VoxelEngine/src/graphics/render/BlocksRenderer.hpp
2024-06-09 13:12:12 +03:00

125 lines
3.7 KiB
C++

#ifndef GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_
#define GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_
#include <stdlib.h>
#include <vector>
#include <memory>
#include <glm/glm.hpp>
#include "../../voxels/voxel.hpp"
#include "../../typedefs.hpp"
class Content;
class Mesh;
class Block;
class Chunk;
class Chunks;
class VoxelsVolume;
class ChunksStorage;
class ContentGfxCache;
struct EngineSettings;
struct UVRegion;
class BlocksRenderer {
static const glm::vec3 SUN_VECTOR;
static const uint VERTEX_SIZE;
const Content* const content;
std::unique_ptr<float[]> vertexBuffer;
std::unique_ptr<int[]> indexBuffer;
size_t vertexOffset;
size_t indexOffset, indexSize;
size_t capacity;
int voxelBufferPadding = 2;
bool overflow = false;
const Chunk* chunk = nullptr;
std::unique_ptr<VoxelsVolume> voxelsBuffer;
const Block* const* blockDefsCache;
const ContentGfxCache* const cache;
const EngineSettings* settings;
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
void index(int a, int b, int c, int d, int e, int f);
void vertex(
const glm::vec3& coord, float u, float v,
const glm::vec4& brightness,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ
);
void face(
const glm::vec3& coord,
float w, float h, float d,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint
);
void face(
const glm::vec3& coord,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region,
bool lights
);
void tetragonicFace(
const glm::vec3& coord,
const glm::vec3& p1, const glm::vec3& p2,
const glm::vec3& p3, const glm::vec3& p4,
const glm::vec3& X,
const glm::vec3& Y,
const glm::vec3& Z,
const UVRegion& texreg,
bool lights
);
void blockCube(
int x, int y, int z,
const UVRegion(&faces)[6],
const Block* block,
blockstate states,
bool lights
);
void blockAABB(
const glm::ivec3& coord,
const UVRegion(&faces)[6],
const Block* block,
ubyte rotation,
bool lights
);
void blockXSprite(
int x, int y, int z,
const glm::vec3& size,
const UVRegion& face1,
const UVRegion& face2,
float spread
);
void blockCustomModel(
const glm::ivec3& icoord,
const Block* block,
ubyte rotation,
bool lights
);
bool isOpenForLight(int x, int y, int z) const;
bool isOpen(int x, int y, int z, ubyte group) const;
glm::vec4 pickLight(int x, int y, int z) const;
glm::vec4 pickLight(const glm::ivec3& coord) const;
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
void render(const voxel* voxels);
public:
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings* settings);
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const ChunksStorage* chunks);
std::shared_ptr<Mesh> render(const Chunk* chunk, const ChunksStorage* chunks);
std::shared_ptr<Mesh> createMesh();
VoxelsVolume* getVoxelsBuffer() const;
};
#endif // GRAPHICS_RENDER_BLOCKS_RENDERER_HPP_