COSC-3P98-Final-Project/include/world/chunk/storage.h

82 lines
2.9 KiB
C++

/*
* 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 <blt/std/math.h>
#include <vector>
#include "blt/std/logging.h"
#include <world/chunk/typedefs.h>
#include <world/registry.h>
// 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 block_type getBounded(bool& outside, 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) {
outside = true;
return fp::registry::AIR;
}
outside = false;
return get(pos);
}
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:
std::vector<float> vertices;
inline void add_and_translate(const float* array, const block_pos& pos) {
// 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.
for (int i = 0; i < VTX_ARR_SIZE; i+=3){
auto new_x = array[i] + (float)pos.x;
auto new_y = array[i + 1] + (float)pos.y;
auto new_z = array[i + 2] + (float)pos.z;
// BLT_TRACE("Creating translated vertex {%f, %f, %f} from array position [%d, %d, %d]", new_x, new_y, new_z, i, i + 1, i + 2);
vertices.push_back(new_x);
vertices.push_back(new_y);
vertices.push_back(new_z);
}
}
public:
void addFace(face face, const block_pos& pos);
inline std::vector<float>& getVertices() {
return vertices;
}
};
namespace mesh {
}
}
#endif //FINALPROJECT_STORAGE_H