4 &transform = glm::mat4(1.0f),
+ Model::Index idx_offset = 0
) const;
-
- void FillModel(const glm::vec3 &pos, Model &m) const {
- FillVBO(pos, m.vertices, m.colors, m.normals);
- m.Invalidate();
- }
-
-
- void FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors
+ void FillOutlineModel(
+ OutlineModel &m,
+ const glm::vec3 &pos_offset = { 0, 0, 0 },
+ OutlineModel::Index idx_offset = 0
) const;
- void FillOutlineModel(OutlineModel &m) const {
- FillOutlineVBO(m.vertices, m.colors);
- m.Invalidate();
- }
-
};
BlockTypeRegistry();
public:
- int Add(const BlockType &);
+ Block::Type Add(const BlockType &);
size_t Size() const { return types.size(); }
- BlockType *operator [](int id) { return &types[id]; }
- const BlockType *Get(int id) const { return &types[id]; }
+ BlockType *operator [](Block::Type id) { return &types[id]; }
+ const BlockType *Get(Block::Type id) const { return &types[id]; }
private:
std::vector<BlockType> types;
};
-
-/// single 1x1x1 cube
-struct Block {
-
- const BlockType *type;
-
- constexpr explicit Block(const BlockType *t = &BlockType::DEFAULT)
- : type(t) { }
-
-};
-
}
#endif