]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
use light levels for shading of blocks
[blank.git] / src / block.hpp
index 23c3979feba4ecd36d9867512901b81229a10fef..56f9eace671193c3a9376a0912a9e7b822893b12 100644 (file)
@@ -42,6 +42,47 @@ struct Block {
 
        const glm::mat4 &Transform() const;
 
+       Face GetFace() const { return Face(orient / 4); }
+       void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+       Turn GetTurn() const { return Turn(orient % 4); }
+       void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+
+       static glm::tvec3<int> FaceNormal(Face face) {
+               switch (face) {
+                       case FACE_UP:
+                               return { 0, 1, 0 };
+                       case FACE_DOWN:
+                               return { 0, -1, 0 };
+                       case FACE_RIGHT:
+                               return { 1, 0, 0 };
+                       case FACE_LEFT:
+                               return { -1, 0, 0 };
+                       case FACE_FRONT:
+                               return { 0, 0, 1 };
+                       case FACE_BACK:
+                               return { 0, 0, -1 };
+                       default:
+                               return { 0, 0, 0 };
+               }
+       }
+
+       static Face NormalFace(const glm::vec3 &norm) {
+               const glm::vec3 anorm(abs(norm));
+               if (anorm.x > anorm.y) {
+                       if (anorm.x > anorm.z) {
+                               return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
+                       } else {
+                               return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+                       }
+               } else {
+                       if (anorm.y > anorm.z) {
+                               return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
+                       } else {
+                               return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+                       }
+               }
+       }
+
 };
 
 
@@ -54,15 +95,22 @@ struct BlockType {
 
        Block::Type id;
 
+       int luminosity;
+
        bool visible;
+       bool block_light;
 
        struct Faces {
-               bool up;
-               bool down;
-               bool right;
-               bool left;
-               bool front;
-               bool back;
+               bool face[Block::FACE_COUNT];
+               Faces &operator =(const Faces &other) {
+                       for (int i = 0; i < Block::FACE_COUNT; ++i) {
+                               face[i] = other.face[i];
+                       }
+                       return *this;
+               }
+               bool operator [](Block::Face f) const {
+                       return face[f];
+               }
        } fill;
 
        explicit BlockType(
@@ -73,12 +121,18 @@ struct BlockType {
 
        static const NullShape DEFAULT_SHAPE;
 
+       bool FaceFilled(const Block &, Block::Face) const;
 
        void FillModel(
                Model::Buffer &m,
                const glm::mat4 &transform = glm::mat4(1.0f),
                Model::Index idx_offset = 0
        ) const;
+       void FillBlockModel(
+               BlockModel::Buffer &m,
+               const glm::mat4 &transform = glm::mat4(1.0f),
+               BlockModel::Index idx_offset = 0
+       ) const;
        void FillOutlineModel(
                OutlineModel &m,
                const glm::vec3 &pos_offset = { 0, 0, 0 },