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#ifndef CLIENT_WORLD_BLOCK_HH_
#define CLIENT_WORLD_BLOCK_HH_
#include <algorithm>
#include <array>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shared/world/block.hh"
namespace client {
namespace world {
// Doesn't add any data, just information for rendering.
class block : public shared::world::block {
public:
struct glvert {
glm::vec3 vertice;
glm::vec3 texture;
};
using glface_t = std::array<glvert, 6>; // array of verts (a face)
using glfaces_t = std::vector<glface_t>; // vector of faces (a block)
// Render types refer to how the block should be culled when making the vbo.
enum class draw_type {
block, // face testing
custom, // no testing
};
public:
static enum draw_type get_draw_type(const enum block::type& type) noexcept;
static const glfaces_t& get_glfaces(const enum block::type& type) noexcept;
public:
template <typename... Args>
block(Args&&... args) noexcept : block(std::forward<Args>(args)...) {}
public:
enum draw_type get_draw_type() const noexcept {
return get_draw_type(this->type);
}
const glfaces_t& get_glfaces() const noexcept {
return get_glfaces(this->type);
}
};
} // namespace world
} // namespace client
#endif
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