Change order of enum BlockFace for consistency with Chunk.hpp
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@ -47,22 +47,6 @@ void InventoryCube::updateVertexBuffer(const Block &block) {
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// Same order as enum BlockFace in TilesDef.hpp
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gk::Vertex vertices[6][4] = {
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// Top
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{
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{{m_size, m_size, 0, 3}},
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{{0, m_size, 0, 3}},
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{{0, m_size, m_size, 3}},
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{{m_size, m_size, m_size, 3}},
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},
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// Bottom
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{
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{{0, 0, 0, -1}},
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{{m_size, 0, 0, -1}},
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{{m_size, 0, m_size, -1}},
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{{0, 0, m_size, -1}},
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},
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// West
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{
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{{0, 0, 0, 2}},
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@ -94,6 +78,22 @@ void InventoryCube::updateVertexBuffer(const Block &block) {
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{{m_size, m_size, m_size, -1}},
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{{0, m_size, m_size, -1}},
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},
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// Bottom
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{
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{{0, 0, 0, -1}},
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{{m_size, 0, 0, -1}},
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{{m_size, 0, m_size, -1}},
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{{0, 0, m_size, -1}},
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},
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// Top
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{
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{{m_size, m_size, 0, 3}},
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{{0, m_size, 0, 3}},
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{{0, m_size, m_size, 3}},
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{{m_size, m_size, m_size, 3}},
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},
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};
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for (u8 i = 0 ; i < 6 ; ++i) {
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@ -144,11 +144,11 @@ void InventoryCube::draw(gk::RenderTarget &target, gk::RenderStates states) cons
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glCheck(glDisable(GL_CULL_FACE));
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glCheck(glDisable(GL_DEPTH_TEST));
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target.draw(m_vbo, GL_QUADS, 4 * 0, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::Top, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 1, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * 2, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::West, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 3, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * 4, 4, states);
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target.draw(m_vbo, GL_QUADS, 4 * BlockFace::South, 4, states);
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// target.draw(m_vbo, GL_QUADS, 4 * 5, 4, states);
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glCheck(glEnable(GL_DEPTH_TEST));
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@ -28,18 +28,6 @@
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static const float cubeCoords[6 * 4 * 3] = {
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// Same order as enum BlockFace in TilesDef.hpp
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// Top
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1, 1, 1,
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0, 1, 1,
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0, 0, 1,
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1, 0, 1,
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// Bottom
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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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// West
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0, 1, 0,
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0, 0, 0,
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@ -63,6 +51,18 @@ static const float cubeCoords[6 * 4 * 3] = {
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0, 1, 0,
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0, 1, 1,
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1, 1, 1,
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// Bottom
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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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// Top
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1, 1, 1,
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0, 1, 1,
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0, 0, 1,
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1, 0, 1,
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};
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static const float crossCoords[2 * 4 * 3] = {
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@ -91,12 +91,12 @@ std::array<std::size_t, ChunkBuilder::layers> ChunkBuilder::buildChunk(const Cli
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const int surroundingBlocksPos[6][3] = {
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// Same order as enum BlockFace in TilesDef.hpp
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{x, y, z + 1},
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{x, y, z - 1},
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{x - 1, y, z},
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{x + 1, y, z},
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{x, y - 1, z},
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{x, y + 1, z},
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{x, y, z - 1},
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{x, y, z + 1},
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};
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if (block.drawType() == BlockDrawType::Solid
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@ -35,12 +35,12 @@
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#include "ISerializable.hpp"
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enum BlockFace : u8 {
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Top = 0,
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Bottom = 1,
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West = 2,
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East = 3,
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South = 4,
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North = 5
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West = 0,
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East = 1,
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South = 2,
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North = 3,
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Bottom = 4,
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Top = 5,
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};
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class TilesDef : public ISerializable {
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@ -35,13 +35,13 @@ const std::string &TilesDef::getTextureForFace(u8 face, bool useAltTiles) const
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// textures were specified
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static constexpr u8 faceToIndex[nSizes][nFaces] = {
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// Same order as enum BlockFace in TilesDef.hpp,
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// namely: Top, Bottom, West, East, South, North
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// namely: West, East, South, North, Bottom, Top
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{ 0, 0, 0, 0, 0, 0, }, // for size = 1
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{ 0, 0, 1, 1, 1, 1, }, // for size = 2
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{ 0, 1, 2, 2, 2, 2, }, // for size = 3
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{ 0, 1, 2, 3, 3, 3, }, // for size = 4
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{ 0, 1, 2, 3, 4, 4, }, // for size = 5
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{ 0, 1, 2, 3, 4, 5, }, // for size = 6
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{ 1, 1, 1, 1, 0, 0, }, // for size = 2
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{ 2, 2, 2, 2, 1, 0, }, // for size = 3
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{ 2, 3, 3, 3, 1, 0, }, // for size = 4
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{ 2, 3, 4, 4, 1, 0, }, // for size = 5
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{ 2, 3, 4, 5, 1, 0, }, // for size = 6
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};
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u8 index = faceToIndex[size <= nSizes ? size - 1 : nSizes - 1][face];
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