#pragma once #include "../../GFX/Mesh.hpp" #include "../Chunk.hpp" namespace MC::World::Generation::ChunkMeshing { struct ChunkNeighbors { Chunk *north, *east, *south, *west; Chunk *north_east, *south_east, *south_west, *north_west; }; struct ChunkMesh { GFX::Mesh land_mesh, water_mesh; }; ChunkMesh mesh_chunk(Chunk& chunk, const ChunkNeighbors& neighbors); namespace Detail { template GFX::Mesh create_mesh(Chunk& chunk, const ChunkNeighbors& neighbors) { std::vector> positions{}; std::vector> normals{}; std::vector> tex_coords{}; std::vector ambient_occlusion_values{}; std::vector indices{}; for (Int x = 0; x < Chunk::Width; x++) { for (Int y = 0; y < Chunk::Height; y++) { for (Int z = 0; z < Chunk::Width; z++) { auto block = chunk.get(x, y, z); if (Decisions::should_ignore_block(block)) continue; for (auto side: BlockSide::all()) { if (!Decisions::is_face_visible(chunk, neighbors, x, y, z, side)) continue; auto side_positions = Decisions::face_positions(side, x, y, z); auto side_normals = Decisions::face_normals(side); auto side_tex_coords = Decisions::face_tex_coords(block.type, side); auto side_ao = Decisions::face_ao_values(chunk, neighbors, x, y, z, side); U32 s = positions.size(); positions.insert(positions.end(), side_positions.begin(), side_positions.end()); normals.insert(normals.end(), side_normals.begin(), side_normals.end()); tex_coords.insert(tex_coords.end(), side_tex_coords.begin(), side_tex_coords.end()); ambient_occlusion_values.insert(ambient_occlusion_values.end(), side_ao.begin(), side_ao.end()); indices.insert(indices.end(), {s + 0, s + 1, s + 2, s + 2, s + 3, s + 0 }); } } } } return { {positions, normals, tex_coords, ambient_occlusion_values}, indices, }; } class DefaultMeshDecisions { public: static std::array, 4> face_positions(BlockSide side, U32 x, U32 y, U32 z); static std::array, 4> face_tex_coords(BlockType type, BlockSide side); static std::array, 4> face_normals(BlockSide side); static std::array face_ao_values(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side); static Chunk::BlockData get_block_wrapping(const Chunk& chunk, const ChunkNeighbors& neighbors, Vector<3, I32> pos); static Vector<3, I32> get_face_normal(BlockSide side); static Bool is_face_visible(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side); static Bool should_ignore_block(Chunk::BlockData block); }; class WaterMeshDecisions final : public DefaultMeshDecisions { public: static Bool is_face_visible(Chunk& chunk, const ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side); static Bool should_ignore_block(Chunk::BlockData block); }; } }