X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.hpp;h=06dc98bab34075ba0234103a572f1f17b55609b9;hb=35c09fc00094a3d390732fd533b2bd03413d90c7;hp=840bac0f3caf312574ebb888998f5aeae29ea4ea;hpb=f90ec88e6728ce865bcf892c810a36abd90d9001;p=blank.git diff --git a/src/chunk.hpp b/src/chunk.hpp index 840bac0..06dc98b 100644 --- a/src/chunk.hpp +++ b/src/chunk.hpp @@ -88,10 +88,9 @@ public: void Unlink(); void Relink(); - // check if block at given index is completely enclosed (and therefore invisible) - bool Obstructed(int idx) const; + // check which faces of a block at given index are obstructed (and therefore invisible) + Block::FaceSet Obstructed(int idx) const; - void Allocate(); void Invalidate() { dirty = true; } void SetBlock(int index, const Block &); @@ -102,10 +101,6 @@ public: const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); } const Block &BlockAt(const Pos &pos) const { return BlockAt(ToIndex(pos)); } - const Block *FindNext(const Pos &pos, Block::Face face) const; - const Block *FindNext(const Block::Pos &pos, Block::Face face) const { return FindNext(Pos(pos), face); } - const Block *FindNext(int index, Block::Face face) const { return FindNext(ToPos(index), face); } - const BlockType &Type(const Block &b) const { return *types->Get(b.type); } void SetLight(int index, int level); @@ -116,6 +111,8 @@ public: int GetLight(const Pos &pos) const { return GetLight(ToIndex(pos)); } int GetLight(const Block::Pos &pos) const { return GetLight(ToIndex(pos)); } + float GetVertexLight(int index, const BlockModel::Position &, const Model::Normal &) const; + bool Intersection( const Ray &ray, const glm::mat4 &M, @@ -144,15 +141,41 @@ private: private: const BlockTypeRegistry *types; Chunk *neighbor[Block::FACE_COUNT]; - std::vector blocks; - std::vector light; - Model model; + Block blocks[16 * 16 * 16]; + unsigned char light[16 * 16 * 16]; + BlockModel model; Pos position; bool dirty; }; +class BlockLookup { + +public: + // resolve chunk/position from oob coordinates + BlockLookup(Chunk *c, const Chunk::Pos &p); + + // resolve chunk/position from ib coordinates and direction + BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face dir); + + // check if lookup was successful + operator bool() const { return chunk; } + + // only valid if lookup was successful + Chunk &GetChunk() const { return *chunk; } + const Chunk::Pos &GetBlockPos() const { return pos; } + const Block &GetBlock() const { return GetChunk().BlockAt(GetBlockPos()); } + const BlockType &GetType() const { return GetChunk().Type(GetBlock()); } + int GetLight() const { return GetChunk().GetLight(GetBlockPos()); } + +private: + Chunk *chunk; + Chunk::Pos pos; + +}; + + class Generator; class ChunkLoader {