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#pragma once
#include <vector>
#include <glm/mat4x4.hpp>
#include "Vector.hpp"
#include "Section.hpp"
#include "AssetManager.hpp"
class World;
struct BlockLightness {
uint8_t face[FaceDirection::none + 1] = { 0,0,0,0,0,0 };
uint8_t self = 0;
};
struct SectionsData {
Section data[3][3][3];
const Section& GetSection(Vector& pos) const {
size_t x = 1, y = 1, z = 1;
while (true) {
if (pos.x < 0) {
x--;
pos.x += 16;
}
else if (pos.x > 15) {
x++;
pos.x -= 16;
}
else if (pos.y < 0) {
y--;
pos.y += 16;
}
else if (pos.y > 15) {
y++;
pos.y -= 16;
}
else if (pos.z < 0) {
z--;
pos.z += 16;
}
else if (pos.z > 15) {
z++;
pos.z -= 16;
}
else
break;
}
return data[x][y][z];
}
BlockId GetBlockId(const Vector &pos) const;
BlockLightness GetLight(const Vector &pos) const;
BlockLightness GetSkyLight(const Vector &pos) const;
};
struct VertexData {
glm::vec3 positions[4];
glm::vec2 uvs[4];
glm::vec2 lights[4];
glm::vec3 normal;
glm::vec3 colors;
glm::vec3 layerAnimationAo; //R - uvLayer, G - animation, B - ambientOcclusion
};
struct RendererSectionData {
std::vector<VertexData> solidVertices;
std::vector<VertexData> liquidVertices;
size_t hash = 0;
Vector sectionPos;
bool forced = false;
};
RendererSectionData ParseSection(const SectionsData §ions, bool smoothLighting);
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