/* * ===================================================================================== * * Filename: Chunk.hpp * * Description: * * Created: 15/12/2014 17:31:17 * * Author: Quentin Bazin, * * ===================================================================================== */ #ifndef CHUNK_HPP_ #define CHUNK_HPP_ #include #include #include #include "Block.hpp" #include "NonCopyable.hpp" #include "Shader.hpp" #include "Texture.hpp" #include "VertexBuffer.hpp" class Chunk : public NonCopyable { public: Chunk(s32 x, s32 y, s32 z, Texture &texture); void update(); void draw(Shader &shader); Block *getBlock(s8 x, s8 y, s8 z); void setBlock(s8 x, s8 y, s8 z, u32 id); void addBlock(const glm::vec3 &pos, u32 id); u32 getCoordID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate); u32 getVertexID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate); u32 getTexCoordID(u8 x, u8 y, u8 z, u8 i, u8 j, u8 coordinate); bool vertexExists(u8 x, u8 y, u8 z, u8 i, u8 j); s32 x() const { return m_x; } s32 y() const { return m_y; } s32 z() const { return m_z; } const std::vector> &data() const { return m_data; } Chunk *left() const { return m_surroundingChunks[0]; } Chunk *right() const { return m_surroundingChunks[1]; } Chunk *front() const { return m_surroundingChunks[2]; } Chunk *back() const { return m_surroundingChunks[3]; } Chunk *getSurroundingChunk(u8 i) { return (i > 3) ? nullptr : m_surroundingChunks[i]; } static const u8 width = 16; static const u8 height = 32; static const u8 depth = 16; void setLeft(Chunk *left) { m_surroundingChunks[0] = left; } void setRight(Chunk *right) { m_surroundingChunks[1] = right; } void setFront(Chunk *front) { m_surroundingChunks[2] = front; } void setBack(Chunk *back) { m_surroundingChunks[3] = back; } bool isGenerated() const { return m_isGenerated; } bool isInitialized() const { return m_isInitialized; } void setChanged(bool isChanged) { m_isChanged = isChanged; } void setGenerated(bool isGenerated) { m_isGenerated = isGenerated; } void setInitialized(bool isInitialized) { m_isInitialized = isInitialized; } private: s32 m_x; s32 m_y; s32 m_z; Texture m_texture; std::vector> m_data; std::vector m_vertices; std::vector m_normals; std::vector m_texCoords; std::map m_verticesID; std::map m_extendedFaces; VertexBuffer m_vbo{GL_QUADS, 0, 0}; Chunk *m_surroundingChunks[4]; bool m_isChanged; bool m_isInitialized; bool m_isGenerated; }; #endif // CHUNK_HPP_