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#pragma once
#include <vector>
#include <glm/mat4x4.hpp>
#include "Vector.hpp"
#include "Section.hpp"
#include "AssetManager.hpp"
class World;
struct BlockLightness {
unsigned char face[FaceDirection::none] = { 0,0,0,0,0,0 };
};
struct SectionsData {
Section section;
Section west;
Section east;
Section top;
Section bottom;
Section north;
Section south;
BlockId GetBlockId(const Vector &pos) const;
BlockLightness GetLight(const Vector &pos) const;
BlockLightness GetSkyLight(const Vector &pos) const;
};
struct RendererSectionData {
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<float> textureLayers;
std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
size_t hash = 0;
Vector sectionPos;
bool forced = false;
};
RendererSectionData ParseSection(const SectionsData §ions);
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