/* * ===================================================================================== * * 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 "ChunkBuilder.hpp" #include "ChunkLightmap.hpp" #include "IDrawable.hpp" #include "NonCopyable.hpp" #include "Shader.hpp" #include "Texture.hpp" #include "VertexBuffer.hpp" class Chunk : public NonCopyable, public IDrawable { public: Chunk(s32 x, s32 y, s32 z, Texture &texture); void update(World &world); u32 getBlock(int x, int y, int z) const; void setBlock(int x, int y, int z, u32 id); s32 x() const { return m_x; } s32 y() const { return m_y; } s32 z() const { return m_z; } 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 *below() const { return m_surroundingChunks[4]; } Chunk *above() const { return m_surroundingChunks[5]; } Chunk *getSurroundingChunk(u8 i) { return (i > 5) ? nullptr : m_surroundingChunks[i]; } const Chunk *getSurroundingChunk(u8 i) const { return (i > 5) ? nullptr : m_surroundingChunks[i]; } static constexpr u8 width = CHUNK_WIDTH; static constexpr u8 height = CHUNK_HEIGHT; static constexpr u8 depth = CHUNK_DEPTH; 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; } void setBelow(Chunk *below) { m_surroundingChunks[4] = below; } void setAbove(Chunk *above) { m_surroundingChunks[5] = above; } 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; } ChunkLightmap &lightmap() { return m_lightmap; } const ChunkLightmap &lightmap() const { return m_lightmap; } private: void draw(RenderTarget &target, RenderStates states) const override; void drawOutlines(RenderTarget &target, RenderStates states) const; s32 m_x; s32 m_y; s32 m_z; Texture &m_texture; // using DataArray = std::array, Chunk::depth>, Chunk::height>, Chunk::width>; using DataArray = u32[Chunk::width][Chunk::height][Chunk::depth]; DataArray m_data; ChunkBuilder m_builder; ChunkLightmap m_lightmap{this}; VertexBuffer m_vbo; std::size_t m_verticesCount; Chunk *m_surroundingChunks[6]{nullptr, nullptr, nullptr, nullptr, nullptr, nullptr}; bool m_isChanged = false; bool m_isInitialized = false; bool m_isGenerated = false; std::unordered_map m_tickingBlocks; }; #endif // CHUNK_HPP_