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- #include "ChunkRenderer.h"
- #include "block/BlockRenderers.h"
- #include "block/BlockRenderer.h"
- ChunkRenderer::ChunkRenderer() : blockTexture("resources/textures.png")
- {
- mesh = new NormalTextureMesh[chunkX * chunkZ * Chunk::HEIGHT_PARTIONS];
- }
- ChunkRenderer::~ChunkRenderer()
- {
- delete[] mesh;
- }
- void ChunkRenderer::renderTick(Shader& shader, Camera3D camera, DirectRenderer& dr, float lag)
- {
- blockTexture.bind();
-
- for(int x = 0; x < chunkX; x++)
- {
- for(int z = 0; z < chunkZ; z++)
- {
- int sx = x * Chunk::WIDTH;
- int sz = z * Chunk::DEPTH;
- int ex = sx + Chunk::WIDTH;
- int ez = sz + Chunk::DEPTH;
-
- if(camera.isInFrustum(sx, 0, sz, ex, Chunk::HEIGHT, ez))
- {
- shader.translateTo(x * Chunk::WIDTH, 0, z * Chunk::DEPTH);
- shader.updateModelMatrix();
- for(int l = 0; l < Chunk::HEIGHT_PARTIONS; l++)
- {
- if(camera.isInFrustum(sx, l * Chunk::PARTION_HEIGHT, sz, ex, (l + 1) * Chunk::PARTION_HEIGHT, ez))
- {
- mesh[l + z * Chunk::HEIGHT_PARTIONS + x * chunkZ * Chunk::HEIGHT_PARTIONS].draw();
- }
- }
- }
- }
- }
- }
- void ChunkRenderer::updateChunk(Chunk& c, Chunk* north, Chunk* east, Chunk* south, Chunk* west)
- {
- int x = c.getChunkX();
- int z = c.getChunkZ();
- if(x < 0 || x >= chunkX || z < 0 || z >= chunkZ)
- {
- return;
- }
- cout << "UPDATE: " << x << " " << z << endl;
- for(int l = 0; l < Chunk::HEIGHT_PARTIONS; l++)
- {
- if(c.isDirty(l))
- {
- buildChunk(l, c, north, east, south, west);
- }
- }
- }
- void ChunkRenderer::buildChunk(int partionY, Chunk& c, Chunk* north, Chunk* east, Chunk* south, Chunk* west)
- {
- Mesh& m = mesh[partionY + c.getChunkZ() * Chunk::HEIGHT_PARTIONS + c.getChunkX() * chunkZ * Chunk::HEIGHT_PARTIONS];
-
- int max = (partionY + 1) * Chunk::PARTION_HEIGHT;
- for(int y = partionY * Chunk::PARTION_HEIGHT; y < max; y++)
- {
- for(int x = 0; x < Chunk::WIDTH; x++)
- {
- for(int z = 0; z < Chunk::DEPTH; z++)
- {
- const Block& block = c.getBlock(x, y, z);
- if(!block.isEmpty())
- {
- BlockRenderers::getBlockRenderer(block.getId()).addToMesh(m, x, y, z,
- Face::getCullData(
- // top
- y + 1 < Chunk::HEIGHT && c.getBlock(x, y + 1, z).isBlockingFace(Face::DOWN),
- // bottom
- y > 0 && c.getBlock(x, y - 1, z).isBlockingFace(Face::UP),
- // north
- (x + 1 >= Chunk::WIDTH || c.getBlock(x + 1, y, z).isBlockingFace(Face::SOUTH)) &&
- (x + 1 < Chunk::WIDTH || (north != nullptr && north->getBlock(x + 1 - Chunk::WIDTH, y, z).isBlockingFace(Face::SOUTH))),
- // south
- (x - 1 < 0 || c.getBlock(x - 1, y, z).isBlockingFace(Face::NORTH)) &&
- (x - 1 >= 0 || (south != nullptr && south->getBlock(x - 1 + Chunk::WIDTH, y, z).isBlockingFace(Face::NORTH))),
- // east
- (z + 1 >= Chunk::DEPTH || c.getBlock(x, y, z + 1).isBlockingFace(Face::WEST)) &&
- (z + 1 < Chunk::DEPTH || (east != nullptr && east->getBlock(x, y, z + 1 - Chunk::DEPTH).isBlockingFace(Face::WEST))),
- // west
- (z - 1 < 0 || c.getBlock(x, y, z - 1).isBlockingFace(Face::EAST)) &&
- (z - 1 >= 0 || (west != nullptr && west->getBlock(x, y, z - 1 + Chunk::DEPTH).isBlockingFace(Face::EAST)))));
- }
- }
- }
- }
-
- m.build();
- }
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