Files
Minecraft/legacy/src/world/chunk/voxel.cpp
2020-05-15 15:12:13 +01:00

133 lines
2.0 KiB
C++

#include "voxel.hpp"
#include <iostream>
#include <memory>
#include "../../renderer/shader.hpp"
#include "../../renderer/camera.hpp"
#include "face.hpp"
#include "../block.hpp"
Voxel::Voxel(glm::vec3 coordsInChunk, uint8_t block) {
// Texture winding order - top, bottom, left, right, front, back
Block = block;
m_coordsInChunk = coordsInChunk;
}
void Voxel::AddFace(EFaceType::Face face) {
std::vector<glm::vec3> verts;
std::vector<glm::vec2> uvs;
switch (face) {
case EFaceType::Top:
{
verts = CubeTopFace;
uvs = CubeTopFaceUVs;
break;
}
case EFaceType::Bottom:
{
verts = CubeBottomFace;
uvs = CubeBottomFaceUVs;
break;
}
case EFaceType::Left:
{
verts = CubeLeftFace;
uvs = CubeLeftFaceUVs;
break;
}
case EFaceType::Right:
{
verts = CubeRightFace;
uvs = CubeRightFaceUVs;
break;
}
case EFaceType::Front:
{
verts = CubeFrontFace;
uvs = CubeFrontFaceUVs;
break;
}
case EFaceType::Back:
{
verts = CubeBackFace;
uvs = CubeBackFaceUVs;
break;
}
}
verts = m_translateIntoChunk(verts, m_coordsInChunk);
m_vertices.insert(m_vertices.end(), verts.begin(), verts.end());
std::shared_ptr<CBlockEntry> block = CBlockDictionary::GetInstance()->BlockEntries[Block];
uint16_t tex = block->FaceTextures[(uint16_t)face];
std::vector<glm::vec3> uvws = {
{ uvs[0].x, uvs[0].y, (float)tex },
{ uvs[1].x, uvs[1].y, (float)tex },
{ uvs[2].x, uvs[2].y, (float)tex },
{ uvs[3].x, uvs[3].y, (float)tex },
{ uvs[4].x, uvs[4].y, (float)tex },
{ uvs[5].x, uvs[5].y, (float)tex },
};
m_uvs.insert(m_uvs.end(), uvws.begin(), uvws.end());
}
void Voxel::GetMesh(std::vector<glm::vec3>& verts, std::vector<glm::vec3>& uvs) {
verts = m_vertices;
uvs = m_uvs;
}
void Voxel::Clear() {
m_vertices.clear();
m_uvs.clear();
}
std::vector<glm::vec3> Voxel::m_translateIntoChunk(std::vector<glm::vec3> verts, glm::vec3 trans) {
for (int i = 0; i < verts.size(); i++) {
verts[i].x += trans.x;
verts[i].y += trans.y;
verts[i].z += trans.z;
}
return verts;
}