Chunk.cpp 7.0 KB

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  1. #include "Chunk.h"
  2. #include <cstdlib>
  3. Chunk::Chunk(int chunkX, int chunkZ) : chunkX(chunkX), chunkZ(chunkZ)
  4. {
  5. mesh = new Mesh*[HEIGHT_PARTIONS];
  6. for(int i = 0; i < HEIGHT_PARTIONS; i++)
  7. {
  8. mesh[i] = new Mesh(Mesh::COLOR | Mesh::NORMAL);
  9. dirty[i] = true;
  10. }
  11. for(int y = 0; y < HEIGHT; y++)
  12. {
  13. for(int x = 0; x < WIDTH; x++)
  14. {
  15. for(int z = 0; z < DEPTH; z++)
  16. {
  17. blocks[y][x][z] = (rand() < RAND_MAX / 2);
  18. }
  19. }
  20. }
  21. }
  22. Chunk::Chunk(const Chunk& orig)
  23. {
  24. }
  25. Chunk::~Chunk()
  26. {
  27. for(int i = 0; i < HEIGHT_PARTIONS; i++)
  28. {
  29. delete mesh[i];
  30. }
  31. delete[] mesh;
  32. }
  33. void Chunk::setBlock(int x, int y, int z, unsigned short block)
  34. {
  35. blocks[y & BITMASK_HEIGHT][x & BITMASK_WIDTH][z & BITMASK_DEPTH] = block;
  36. }
  37. unsigned short Chunk::getBlock(int x, int y, int z)
  38. {
  39. return blocks[y & BITMASK_HEIGHT][x & BITMASK_WIDTH][z & BITMASK_DEPTH];
  40. }
  41. void Chunk::renderTick(Shader& shader, DirectRenderer& dr, float lag)
  42. {
  43. for(int i = 0; i < HEIGHT_PARTIONS; i++)
  44. {
  45. if(dirty[i])
  46. {
  47. buildChunk(i);
  48. dirty[i] = false;
  49. }
  50. mesh[i]->draw();
  51. }
  52. }
  53. void Chunk::buildChunk(int partionY)
  54. {
  55. cout << "BUILD " << partionY << endl;
  56. Mesh& m = *mesh[partionY];
  57. for(int y = 0; y < HEIGHT; y++)
  58. {
  59. for(int x = 0; x < WIDTH; x++)
  60. {
  61. for(int z = 0; z < DEPTH; z++)
  62. {
  63. if(blocks[y][x][z] == 1)
  64. {
  65. for(int i = 0; i < 36; i++)
  66. {
  67. m.addColor(1, 0, 0, 1);
  68. }
  69. // bottom
  70. //m.addTexture(0.125f, 0.0f);
  71. //m.addTexture(0.1875f, 0.0f);
  72. //m.addTexture(0.125f, 0.0625f);
  73. //m.addTexture(0.1875f, 0.0f);
  74. //m.addTexture(0.1875f, 0.0625f);
  75. //m.addTexture(0.125f, 0.0625f);
  76. for(int i = 0; i < 6; i++)
  77. {
  78. m.addNormal(0.0f, -1.0f, 0.0f);
  79. }
  80. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  81. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  82. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  83. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  84. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  85. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  86. // top
  87. //m.addTexture(0.25f, 0.0f);
  88. //m.addTexture(0.25f, 0.0625f);
  89. //m.addTexture(0.3125f, 0.0f);
  90. //m.addTexture(0.3125f, 0.0f);
  91. //m.addTexture(0.25f, 0.0625f);
  92. //m.addTexture(0.3125f, 0.0625f);
  93. for(int i = 0; i < 6; i++)
  94. {
  95. m.addNormal(0.0f, 1.0f, 0.0f);
  96. }
  97. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  98. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  99. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  100. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  101. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  102. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  103. // right
  104. //m.addTexture(0.1875f, 0.0625f);
  105. //m.addTexture(0.25f, 0.0f);
  106. //m.addTexture(0.25f, 0.0625f);
  107. //m.addTexture(0.1875f, 0.0625f);
  108. //m.addTexture(0.1875f, 0.0f);
  109. //m.addTexture(0.25f, 0.0f);
  110. for(int i = 0; i < 6; i++)
  111. {
  112. m.addNormal(1.0f, 0.0f, 0.0f);
  113. }
  114. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  115. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  116. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  117. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  118. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  119. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  120. // left
  121. //m.addTexture(0.1875f, 0.0625f);
  122. //m.addTexture(0.25f, 0.0625f);
  123. //m.addTexture(0.25f, 0.0f);
  124. //m.addTexture(0.1875f, 0.0625f);
  125. //m.addTexture(0.25f, 0.0f);
  126. //m.addTexture(0.1875f, 0.0f);
  127. for(int i = 0; i < 6; i++)
  128. {
  129. m.addNormal(-1.0f, 0.0f, 0.0f);
  130. }
  131. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  132. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  133. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  134. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  135. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  136. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  137. // back
  138. //m.addTexture(0.1875f, 0.0625f);
  139. //m.addTexture(0.25f, 0.0625f);
  140. //m.addTexture(0.25f, 0.0f);
  141. //m.addTexture(0.1875f, 0.0625f);
  142. //m.addTexture(0.25f, 0.0f);
  143. //m.addTexture(0.1875f, 0.0f);
  144. for(int i = 0; i < 6; i++)
  145. {
  146. m.addNormal(0.0f, 0.0f, -1.0f);
  147. }
  148. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  149. m.addPosition(x + 1.0f, y + 0.0f, z + 1.0f);
  150. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  151. m.addPosition(x + 0.0f, y + 0.0f, z + 1.0f);
  152. m.addPosition(x + 1.0f, y + 1.0f, z + 1.0f);
  153. m.addPosition(x + 0.0f, y + 1.0f, z + 1.0f);
  154. // front
  155. //m.addTexture(0.1875f, 0.0625f);
  156. //m.addTexture(0.25f, 0.0f);
  157. //m.addTexture(0.25f, 0.0625f);
  158. //m.addTexture(0.1875f, 0.0625f);
  159. //m.addTexture(0.1875f, 0.0f);
  160. //m.addTexture(0.25f, 0.0f);
  161. for(int i = 0; i < 6; i++)
  162. {
  163. m.addNormal(0.0f, 0.0f, 1.0f);
  164. }
  165. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  166. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  167. m.addPosition(x + 1.0f, y + 0.0f, z + 0.0f);
  168. m.addPosition(x + 0.0f, y + 0.0f, z + 0.0f);
  169. m.addPosition(x + 0.0f, y + 1.0f, z + 0.0f);
  170. m.addPosition(x + 1.0f, y + 1.0f, z + 0.0f);
  171. }
  172. }
  173. }
  174. }
  175. m.build();
  176. }