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ChunkMesh.h
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//The MIT License (MIT)
//
//Copyright (c) 2014 Leif Erkenbrach
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in
//all copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
//THE SOFTWARE.
#pragma once
#include "glStd.h"
#include "VoxelChunk.h"
class ChunkMesh
{
struct VoxelVertex
{
VoxelVertex(const vec3& pos, const vec3& norm)
:position(pos),
normal(norm)
{}
~VoxelVertex() { }
vec3 position;
vec3 normal;
vec3 color;
};
public:
ChunkMesh();
~ChunkMesh();
void Initialize();
void setTargetChunk(VoxelChunk* chunk) { pSourceChunk = chunk; }
void rebuildChunk();
void Render();
vec3 getPosition() const { return mPosition; }
void setPosition(const vec3& position) { mPosition = position; }
vec3 getScale() const { return mScale; }
void setScale(const vec3& scale) { mScale = scale; }
private:
void addVertices(const glm::ivec3& position,
bool topActive,
bool bottomActive,
bool frontActive,
bool backActive,
bool leftActive,
bool rightActive,
std::vector<VoxelVertex>& vertOut);
private:
VoxelChunk* pSourceChunk;
GLuint mpVertexBuffer;
vec3 mPosition;
vec3 mScale;
int mTriangleCount;
};