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#pragma once
#include <optional>
#include <unordered_map>
#include "Chunk.hpp"
#include "ChunkIndex.hpp"
#include "Position.hpp"
#include "../GFX/Binder.hpp"
namespace MC::World {
class ChunkRegistry {
public:
enum class Status {
Empty,
WaitingForGeneration,
WaitingForReification,
Done
};
// I think a Chunk entity should just store all this by itself...
struct Data {
ChunkIndex index;
Status status;
std::optional<Chunk> chunk = {};
std::optional<GFX::Mesh> land_mesh_data = {};
std::optional<GFX::Mesh> water_mesh_data = {};
std::optional<GFX::BindableMesh> land_mesh = {};
std::optional<GFX::BindableMesh> water_mesh = {};
};
Data& get(ChunkIndex index);
Data& find(Position::BlockWorld pos);
Data& find(ChunkIndex chunk, Position::BlockLocal pos);
private:
std::unordered_map<ChunkIndex, Data> m_chunks;
};
}
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