Files
Minecraft/src/renderer/chunk.cpp
Ben Kyd 2b987803b6 smh
2019-10-18 17:07:31 +01:00

129 lines
2.8 KiB
C++

#include "chunk.hpp"
#include "shader.hpp"
#include "camera.hpp"
#include "voxel.hpp"
#include "../world/block.hpp"
Chunk::Chunk(int x, int z) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
// [x + WIDTH * (y + HEIGHT * z)]
for (int x = 0; x < CHUNK_WIDTH; x++)
for (int y = 0; y < CHUNK_HEIGHT; y++)
for (int z = 0; z < CHUNK_DEPTH; z++) {
// Grass on the top layer
// if (y == CHUNK_HEIGHT - 1) {
Voxels.push_back((uint8_t)EBlockType::Grass);
// } else {
// Voxels.push_back((uint8_t)EBlockType::Dirt);
// }
}
std::cout << Voxels.size() << " voxels" << std::endl;
m_mesh();
}
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
Voxels = voxels;
m_mesh();
}
void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader) {
shader->Use();
glBindVertexArray(m_vao);
GLint uniTrans = glGetUniformLocation(shader->Program, "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(m_model));
GLint uniView = glGetUniformLocation(shader->Program, "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera->GetViewMatrix()));
GLint uniProj = glGetUniformLocation(shader->Program, "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(camera->GetProjectionMatrix()));
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
}
void Chunk::Update() {
m_mesh();
}
uint8_t Chunk::BlockAt(int x, int y, int z) {
return Voxels[x + CHUNK_WIDTH * (y + CHUNK_HEIGHT * z)];
}
void Chunk::m_mesh() {
for (int x = 0; x < CHUNK_WIDTH; x++)
for (int y = 0; y < CHUNK_HEIGHT; y++)
for (int z = 0; z < CHUNK_DEPTH; z++) {
std::vector<glm::vec3> tempVerts;
std::vector<glm::vec3> tempUVs;
std::cout << x << " " << y << " " << z << std::endl;
uint8_t block = BlockAt(x, y, z);
std::cout << "Block ID " << (int)block << std::endl;
Voxel tmp({x, y, z}, BlockAt(x, y, z));
tmp.AddFace(EFaceType::Top);
tmp.AddFace(EFaceType::Bottom);
tmp.AddFace(EFaceType::Left);
tmp.AddFace(EFaceType::Right);
tmp.AddFace(EFaceType::Front);
tmp.AddFace(EFaceType::Back);
for (auto& uv : tempUVs)
m_uvs.push_back(uv);
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
std::vector<glm::vec3> data;
data.insert(data.end(), m_vertices.begin(), m_vertices.end());
data.insert(data.end(), m_uvs.begin(), m_uvs.end());
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
glBindVertexArray(0);
}