#include "Block.hpp"
#include "BlockTypeRegistry.hpp"
-#include "../model/BlockModel.hpp"
#include "../model/geometry.hpp"
#include <vector>
bool IsSurface(const Block::Pos &pos) const noexcept { return IsSurface(Pos(pos)); }
bool IsSurface(const Pos &pos) const noexcept;
- void SetNeighbor(Chunk &) noexcept;
+ void SetNeighbor(Block::Face, Chunk &) noexcept;
bool HasNeighbor(Block::Face f) const noexcept { return neighbor[f]; }
Chunk &GetNeighbor(Block::Face f) noexcept { return *neighbor[f]; }
const Chunk &GetNeighbor(Block::Face f) const noexcept { return *neighbor[f]; }
- void ClearNeighbors() noexcept;
void Unlink() noexcept;
// check which faces of a block at given index are obstructed (and therefore invisible)
int GetLight(const Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
int GetLight(const Block::Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
- float GetVertexLight(const Pos &, const BlockModel::Position &, const EntityModel::Normal &) const noexcept;
+ float GetVertexLight(const Pos &, const BlockMesh::Position &, const EntityMesh::Normal &) const noexcept;
bool Intersection(
const Ray &ray,
void *BlockData() noexcept { return &blocks[0]; }
const void *BlockData() const noexcept { return &blocks[0]; }
- static constexpr std::size_t BlockSize() noexcept { return sizeof(blocks) + sizeof(light); }
+ static constexpr std::size_t BlockSize() noexcept { return offsetof(Chunk, position) - offsetof(Chunk, blocks); }
- void Invalidate() noexcept { dirty_model = dirty_save = true; }
- void InvalidateModel() noexcept { dirty_model = true; }
- void ClearModel() noexcept { dirty_model = false; }
+ bool Generated() const noexcept { return generated; }
+ void SetGenerated() noexcept { generated = true; }
+ bool Lighted() const noexcept { return lighted; }
+ void ScanLights();
+
+ void Ref() noexcept { ++ref_count; }
+ void UnRef() noexcept { --ref_count; }
+ bool Referenced() const noexcept { return ref_count > 0; }
+
+ void Invalidate() noexcept { dirty_mesh = dirty_save = true; }
+ void InvalidateMesh() noexcept { dirty_mesh = true; }
+ void ClearMesh() noexcept { dirty_mesh = false; }
void ClearSave() noexcept { dirty_save = false; }
- bool ShouldUpdateModel() const noexcept { return dirty_model; }
+ bool ShouldUpdateMesh() const noexcept { return dirty_mesh; }
bool ShouldUpdateSave() const noexcept { return dirty_save; }
- void CheckUpdate() noexcept;
- void Draw() noexcept;
-
-private:
- void Update() noexcept;
+ void Update(BlockMesh &) noexcept;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
+
Block blocks[size];
unsigned char light[size];
- BlockModel model;
+ bool generated;
+ bool lighted;
+
Pos position;
- bool dirty_model;
+ int ref_count;
+ bool dirty_mesh;
bool dirty_save;
};