voxel-engine/include/chunk.hpp

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#ifndef CHUNK_H
#define CHUNK_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <array>
#include <bitset>
#include <mutex>
#include <vector>
#include "block.hpp"
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#include "spacefilling.hpp"
#include "intervalmap.hpp"
#include "shader.hpp"
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#define CHUNK_SIZE 16
#define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE)
#define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1)
namespace Chunk
{
constexpr uint8_t CHUNK_STATE_GENERATED = 1;
constexpr uint8_t CHUNK_STATE_MESHED = 2;
constexpr uint8_t CHUNK_STATE_MESH_LOADED = 3;
constexpr uint8_t CHUNK_STATE_LOADED = 4;
constexpr uint8_t CHUNK_STATE_EMPTY = 7;
int coord3DTo1D(int x, int y, int z);
class Chunk
{
public:
Chunk(glm::vec3 pos = glm::vec3(0.0f)); // a default value for the argument satisfies the need for a default constructor when using the type in an unordered_map (i.e. in chunkmanager)
~Chunk();
public:
glm::vec3 getPosition() { return this->position; }
std::bitset<8> getTotalState() { return this->state; }
bool getState(uint8_t n) { return this->state.test(n); }
void setState(uint8_t nstate, bool value);
void setBlock(Block b, int x, int y, int z);
void setBlocks(int start, int end, Block b);
Block getBlock(int x, int y, int z);
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IntervalMap<Block>& getBlocks() { return (this->blocks); }
std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
public:
GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, vIndex{0};
std::mutex mutex_state;
std::vector<GLfloat> vertices;
std::vector<GLfloat> colors;
std::vector<GLuint> indices;
private:
glm::vec3 position{};
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IntervalMap<Block> blocks{};
std::bitset<8> state{0};
};
};
#endif