BlocksRenderer simplified (part 1)

This commit is contained in:
MihailRis 2023-12-28 03:49:24 +03:00
parent 86ab2d8145
commit 837fd2f32f
3 changed files with 72 additions and 75 deletions

View file

@ -18,6 +18,7 @@ class ChunksStorage;
class ContentGfxCache;
class BlocksRenderer {
static const glm::vec3 SUN_VECTOR;
static const uint VERTEX_SIZE;
const Content* const content;
float* vertexBuffer;
@ -38,11 +39,11 @@ class BlocksRenderer {
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
void index(int a, int b, int c, int d, int e, int f);
void vertex(const glm::ivec3& coord, float u, float v,
void vertex(const glm::vec3& coord, float u, float v,
const glm::vec4& brightness,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ);
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ);
void vertex(const glm::vec3& coord,
float u, float v,
@ -51,18 +52,18 @@ class BlocksRenderer {
const glm::ivec3& axisY,
const glm::ivec3& axisZ);
void face(const glm::vec3& coord, float w, float h,
void face(const glm::vec3& coord, float w, float h, float d,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint);
void face(const glm::ivec3& coord,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ,
const glm::ivec3& laxisZ,
void face(const glm::vec3& coord,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region);
void face(const glm::vec3& coord,
@ -76,14 +77,6 @@ class BlocksRenderer {
const UVRegion& region,
bool lights);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4(&lights)[4]) {
face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f));
}
void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);