using Type = unsigned short;
using Pos = glm::vec3;
- Type type;
+ 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,
+ };
- constexpr explicit Block(Type type = 0)
- : type(type) { }
+ 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 };
+ }
+ }
};
/// attributes of a type of block
struct BlockType {
- Block::Type id;
-
- bool visible;
-
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(0), visible(v), shape(shape), color(color), outline_color(outline_color) { }
+ const Shape *shape = &DEFAULT_SHAPE
+ );
static const NullShape DEFAULT_SHAPE;
+ bool FaceFilled(const Block &, Block::Face) const;
void FillModel(
Model::Buffer &m,
- const glm::vec3 &pos_offset = { 0, 0, 0 },
+ const glm::mat4 &transform = glm::mat4(1.0f),
Model::Index idx_offset = 0
) const;
void FillOutlineModel(