#include "client/rendering/renderer/WorldRenderer.h" WorldRenderer::WorldRenderer(const World& world) : world(world), texture("resources/textures.png"), normalTexture("resources/normal.png") { for(uint x = 0; x < World::WORLD_SIZE; x++) { for(uint y = 0; y < World::WORLD_SIZE; y++) { for(uint z = 0; z < World::WORLD_SIZE; z++) { if(world.getBlock(x, y, z).getId() != 0) { addCube(x, y, z, isAir(x, y - 1, z), isAir(x, y + 1, z), isAir(x - 1, y, z), isAir(x + 1, y, z), isAir(x, y, z + 1), isAir(x, y, z - 1)); } } } } mesh.build(); } void WorldRenderer::render(float lag, Renderer& renderer) const { (void) lag; (void) renderer; texture.bind(0); normalTexture.bind(2); mesh.draw(); } bool WorldRenderer::isAir(uint x, uint y, uint z) const { return world.getBlock(x, y, z).getId() == 0; } void WorldRenderer::addCube(float x, float y, float z, bool bottom, bool top, bool left, bool right, bool front, bool back) { Vector3 v000(x, y, z); Vector3 v001(x, y, z + 1); Vector3 v010(x, y + 1, z); Vector3 v011(x, y + 1, z + 1); Vector3 v100(x + 1, y, z); Vector3 v101(x + 1, y, z + 1); Vector3 v110(x + 1, y + 1, z); Vector3 v111(x + 1, y + 1, z + 1); Vector2 t1(0.1875f, 0.0f); Vector2 t2(0.25f, 0.0f); Vector2 t3(0.25f, 0.0625f); Vector2 t4(0.1875f, 0.0625f); if(bottom) { Vector2 tb(0.125f, 0.0625f); mesh.add(Triangle(Vertex(v000, Vector2(0.125f, 0.0f)), Vertex(v100, t1), Vertex(v001, tb))); mesh.add(Triangle(Vertex(v100, t1), Vertex(v101, t4), Vertex(v001, tb))); } if(top) { Vector2 tt(0.3125f, 0.0f); mesh.add(Triangle(Vertex(v010, t2), Vertex(v011, t3), Vertex(v110, tt))); mesh.add(Triangle(Vertex(v110, tt), Vertex(v011, t3), Vertex(v111, Vector2(0.3125f, 0.0625f)))); } if(left) { mesh.add(Triangle(Vertex(v000, t4), Vertex(v001, t3), Vertex(v010, t1))); mesh.add(Triangle(Vertex(v001, t3), Vertex(v011, t2), Vertex(v010, t1))); } if(right) { mesh.add(Triangle(Vertex(v100, t3), Vertex(v110, t2), Vertex(v101, t4))); mesh.add(Triangle(Vertex(v101, t4), Vertex(v110, t2), Vertex(v111, t1))); } if(front) { mesh.add(Triangle(Vertex(v001, t4), Vertex(v101, t3), Vertex(v011, t1))); mesh.add(Triangle(Vertex(v111, t2), Vertex(v011, t1), Vertex(v101, t3))); } if(back) { mesh.add(Triangle(Vertex(v000, t3), Vertex(v010, t2), Vertex(v100, t4))); mesh.add(Triangle(Vertex(v110, t1), Vertex(v100, t4), Vertex(v010, t2))); } }