#include "client/rendering/renderer/WorldRenderer.h" WorldRenderer::WorldRenderer(const World& world) : world(world), texture("resources/textures.png") { TypedBuffer<Triangle> buffer(100); for(int x = 0; x < world.getSize(); x++) { for(int y = 0; y < world.getHeight(); y++) { for(int z = 0; z < world.getSize(); z++) { if(world.getBlock(x, y, z).getId() != 0) { addCube(buffer, x, y, z); } } } } mesh.build(buffer); } void WorldRenderer::render(float lag, Renderer& renderer) { (void) lag; (void) renderer; texture.bindTo(0); for(int x = 0; x < 2; x++) { for(int z = 0; z < 2; z++) { renderer.translateTo(32.0f * x, 0.0f, 32.0f * z).update(); mesh.draw(); } } } bool WorldRenderer::isAir(int x, int y, int z) const { return world.getBlock(x, y, z).getId() == 0; } void WorldRenderer::addCube(TypedBuffer<Triangle>& buffer, float x, float y, float z) { 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(isAir(x, y - 1, z)) { Vector2 tb(0.125f, 0.0625f); buffer.add(Triangle(Vertex(v000, Vector2(0.125f, 0.0f)), Vertex(v100, t1), Vertex(v001, tb))); buffer.add(Triangle(Vertex(v100, t1), Vertex(v101, t4), Vertex(v001, tb))); } if(isAir(x, y + 1, z)) { Vector2 tt(0.3125f, 0.0f); buffer.add(Triangle(Vertex(v010, t2), Vertex(v011, t3), Vertex(v110, tt))); buffer.add(Triangle(Vertex(v110, tt), Vertex(v011, t3), Vertex(v111, Vector2(0.3125f, 0.0625f)))); } if(isAir(x - 1, y, z)) { buffer.add(Triangle(Vertex(v000, t4), Vertex(v001, t3), Vertex(v010, t1))); buffer.add(Triangle(Vertex(v001, t3), Vertex(v011, t2), Vertex(v010, t1))); } if(isAir(x + 1, y, z)) { buffer.add(Triangle(Vertex(v100, t3), Vertex(v110, t2), Vertex(v101, t4))); buffer.add(Triangle(Vertex(v101, t4), Vertex(v110, t2), Vertex(v111, t1))); } if(isAir(x, y, z + 1)) { buffer.add(Triangle(Vertex(v001, t4), Vertex(v101, t3), Vertex(v011, t1))); buffer.add(Triangle(Vertex(v111, t2), Vertex(v011, t1), Vertex(v101, t3))); } if(isAir(x, y, z - 1)) { buffer.add(Triangle(Vertex(v000, t3), Vertex(v010, t2), Vertex(v100, t4))); buffer.add(Triangle(Vertex(v110, t1), Vertex(v100, t4), Vertex(v010, t2))); } }