diff options
| author | Mel <einebeere@gmail.com> | 2023-07-11 04:13:18 +0200 |
|---|---|---|
| committer | Mel <einebeere@gmail.com> | 2023-07-11 04:13:18 +0200 |
| commit | e6812d2df6bd8a0a71375096abe46f8039d8c570 (patch) | |
| tree | 8fd1bb578f5a6e2edfc1b1dfffea32f9285c17c9 /src/World/Generation/ChunkMeshing.cpp | |
| parent | 2c3ac8db3f539459166c801e61c5efdacf9150c3 (diff) | |
| download | meowcraft-e6812d2df6bd8a0a71375096abe46f8039d8c570.tar.zst meowcraft-e6812d2df6bd8a0a71375096abe46f8039d8c570.zip | |
Create MeshBuilder utility for comfy mesh building
Diffstat (limited to 'src/World/Generation/ChunkMeshing.cpp')
| -rw-r--r-- | src/World/Generation/ChunkMeshing.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp index 7158734..2e9f191 100644 --- a/src/World/Generation/ChunkMeshing.cpp +++ b/src/World/Generation/ChunkMeshing.cpp @@ -13,10 +13,10 @@ ChunkMesh mesh_chunk(Chunk& chunk, const ChunkNeighbors& neighbors) { namespace Detail { -std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_positions(BlockSide side, U32 x, U32 y, U32 z) { +Face<Vertex> DefaultMeshDecisions::face_positions(BlockSide side, U32 x, U32 y, U32 z) { // Winding order: (0, 1, 2) (2, 3, 0) // Note: OpenGL Coordinate system has a flipped z axis. - std::array<Vector<3, F32>, 4> face{}; + Face<Vertex> face{}; switch (side) { case BlockSide::Front: face = {{{0, 1, 1}, {0, 0, 1}, {1, 0, 1}, {1, 1, 1}}}; @@ -44,14 +44,14 @@ std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_positions(BlockSide sid return face; } -std::array<Vector<2, F32>, 4> DefaultMeshDecisions::face_tex_coords(BlockType type, BlockSide side) { +Face<TexCoord> DefaultMeshDecisions::face_tex_coords(BlockType type, BlockSide side) { U8 atlas_width = 4; U8 atlas_height = 4; Real width_step = 1.0f / atlas_width; Real height_step = 1.0f / atlas_height; - auto block_coords = [=](U8 x, U8 y) -> std::array<Vector<2, F32>, 4> { + auto block_coords = [=](U8 x, U8 y) -> Face<TexCoord> { auto t = y * height_step; auto l = x * width_step; auto b = t + height_step; @@ -119,12 +119,12 @@ std::array<Vector<2, F32>, 4> DefaultMeshDecisions::face_tex_coords(BlockType ty } } -std::array<Vector<3, F32>, 4> DefaultMeshDecisions::face_normals(BlockSide side) { +Face<Normal> DefaultMeshDecisions::face_normals(BlockSide side) { Vector<3, F32> normal{get_face_normal(side)}; return {normal, normal, normal, normal}; } -std::array<F32, 4> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) { +Face<AO> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) { std::array<Vector<3, I32>, 8> offsets{}; // Given a block position, these offsets can be added to it to get the 8 blocks necessary to calculate AO. // There are 4 corners and 4 sides, corners are visually distinguished by the lack of spaces and @@ -151,7 +151,7 @@ std::array<F32, 4> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const Chun break; } - std::array<F32, 4> vertex_ao{}; + Face<AO> vertex_ao{}; UInt offset_index = 0; for (UInt vertex = 0; vertex < 4; vertex++) { |
