namespace blank {
-Chunk::Chunk()
-: blocks(Size())
+Chunk::Chunk(const BlockTypeRegistry &types)
+: types(&types)
+, blocks()
, model()
-, transform(1.0f)
+, position(0, 0, 0)
, dirty(false) {
}
Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
+: types(other.types)
+, blocks(std::move(other.blocks))
, model(std::move(other.model))
-, transform(other.transform)
, dirty(other.dirty) {
}
Chunk &Chunk::operator =(Chunk &&other) {
+ types = other.types;
blocks = std::move(other.blocks);
model = std::move(other.model);
- transform = other.transform;
dirty = other.dirty;
return *this;
}
+void Chunk::Allocate() {
+ blocks.resize(Size());
+}
+
+
void Chunk::Draw() {
if (dirty) {
Update();
float *dist,
glm::vec3 *normal) const {
{ // rough check
- const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
- if (!blank::Intersection(ray, bb, M)) {
+ if (!blank::Intersection(ray, Bounds(), M)) {
return false;
}
}
for (int z = 0; z < Depth(); ++z) {
for (int y = 0; y < Height(); ++y) {
for (int x = 0; x < Width(); ++x, ++id) {
- if (!blocks[id].type->visible) {
+ if (!Type(blocks[id]).visible) {
continue;
}
float cur_dist;
glm::vec3 cur_norm;
- glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, 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 (cur_dist < closest_dist) {
closest_id = id;
closest_dist = cur_dist;
return true;
}
-void Chunk::Position(const glm::vec3 &pos) {
+void Chunk::Position(const Pos &pos) {
position = pos;
- transform = glm::translate(pos * Extent());
}
-
-int Chunk::VertexCount() const {
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
- }
- return count;
+glm::mat4 Chunk::Transform(const Pos &offset) const {
+ return glm::translate((position - offset) * Extent());
}
+
void Chunk::Update() {
+ int vtx_count = 0, idx_count = 0;
+ for (const auto &block : blocks) {
+ const Shape *shape = Type(block).shape;
+ vtx_count += shape->VertexCount();
+ idx_count += shape->VertexIndexCount();
+ }
model.Clear();
- model.Reserve(VertexCount());
+ model.Reserve(vtx_count, idx_count);
+ Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
- blocks[i].type->FillModel(ToCoords(i), model);
+ const BlockType &type = Type(blocks[i]);
+ type.FillModel(model, ToCoords(i), vtx_counter);
+ vtx_counter += type.shape->VertexCount();
}
model.Invalidate();