#ifndef BLANK_WORLD_HPP_
#define BLANK_WORLD_HPP_
-#include "model.hpp"
#include "geometry.hpp"
+#include "model.hpp"
+#include "noise.hpp"
+#include "shape.hpp"
#include <list>
#include <vector>
int id;
bool visible;
+
+ const Shape *shape;
glm::vec3 color;
+ glm::vec3 outline_color;
- constexpr explicit BlockType(
+ explicit BlockType(
bool v = false,
- const glm::vec3 &color = { 1, 1, 1 })
- : id(-1), visible(v), color(color) { }
+ const glm::vec3 &color = { 1, 1, 1 },
+ const Shape *shape = &DEFAULT_SHAPE,
+ const glm::vec3 &outline_color = { -1, -1, -1 })
+ : id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
static const BlockType DEFAULT;
+ static const NullShape DEFAULT_SHAPE;
void FillVBO(
void FillModel(const glm::vec3 &pos, Model &m) const {
FillVBO(pos, m.vertices, m.colors, m.normals);
+ m.Invalidate();
+ }
+
+
+ void FillOutlineVBO(
+ std::vector<glm::vec3> &vertices,
+ std::vector<glm::vec3> &colors
+ ) const;
+
+ void FillOutlineModel(OutlineModel &m) const {
+ FillOutlineVBO(m.vertices, m.colors);
+ m.Invalidate();
}
};
public:
int Add(const BlockType &);
+ size_t Size() const { return types.size(); }
+
BlockType *operator [](int id) { return &types[id]; }
const BlockType *Get(int id) const { return &types[id]; }
pos.z >= 0 && pos.z < Depth();
}
static constexpr int ToIndex(const glm::vec3 &pos) {
- return pos.x + pos.y * Width() + pos.z * Width() * Height();
+ return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
}
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
}
static glm::vec3 ToCoords(int idx) {
return glm::vec3(
- idx % Width(),
- (idx / Width()) % Height(),
- idx / (Width() * Height())
+ 0.5f + idx % Width(),
+ 0.5f + (idx / Width()) % Height(),
+ 0.5f + idx / (Width() * Height())
);
}
private:
BlockTypeRegistry blockType;
+ CuboidShape blockShape;
+ StairShape stairShape;
+ CuboidShape slabShape;
+
+ SimplexNoise blockNoise;
+ SimplexNoise colorNoise;
+
std::list<Chunk> chunks;
};