#pragma once #include "../../GFX/Mesh.hpp" #include "../../GFX/Util/MeshBuilder.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 { using Vertex = Vector<3, F32>; using Normal = Vector<3, F32>; using TexCoord = Vector<2, F32>; using AO = F32; template using Face = std::array; template GFX::Mesh create_mesh(Chunk& chunk, const ChunkNeighbors& neighbors) { GFX::Util::MeshBuilder builder; 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; 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_ao_values(chunk, neighbors, x, y, z, side)); builder.indices(std::array{ s + 0, s + 1, s + 2, s + 2, s + 3, s + 0 }); } } } } 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_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); }; } }