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#include "Chunk.hpp"
#include "BlockSide.hpp"
namespace MC::World {
void Chunk::set(uint32_t x, uint32_t y, uint32_t z, BlockType type) {
m_blocks[x][y][z].type = type;
}
GFX::Mesh Chunk::mesh() {
std::vector<Vector<3>> positions{};
std::vector<Vector<2>> tex_coords{};
std::vector<uint32_t> 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 type = m_blocks[x][y][z].type;
if (type == BlockType::Air) {
continue;
}
for (auto side: BlockSide::all()) {
if (!is_face_visible(x, y, z, side)) {
continue;
}
auto side_tex_coords = Chunk::face_tex_coords(type, side);
auto side_positions = side.face();
for (auto& position : side_positions) {
position = position + Vector<3>{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)};
}
uint32_t s = positions.size();
positions.insert(positions.end(), side_positions.begin(), side_positions.end());
tex_coords.insert(tex_coords.end(), side_tex_coords.begin(), side_tex_coords.end());
indices.insert(indices.end(), {s, s + 1, s + 3, s + 1, s + 2, s + 3});
}
}
}
}
return {positions, tex_coords, indices};
}
bool Chunk::is_face_visible(uint32_t x, uint32_t y, uint32_t z, BlockSide side) {
Vector<3, int32_t> offset{};
switch (side) {
case BlockSide::Front:
offset[2] = 1;
break;
case BlockSide::Back:
offset[2] = -1;
break;
case BlockSide::Top:
offset[1] = 1;
break;
case BlockSide::Bottom:
offset[1] = -1;
break;
case BlockSide::Left:
offset[0] = -1;
break;
case BlockSide::Right:
offset[0] = 1;
break;
}
Vector<3, uint32_t> neighbor_pos{
x + offset.x(), y + offset.y(), z + offset.z(),
};
if (
neighbor_pos.x() >= CHUNK_WIDTH || neighbor_pos.x() < 0 ||
neighbor_pos.y() >= CHUNK_HEIGHT || neighbor_pos.y() < 0 ||
neighbor_pos.z() >= CHUNK_WIDTH || neighbor_pos.z() < 0
) {
return true;
}
auto neighbor = m_blocks[neighbor_pos.x()][neighbor_pos.y()][neighbor_pos.z()];
if (neighbor.type == BlockType::Air) {
return true;
}
return false;
}
std::array<Vector<2>, 4> Chunk::face_tex_coords(BlockType type, BlockSide side) {
switch (type) {
case BlockType::Dirt:
return {{
{0.5f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.5f}, {0.5f, 0.5f},
}};
case BlockType::Grass:
switch (side) {
case BlockSide::Front:
case BlockSide::Back:
case BlockSide::Left:
case BlockSide::Right:
return {{
{0.5f, 1.0f}, {0.0f, 1.0f}, {0.0f, 0.5f}, {0.5f, 0.5f},
}};
case BlockSide::Top:
return {{
{0.0f, 0.0f}, {0.5f, 0.0f}, {0.5f, 0.5f}, {0.0f, 0.5f},
}};
case BlockSide::Bottom:
return {{
{0.5f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.5f}, {0.5f, 0.5f},
}};
}
default:
return {};
}
}
}
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