#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
-#include "../model/shapes.hpp"
+#include "../model/bounds.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/World.hpp"
#include "../world/WorldManipulator.hpp"
messages.Background(glm::vec4(0.5f));
// crosshair
- OutlineModel::Buffer buf;
+ OutlineMesh::Buffer buf;
buf.vertices = std::vector<glm::vec3>({
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
- buf.indices = std::vector<OutlineModel::Index>({
+ buf.indices = std::vector<OutlineMesh::Index>({
0, 1, 2, 3
});
buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
namespace {
-OutlineModel::Buffer outl_buf;
+OutlineMesh::Buffer outl_buf;
}
const Block &block = chunk.BlockAt(index);
const BlockType &type = chunk.Type(index);
outl_buf.Clear();
- type.FillOutlineModel(outl_buf);
+ type.FillOutlineMesh(outl_buf);
outline.Update(outl_buf);
outline_transform = chunk.Transform(player.GetEntity().ChunkCoords());
outline_transform *= chunk.ToTransform(Chunk::ToPos(index), index);
void HUD::Display(const BlockType &type) {
block_buf.Clear();
- type.FillEntityModel(block_buf);
+ type.FillEntityMesh(block_buf);
block.Update(block_buf);
block_label.Set(env.assets.small_ui_font, type.label);