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#pragma once
#include <vector>
#include <array>
#include <glm/mat4x4.hpp>
#include <GL/glew.h>
#include "Vector.hpp"
#include "Block.hpp"
class BlockModel;
class AssetManager;
class World;
class RenderState;
struct RendererSectionData {
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
size_t hash;
Vector sectionPos;
RendererSectionData(World *world, Vector sectionPosition);
private:
void AddFacesByBlockModel(const std::vector<Vector> §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array<unsigned char, 16 * 16 * 16>& visibility);
std::array<unsigned char, 16 * 16 * 16> GetBlockVisibilityData(World *world);
std::vector<std::pair<BlockId, const BlockModel *>> idModels;
const BlockModel* GetInternalBlockModel(const BlockId& id);
std::array<BlockId, 4096> blockIdData;
void SetBlockIdData(World *world);
inline const BlockId& GetBlockId(const Vector& pos) {
return blockIdData[pos.y * 256 + pos.z * 16 + pos.x];
}
inline const BlockId& GetBlockId(int x, int y, int z) {
return blockIdData[y * 256 +z * 16 + x];
}
};
class RendererSection {
enum Vbos {
MODELS = 0,
TEXTURES,
COLORS,
LIGHTS,
VBOCOUNT,
};
GLuint Vao = { 0 };
GLuint Vbo[VBOCOUNT] = { 0 };
static GLuint VboVertices, VboUvs;
size_t hash;
Vector sectionPos;
RendererSection(const RendererSection &other) = delete;
public:
RendererSection(RendererSectionData data);
RendererSection(RendererSection &&other);
~RendererSection();
void Render(RenderState &renderState);
Vector GetPosition();
size_t GetHash();
size_t numOfFaces;
friend void swap(RendererSection &lhs, RendererSection &rhs);
};
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