#pragma once #include "../../GFX/Mesh.hpp" #include "../../GFX/Util/MeshBuilder.hpp" #include "../BlockSide.hpp" #include "../Chunk.hpp" #include "ChunkNeighbors.hpp" #include "../ChunkRegistry.hpp" namespace MC::World::Generation::ChunkMeshing { // Literally just the blocks squarely surrounding a chunk. // Example context for a 2x1x2 chunk: // c c c c // c x x c // c x x c // c c c c class SurroundingContext { public: struct Block { Bool does_exist; Chunk::BlockData block; }; Block& at(Position::BlockLocalOffset p); const Block& at(Position::BlockLocalOffset p) const; private: static USize pos(Position::BlockLocalOffset p); static constexpr USize surrounding_block_count = Chunk::Width * 4 + 4; Block m_blocks[surrounding_block_count * Chunk::Height] = {}; }; SurroundingContext create_meshing_context(const Chunk& chunk, ChunkNeighbors& neighbors); struct ChunkMesh { GFX::Mesh land_mesh, water_mesh; }; ChunkMesh mesh_chunk(Chunk& chunk, const SurroundingContext& context); namespace Detail { using Vertex = Vector<3, F32>; using Normal = Vector<3, F32>; using TexCoord = Vector<2, F32>; using Light = F32; using AO = F32; template using Face = std::array; template GFX::Mesh create_mesh(Chunk& chunk, const SurroundingContext& context) { GFX::Util::MeshBuilder builder; chunk.for_each([&](Position::BlockLocal pos, Chunk::BlockData block) { auto [x, y, z] = pos.values(); if (Decisions::should_ignore_block(block)) return Iteration::Continue; for (auto side: BlockSide::all()) { if (!Decisions::is_face_visible(chunk, context, x, y, z, side)) continue; U32 s = builder.vertex_count(); builder.positions(Decisions::face_positions(side, x, y, z)); builder.attributes<0>(Decisions::face_normals(side)); builder.attributes<1>(Decisions::face_tex_coords(block.type, side)); builder.attributes<2>(Decisions::face_light(chunk, context, x, y, z, side)); builder.attributes<3>(Decisions::face_ao_values(chunk, context, x, y, z, side)); builder.indices(std::array{ s + 0, s + 1, s + 2, s + 2, s + 3, s + 0 }); } return Iteration::Continue; }); return builder.mesh(); } class DefaultMeshDecisions { public: static Face face_positions(BlockSide side, U32 x, U32 y, U32 z); static Face face_tex_coords(BlockType type, BlockSide side); static Face face_normals(BlockSide side); static Face face_light(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side); static Face face_ao_values(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side); static Vector<3, I32> get_face_normal(BlockSide side); static SurroundingContext::Block get_block_from_chunk_or_context(const Chunk& chunk, const SurroundingContext& context, Position::BlockLocalOffset pos); static SurroundingContext::Block get_opposing_neighbor(const Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side); static Bool is_face_visible(Chunk& chunk, const SurroundingContext& context, 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 SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side); static Bool should_ignore_block(Chunk::BlockData block); }; } }