#include <glm/gtx/transform.hpp>
+namespace {
+
+blank::Model::Buffer buf;
+
+}
+
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types)
if (dirty) {
Update();
}
- model.CheckUpdate();
}
void Chunk::Update() {
vtx_count += shape->VertexCount();
idx_count += shape->VertexIndexCount();
}
- model.Clear();
- model.Reserve(vtx_count, idx_count);
+ buf.Clear();
+ buf.Reserve(vtx_count, idx_count);
Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
+ if (Obstructed(i)) continue;
+
const BlockType &type = Type(blocks[i]);
- type.FillModel(model, ToCoords(i), vtx_counter);
+ type.FillModel(buf, ToCoords(i), vtx_counter);
vtx_counter += type.shape->VertexCount();
}
- model.Invalidate();
+ model.Update(buf);
dirty = false;
}
+bool Chunk::Obstructed(int idx) const {
+ if (IsBorder(idx)) return false;
+
+ // not checking neighbor visibility here, so all
+ // invisible blocks must have their fill set to 6x false
+ // (the default, so should be okay)
+
+ const BlockType &right = Type(blocks[idx + 1]);
+ if (!right.fill.left) return false;
+
+ const BlockType &left = Type(blocks[idx - 1]);
+ if (!left.fill.right) return false;
+
+ const BlockType &top = Type(blocks[idx + Width()]);
+ if (!top.fill.bottom) return false;
+
+ const BlockType &bottom = Type(blocks[idx - Width()]);
+ if (!bottom.fill.top) return false;
+
+ const BlockType &front = Type(blocks[idx + Width() * Height()]);
+ if (!front.fill.back) return false;
+
+ const BlockType &back = Type(blocks[idx - Width() * Height()]);
+ if (!back.fill.front) return false;
+
+ return true;
+}
+
ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen)
: base(0, 0, 0)