#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
#include "../graphics/BlockLighting.hpp"
+#include "../graphics/BlockMesh.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/WorldSave.hpp"
-#include "../model/BlockModel.hpp"
#include <algorithm>
#include <limits>
, lighted(false)
, position(0, 0, 0)
, ref_count(0)
-, dirty_model(false)
+, dirty_mesh(false)
, dirty_save(false) {
}
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
+, generated(other.generated)
+, lighted(other.lighted)
, position(other.position)
-, dirty_model(other.dirty_model)
+, ref_count(other.ref_count)
+, dirty_mesh(other.dirty_mesh)
, dirty_save(other.dirty_save) {
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
std::copy(other.light, other.light + sizeof(light), light);
+ other.ref_count = 0;
}
Chunk &Chunk::operator =(Chunk &&other) noexcept {
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
std::copy(other.light, other.light + sizeof(light), light);
+ generated = other.generated;
+ lighted = other.lighted;
position = other.position;
- dirty_model = other.dirty_save;
+ std::swap(ref_count, other.ref_count);
+ dirty_mesh = other.dirty_save;
dirty_save = other.dirty_save;
return *this;
}
return light[index];
}
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const EntityModel::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const Pos &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
int index = ToIndex(pos);
float light = GetLight(index);
namespace {
-BlockModel::Buffer buf;
+BlockMesh::Buffer buf;
}
-void Chunk::Update(BlockModel &model) noexcept {
+void Chunk::Update(BlockMesh &model) noexcept {
int vtx_count = 0, idx_count = 0;
for (const auto &block : blocks) {
const Shape *shape = Type(block).shape;
buf.Reserve(vtx_count, idx_count);
int idx = 0;
- BlockModel::Index vtx_counter = 0;
+ BlockMesh::Index vtx_counter = 0;
for (size_t z = 0; z < depth; ++z) {
for (size_t y = 0; y < height; ++y) {
for (size_t x = 0; x < width; ++x, ++idx) {
if (!type.visible || Obstructed(pos).All()) continue;
- type.FillBlockModel(buf, ToTransform(pos, idx), vtx_counter);
+ type.FillBlockMesh(buf, ToTransform(pos, idx), vtx_counter);
size_t vtx_begin = vtx_counter;
vtx_counter += type.shape->VertexCount();
}
model.Update(buf);
- ClearModel();
+ ClearMesh();
}
Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
index[i]->ScanLights();
}
- if (index[i]->ShouldUpdateModel()) {
+ if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
++updates;
}
glm::mat4 m(index[i]->Transform(index.Base()));
glm::mat4 mvp(chunk_prog.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {
- if (index[i]->ShouldUpdateModel()) {
+ if (index[i]->ShouldUpdateMesh()) {
index[i]->Update(models[i]);
}
chunk_prog.SetM(m);
++i;
free.splice(free.end(), loaded, chunk);
chunk->Unlink();
- chunk->InvalidateModel();
+ chunk->InvalidateMesh();
}
}
}