/* * Created by Brett on 11/02/23. * Licensed under GNU General Public License V3.0 * See LICENSE file for license detail */ #ifndef FINALPROJECT_STORAGE_H #define FINALPROJECT_STORAGE_H #include #include #include "blt/std/logging.h" #include "blt/std/format.h" #include #include #include #include #include // contains storage classes for block IDs inside chunks plus eventual lookup of block states namespace fp { class block_storage { private: block_type* blocks; public: block_storage() { blocks = new unsigned char[CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE]; for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE; i++) blocks[i] = fp::registry::AIR; } ~block_storage() { delete[] blocks; } [[nodiscard]] inline block_type get(const block_pos& pos) const { return blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x]; } [[nodiscard]] inline bool checkBlockVisibility(const block_pos& pos) const { if (pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE || pos.z < 0 || pos.z >= CHUNK_SIZE) { return false; } return fp::registry::get(get(pos)).visibility <= fp::registry::TRANSPARENT_TEXTURE; } inline void set(const block_pos& pos, block_type blockID) { blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x] = blockID; } }; class mesh_storage { private: spp::sparse_hash_map created_vertices_index; std::vector vertices; std::vector indices; public: /** * since a chunk mesh contains all the faces for all the blocks inside the chunk * we can add the translated values of predefined "unit" faces. This is for the simple "fast" chunk mesh generator. * @param face the direction the face is facing to be added to the mesh. * @param pos position of the face */ void addFace(face face, const block_pos& pos, unsigned char texture_index); inline std::vector& getVertices() { return vertices; } inline std::vector& getIndices() { return indices; } }; namespace mesh { } } #endif //FINALPROJECT_STORAGE_H