-void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
- for (int z = from.z; z < to.z; ++z) {
- for (int y = from.y; y < to.y; ++y) {
- for (int x = from.x; x < to.x; ++x) {
- Chunk::Pos pos(x, y, z);
- if (Known(pos)) {
- continue;
- } else if (pos == base) {
- Generate(pos);
-
- // light testing
- // for (int i = 0; i < 16; ++i) {
- // for (int j = 0; j < 16; ++j) {
- // loaded.back().SetBlock(Chunk::Pos{ i, j, 0 }, Block(1));
- // loaded.back().SetBlock(Chunk::Pos{ i, j, 15 }, Block(1));
- // loaded.back().SetBlock(Chunk::Pos{ 0, j, i }, Block(1));
- // loaded.back().SetBlock(Chunk::Pos{ 15, j, i }, Block(1));
- // }
- // }
- // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 1 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 1 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 14 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 14 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 1 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 1 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 14 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 0 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 0 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 0 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 0 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 15 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 15 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 15 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 15 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 7 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 8 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 7 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 8 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 7 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 8 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 7 }, Block(13));
- // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 8 }, Block(13));
- // loaded.back().Invalidate();
- // loaded.back().CheckUpdate();
-
- // 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);
- }
+ChunkRenderer::~ChunkRenderer() {
+
+}
+
+int ChunkRenderer::MissingChunks() const noexcept {
+ return index.MissingChunks();
+}
+
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &tex_index) {
+ block_tex.Bind();
+ loader.LoadTextures(tex_index, block_tex);
+ block_tex.FilterNearest();
+}
+
+void ChunkRenderer::Update(int dt) {
+ for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
+ if (index[i] && index[i]->ShouldUpdateModel()) {
+ index[i]->Update(models[i]);
+ ++updates;
+ }
+ }
+}
+
+void ChunkRenderer::Render(Viewport &viewport) {
+ BlockLighting &chunk_prog = viewport.ChunkProgram();
+ chunk_prog.SetTexture(block_tex);
+ chunk_prog.SetFogDensity(fog_density);
+
+ for (int i = 0; i < index.TotalChunks(); ++i) {
+ if (!index[i]) continue;
+ glm::mat4 m(index[i]->Transform(index.Base()));
+ glm::mat4 mvp(chunk_prog.GetVP() * m);
+ if (!CullTest(Chunk::Bounds(), mvp)) {
+ if (index[i]->ShouldUpdateModel()) {
+ index[i]->Update(models[i]);