[Chunk|ChunkBuilder] Small improvements.
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@ -22,7 +22,7 @@ class Block {
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public:
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Block(u32 id);
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glm::vec4 getTexCoords(int face);
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glm::vec4 getTexCoords(int face) const;
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u32 id() const { return m_id; }
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void setId(u32 id) { m_id = id; }
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@ -14,14 +14,23 @@
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#ifndef CHUNKBUILDER_HPP_
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#define CHUNKBUILDER_HPP_
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#include <utility>
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#include <vector>
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#include "Types.hpp"
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#include "Vertex.hpp"
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class Block;
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class Chunk;
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class VertexBuffer;
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class ChunkBuilder {
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public:
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std::size_t buildChunk(const Chunk &chunk, const VertexBuffer &vbo);
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private:
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void addFace(u8 x, u8 y, u8 z, u8 i, const Block *block, const Block *surroundingBlock);
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std::vector<Vertex> m_vertices;
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};
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#endif // CHUNKBUILDER_HPP_
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@ -17,7 +17,7 @@ Block::Block(u32 id) {
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m_id = id;
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}
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glm::vec4 Block::getTexCoords(int face) {
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glm::vec4 Block::getTexCoords(int face) const {
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u32 id = m_id;
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// 0 -> right
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@ -67,20 +67,11 @@ void Chunk::draw(RenderTarget &target, RenderStates states) const {
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// drawOutlines(target, states);
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}
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// FIXME: Use the renderer to do that
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void Chunk::drawOutlines(RenderTarget &, RenderStates states) const {
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Shader::bind(states.shader);
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VertexBuffer::bind(&m_vbo);
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states.shader->enableVertexAttribArray("coord3d");
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void Chunk::drawOutlines(RenderTarget &target, RenderStates states) const {
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states.texture = nullptr;
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for(u32 i = 0 ; i < m_verticesCount ; i += 4) {
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glDrawArrays(GL_LINE_LOOP, i, 4);
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target.draw(m_vbo, GL_LINE_LOOP, i, 4, states);
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}
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states.shader->disableVertexAttribArray("coord3d");
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VertexBuffer::bind(nullptr);
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Shader::bind(nullptr);
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}
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@ -13,52 +13,47 @@
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*/
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#include "Chunk.hpp"
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#include "ChunkBuilder.hpp"
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#include "Vertex.hpp"
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static const float cubeCoords[6 * 4 * 3] = {
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// Left
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0, 0, 0,
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0, 0, 1,
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0, 1, 1,
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0, 1, 0,
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// Right
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1, 0, 1,
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1, 0, 0,
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1, 1, 0,
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1, 1, 1,
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// Bottom
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0, 0, 0,
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1, 0, 0,
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1, 0, 1,
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0, 0, 1,
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// Top
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0, 1, 1,
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1, 1, 1,
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1, 1, 0,
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0, 1, 0,
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// Front
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1, 0, 0,
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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// Back
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0, 0, 1,
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1, 0, 1,
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1, 1, 1,
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0, 1, 1,
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};
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std::size_t ChunkBuilder::buildChunk(const Chunk &chunk, const VertexBuffer &vbo) {
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static const float cubeCoords[6 * 4 * 3] = {
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// Left
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0, 0, 0,
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0, 0, 1,
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0, 1, 1,
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0, 1, 0,
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// Right
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1, 0, 1,
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1, 0, 0,
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1, 1, 0,
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1, 1, 1,
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// Bottom
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0, 0, 0,
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1, 0, 0,
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1, 0, 1,
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0, 0, 1,
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// Top
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0, 1, 1,
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1, 1, 1,
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1, 1, 0,
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0, 1, 0,
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// Front
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1, 0, 0,
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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// Back
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0, 0, 1,
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1, 0, 1,
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1, 1, 1,
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0, 1, 1,
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};
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std::vector<Vertex> vertices;
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vertices.reserve(Chunk::width * Chunk::height * Chunk::depth * 6 * 4);
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// Needed in the loop (avoid a lot of glm::vec3 creation)
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glm::vec3 a, b, c, v1, v2, normal;
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m_vertices.reserve(Chunk::width * Chunk::height * Chunk::depth * 6 * 4);
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for(u8 z = 0 ; z < Chunk::depth ; z++) {
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for(u8 y = 0 ; y < Chunk::height ; y++) {
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@ -76,68 +71,76 @@ std::size_t ChunkBuilder::buildChunk(const Chunk &chunk, const VertexBuffer &vbo
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};
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for(u8 i = 0 ; i < 6 ; i++) {
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// Skip hidden faces
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if(surroundingBlocks[i] && surroundingBlocks[i]->id()
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&& (surroundingBlocks[i]->isOpaque() || block->id() == surroundingBlocks[i]->id()))
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continue;
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// Three points of the face
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a.x = cubeCoords[i * 12 + 0];
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a.y = cubeCoords[i * 12 + 1];
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a.z = cubeCoords[i * 12 + 2];
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b.x = cubeCoords[i * 12 + 3];
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b.y = cubeCoords[i * 12 + 4];
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b.z = cubeCoords[i * 12 + 5];
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c.x = cubeCoords[i * 12 + 6];
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c.y = cubeCoords[i * 12 + 7];
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c.z = cubeCoords[i * 12 + 8];
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// Computing two vectors
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v1 = b - a;
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v2 = c - a;
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// Computing face normal (already normalized because cubeCoords are normalized)
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normal = glm::cross(v1, v2);
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const glm::vec4 &blockTexCoords = block->getTexCoords(i);
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float faceTexCoords[2 * 4] = {
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blockTexCoords.x, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.y,
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blockTexCoords.x, blockTexCoords.y
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};
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// Store vertex information
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for(u8 j = 0 ; j < 4 ; j++) {
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Vertex vertex;
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vertex.coord3d[0] = x + cubeCoords[i * 12 + j * 3];
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vertex.coord3d[1] = y + cubeCoords[i * 12 + j * 3 + 1];
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vertex.coord3d[2] = z + cubeCoords[i * 12 + j * 3 + 2];
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vertex.coord3d[3] = static_cast<GLfloat>(block->id());
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vertex.normal[0] = normal.x;
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vertex.normal[1] = normal.y;
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vertex.normal[2] = normal.z;
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vertex.texCoord[0] = faceTexCoords[j * 2];
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vertex.texCoord[1] = faceTexCoords[j * 2 + 1];
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vertices.emplace_back(vertex);
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}
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addFace(x, y, z, i, block, surroundingBlocks[i]);
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}
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}
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}
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}
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vertices.shrink_to_fit();
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m_vertices.shrink_to_fit();
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VertexBuffer::bind(&vbo);
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vbo.setData(vertices.size() * sizeof(Vertex), vertices.data(), GL_DYNAMIC_DRAW);
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vbo.setData(m_vertices.size() * sizeof(Vertex), m_vertices.data(), GL_DYNAMIC_DRAW);
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VertexBuffer::bind(nullptr);
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return vertices.size();
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std::size_t verticesCount = m_vertices.size();
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m_vertices.clear();
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return verticesCount;
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}
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void ChunkBuilder::addFace(u8 x, u8 y, u8 z, u8 i, const Block *block, const Block *surroundingBlock) {
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// Skip hidden faces
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if(surroundingBlock && surroundingBlock->id()
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&& (surroundingBlock->isOpaque() || block->id() == surroundingBlock->id()))
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return;
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static glm::vec3 a, b, c, v1, v2, normal;
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// Three points of the face
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a.x = cubeCoords[i * 12 + 0];
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a.y = cubeCoords[i * 12 + 1];
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a.z = cubeCoords[i * 12 + 2];
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b.x = cubeCoords[i * 12 + 3];
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b.y = cubeCoords[i * 12 + 4];
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b.z = cubeCoords[i * 12 + 5];
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c.x = cubeCoords[i * 12 + 6];
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c.y = cubeCoords[i * 12 + 7];
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c.z = cubeCoords[i * 12 + 8];
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// Computing two vectors
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v1 = b - a;
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v2 = c - a;
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// Computing face normal (already normalized because cubeCoords are normalized)
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normal = glm::cross(v1, v2);
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const glm::vec4 &blockTexCoords = block->getTexCoords(i);
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float faceTexCoords[2 * 4] = {
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blockTexCoords.x, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.y,
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blockTexCoords.x, blockTexCoords.y
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};
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// Store vertex information
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for(u8 j = 0 ; j < 4 ; j++) {
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Vertex vertex;
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vertex.coord3d[0] = x + cubeCoords[i * 12 + j * 3];
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vertex.coord3d[1] = y + cubeCoords[i * 12 + j * 3 + 1];
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vertex.coord3d[2] = z + cubeCoords[i * 12 + j * 3 + 2];
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vertex.coord3d[3] = static_cast<GLfloat>(block->id());
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vertex.normal[0] = normal.x;
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vertex.normal[1] = normal.y;
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vertex.normal[2] = normal.z;
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vertex.texCoord[0] = faceTexCoords[j * 2];
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vertex.texCoord[1] = faceTexCoords[j * 2 + 1];
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m_vertices.emplace_back(vertex);
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}
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}
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