#ifndef CHUNK_H #define CHUNK_H #include #include #include #include #include #include #include #include #include "block.hpp" #include "spacefilling.hpp" #include "intervalmap.hpp" #include "shader.hpp" #define CHUNK_SIZE 32 #define CHUNK_VOLUME (CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE) #define CHUNK_MAX_INDEX (CHUNK_VOLUME - 1) // int32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits typedef int32_t chunk_index_t; typedef int16_t chunk_intcoord_t; namespace Chunk { chunk_index_t calculateIndex(chunk_intcoord_t i, chunk_intcoord_t j, chunk_intcoord_t k); chunk_index_t calculateIndex(glm::vec3 pos); constexpr uint8_t CHUNK_STATE_GENERATED = 1; constexpr uint8_t CHUNK_STATE_MESHED = 2; constexpr uint8_t CHUNK_STATE_MESH_LOADED = 4; constexpr uint8_t CHUNK_STATE_LOADED = 8; constexpr uint8_t CHUNK_STATE_OUTOFVISION = 16; constexpr uint8_t CHUNK_STATE_UNLOADED = 32; constexpr uint8_t CHUNK_STATE_EMPTY = 64; 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: void createBuffers(); void deleteBuffers(); glm::vec3 getPosition() { return this->position; } uint8_t getTotalState() { return this->state; } bool getState(uint8_t n) { return (this->state & n) == 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); IntervalMap& getBlocks() { return (this->blocks); } std::unique_ptr getBlocksArray(int* len) { return (this->blocks.toArray(len)); } public: GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0}; std::atomic unload_timer{0}; private: glm::vec3 position{}; IntervalMap blocks{}; std::atomic_uint8_t state{0}; }; }; #endif