#include #include Chunk::Chunk(World& world, ChunkPos chunk_pos) : m_world(world), m_chunk_pos(chunk_pos) { } Chunk::~Chunk() { } const std::vector& Chunk::get_chunk_blocks() const{ return m_blocks; } int Chunk::get_index(int x, int y, int z) { return x * CHUCK_SIZE * CHUCK_SIZE + y * CHUCK_SIZE + z; } void Chunk::gen_vertex_data() { for (int x = 0; x < CHUCK_SIZE; x++) { for (int z = 0; z < CHUCK_SIZE; z++) { for (int y = 0; y < CHUCK_SIZE; y++) { int world_x = x + m_chunk_pos.x * CHUCK_SIZE; int world_z = z + m_chunk_pos.z * CHUCK_SIZE; int world_y = y; const auto& block_render_data = m_world.get_block_render_data(world_x, world_y, world_z); // air if (block_render_data.block_id == 0) { continue; } for (int face = 0; face < 6; face++) { if (!block_render_data.draw_face[face]) { continue; } for (int i = 0; i < 6; i++) { Vertex vex = { VERTICES_POS[face][i][0] + (float)world_x * 1.0f, VERTICES_POS[face][i][1] + (float)world_y * 1.0f, VERTICES_POS[face][i][2] + (float)world_z * 1.0f, TEX_COORDS[face][i][0], TEX_COORDS[face][i][1], static_cast(block_render_data.block_id * 6 + face) }; m_vertexs_data.emplace_back(vex); } } } } } } GLuint Chunk::get_vbo() const{ return m_vbo; } const std::vector& Chunk::get_vertex_data() const{ return m_vertexs_data; } void Chunk::init_chunk() { m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * CHUCK_SIZE, 0); for (int x = 0; x < CHUCK_SIZE; x++) { for (int y = 0; y < 2; y++) { for (int z = 0; z < CHUCK_SIZE; z++) { m_blocks[get_index(x, y, z)] = 1; } } } gen_vertex_data(); glGenBuffers(1, &m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); }