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#ifndef CLIENT_WORLD_HH_
#define CLIENT_WORLD_HH_

#include <algorithm>
#include <optional>
#include <ranges>
#include <unordered_map>
#include <vector>

#include "client/render/render.hh"
#include "client/render/texture.hh"
#include "shared/player.hh"
#include "shared/world.hh"

namespace client {
namespace world {

// client::world::chunk is a renderable shared::world::chunk.
class chunk : public shared::world::chunk {
public:
    using map = std::unordered_map<shared::math::coords,
                                   std::optional<client::world::chunk>,
                                   decltype(&shared::world::chunk::hash),
                                   decltype(&shared::world::chunk::equal)>;
    // Which part to draw when we call draw.
    enum class pass { solid, water };

public:
    bool should_regenerate_vbo;

private:
    struct gl_objects {
        unsigned long solid_elements;
        GLuint solid_vbo;
        GLuint solid_vao;
        unsigned long water_elements;
        GLuint water_vbo;
        GLuint water_vao;

        gl_objects(const unsigned long se, const GLuint svbo, const GLuint svao,
                   const unsigned long we, const GLuint wvbo, const GLuint wvao)
            : solid_elements(se), solid_vbo(svbo), solid_vao(svao),
              water_elements(we), water_vbo(wvbo), water_vao(wvao) {}
        gl_objects(const gl_objects&) = delete;
        gl_objects(gl_objects&&) = delete;
        ~gl_objects() {
            glDeleteBuffers(1, &solid_vbo);
            glDeleteVertexArrays(1, &solid_vao);
            glDeleteBuffers(1, &water_vbo);
            glDeleteVertexArrays(1, &water_vao);
        }
    };
    std::optional<gl_objects> glo;

private:
    const chunk* get_neighbour(const chunk::map& chunks,
                               shared::math::coords offset) const noexcept;
    struct glface {
        glm::vec3 vertice;
        glm::vec3 texture;
    };
    struct glface_args {
        glm::vec3 translate;
        float rotate_degrees;
        glm::vec3 rotate_axis;
        glm::vec3 texture_offset;
    };
    static std::array<glface, 6> make_glfaces(const glface_args& args) noexcept;

    void render(const float x_offset, const float z_offset,
                const pass& pass) noexcept;
    bool maybe_regenerate_glo(const chunk::map& chunks) noexcept;

public:
    template <typename... Args>
    chunk(Args&&... args) noexcept
        : shared::world::chunk(std::forward<Args>(args)...) {}

    void draw(const map& chunks, const shared::player& lp,
              const pass& pass) noexcept;

    bool can_draw() const noexcept {
        return this->glo.has_value();
    }
};

} // namespace world
} // namespace client

#endif