#include <glm/gtx/transform.hpp>
+namespace {
+
+blank::Model::Buffer buf;
+
+}
+
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types)
}
float cur_dist;
glm::vec3 cur_norm;
- Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
+ if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
if (cur_dist < closest_dist) {
closest_id = id;
closest_dist = cur_dist;
if (dirty) {
Update();
}
- model.CheckUpdate();
}
void Chunk::Update() {
vtx_count += shape->VertexCount();
idx_count += shape->VertexIndexCount();
}
- model.Clear();
- model.Reserve(vtx_count, idx_count);
+ buf.Clear();
+ buf.Reserve(vtx_count, idx_count);
Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
+ if (Obstructed(i)) continue;
+
const BlockType &type = Type(blocks[i]);
- type.FillModel(model, ToCoords(i), vtx_counter);
+ type.FillModel(buf, ToTransform(i), vtx_counter);
vtx_counter += type.shape->VertexCount();
}
- model.Invalidate();
+ model.Update(buf);
dirty = false;
}
+bool Chunk::Obstructed(int idx) const {
+ if (IsBorder(idx)) return false;
+
+ // not checking neighbor visibility here, so all
+ // invisible blocks must have their fill set to 6x false
+ // (the default, so should be okay)
+
+ const BlockType &right = Type(blocks[idx + 1]);
+ if (!right.fill.left) return false;
+
+ const BlockType &left = Type(blocks[idx - 1]);
+ if (!left.fill.right) return false;
+
+ const BlockType &up = Type(blocks[idx + Width()]);
+ if (!up.fill.down) return false;
+
+ const BlockType &down = Type(blocks[idx - Width()]);
+ if (!down.fill.up) return false;
+
+ const BlockType &front = Type(blocks[idx + Width() * Height()]);
+ if (!front.fill.back) return false;
+
+ const BlockType &back = Type(blocks[idx - Width() * Height()]);
+ if (!back.fill.front) return false;
+
+ return true;
+}
+
+glm::mat4 Chunk::ToTransform(int idx) const {
+ return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
+
ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
: base(0, 0, 0)
loaded.emplace_back(reg);
loaded.back().Position(pos);
gen(loaded.back());
+
+ // orientation testing
+ // for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ // for (int j = 0; j < Block::TURN_COUNT; ++j) {
+ // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
+ // }
+ // }
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
} else {
to_generate.emplace_back(pos);
}