WorldRenderer.cpp 2.8 KB

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  1. #include "client/rendering/renderer/WorldRenderer.h"
  2. WorldRenderer::WorldRenderer(const World& world) : world(world), texture("resources/textures.png", 4) {
  3. TypedBuffer<Triangle> buffer(100);
  4. for(int x = 0; x < world.getSize(); x++) {
  5. for(int y = 0; y < world.getHeight(); y++) {
  6. for(int z = 0; z < world.getSize(); z++) {
  7. if(world.getBlock(x, y, z).getId() != 0) {
  8. addCube(buffer, x, y, z);
  9. }
  10. }
  11. }
  12. }
  13. mesh.build(buffer);
  14. }
  15. void WorldRenderer::render(float lag, Renderer& renderer) {
  16. (void)lag;
  17. (void)renderer;
  18. texture.bindTo(0);
  19. for(int x = -1; x <= 1; x++) {
  20. for(int z = -1; z <= 1; z++) {
  21. renderer.translateTo(world.getSize() * x, 0.0f, world.getSize() * z).update();
  22. mesh.draw();
  23. }
  24. }
  25. }
  26. bool WorldRenderer::isAir(int x, int y, int z) const {
  27. return world.getBlock(x, y, z).getId() == 0;
  28. }
  29. void WorldRenderer::addCube(TypedBuffer<Triangle>& buffer, float x, float y, float z) {
  30. Vector3 v000(x, y, z);
  31. Vector3 v001(x, y, z + 1);
  32. Vector3 v010(x, y + 1, z);
  33. Vector3 v011(x, y + 1, z + 1);
  34. Vector3 v100(x + 1, y, z);
  35. Vector3 v101(x + 1, y, z + 1);
  36. Vector3 v110(x + 1, y + 1, z);
  37. Vector3 v111(x + 1, y + 1, z + 1);
  38. const float ERROR = 0.0001f;
  39. Vector2 t1(0.1875f + ERROR, 0.0f + ERROR);
  40. Vector2 t2(0.25f - ERROR, 0.0f + ERROR);
  41. Vector2 t3(0.25f - ERROR, 0.0625f - ERROR);
  42. Vector2 t4(0.1875f + ERROR, 0.0625f - ERROR);
  43. if(isAir(x, y - 1, z)) {
  44. Vector2 tb(0.125f, 0.0625f);
  45. buffer.add(Triangle(Vertex(v000, Vector2(0.125f, 0.0f)), Vertex(v100, t1), Vertex(v001, tb)));
  46. buffer.add(Triangle(Vertex(v100, t1), Vertex(v101, t4), Vertex(v001, tb)));
  47. }
  48. if(isAir(x, y + 1, z)) {
  49. Vector2 tt(0.3125f, 0.0f);
  50. buffer.add(Triangle(Vertex(v010, t2), Vertex(v011, t3), Vertex(v110, tt)));
  51. buffer.add(Triangle(Vertex(v110, tt), Vertex(v011, t3), Vertex(v111, Vector2(0.3125f, 0.0625f))));
  52. }
  53. if(isAir(x - 1, y, z)) {
  54. buffer.add(Triangle(Vertex(v000, t4), Vertex(v001, t3), Vertex(v010, t1)));
  55. buffer.add(Triangle(Vertex(v001, t3), Vertex(v011, t2), Vertex(v010, t1)));
  56. }
  57. if(isAir(x + 1, y, z)) {
  58. buffer.add(Triangle(Vertex(v100, t3), Vertex(v110, t2), Vertex(v101, t4)));
  59. buffer.add(Triangle(Vertex(v101, t4), Vertex(v110, t2), Vertex(v111, t1)));
  60. }
  61. if(isAir(x, y, z + 1)) {
  62. buffer.add(Triangle(Vertex(v001, t4), Vertex(v101, t3), Vertex(v011, t1)));
  63. buffer.add(Triangle(Vertex(v111, t2), Vertex(v011, t1), Vertex(v101, t3)));
  64. }
  65. if(isAir(x, y, z - 1)) {
  66. buffer.add(Triangle(Vertex(v000, t3), Vertex(v010, t2), Vertex(v100, t4)));
  67. buffer.add(Triangle(Vertex(v110, t1), Vertex(v100, t4), Vertex(v010, t2)));
  68. }
  69. }