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blocks.cpp
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#include "blocks.h"
Chunk::Chunk(Shader* shaderProgram)
{
this->generateTexture(shaderProgram);
}
void Chunk::draw()
{
size_t size = VAOlist.size();
//this->textureList[this->VAOlist[size - 1]->blockType]->Bind();
VAOlist[size - 1]->Bind();
// Draw primitives, number of indices, datatype of indices, index of indices
glDrawElements(GL_TRIANGLES, INDICES_SIZE, GL_UNSIGNED_INT, 0);
}
void Chunk::VAO_push(VAO* VAO1)
{
this->VAOlist.push_back(VAO1);
}
void Chunk::texture_push(Texture* texture)
{
this->textureList.push_back(texture);
}
void Chunk::generateTexture(Shader* shaderProg)
{
Texture* texture = nullptr;
unsigned int i = 0;
std::string name = "tex";
for (i = 0; i < BLOCKS_SIZE; i++)
{
// Initialize texture
texture = new Texture(("textures/" + std::to_string(i) + ".jpg").c_str(), GL_TEXTURE_2D, GL_TEXTURE0, GL_RGBA, GL_UNSIGNED_BYTE);
texture->texUnit(*shaderProg, ("tex" + std::to_string(i)).c_str(), 0);
texture_push(texture);
}
}
void Chunk::print_block(glm::vec3 position, GLfloat size, block_T type)
{
GLfloat* vertices = new GLfloat[VERTICES_SIZE]
{ // COORDINATES / COLORS / TexCoord //
// Left square
position.x, position.y, position.z, 1.0f, 0.0f, 0.0f, 1.f, 0.f, -1.f, 0.f, 0.f, // Lower left front corner (0)
position.x, position.y, position.z - size, 1.0f, 0.0f, 0.0f, 0.f, 0.f, -1.f, 0.f, 0.f, // Lower left back corner (1)
position.x, position.y + size, position.z - size, 0.0f, 1.0f, 0.0f, 0.f, 1.f, -1.f, 0.f, 0.f, // Upper left back corner (2)
position.x, position.y + size, position.z, 0.0f, 1.0f, 0.0f, 1.f, 1.f, -1.f, 0.f, 0.f, // Upper left front corner (3)
// Front square
position.x, position.y + size, position.z, 0.0f, 1.0f, 0.0f, 0.f, 1.f, 0.f, 0.f, 1.f, // Upper left front corner (4)
position.x + size, position.y + size, position.z, 0.0f, 0.0f, 1.0f, 1.f, 1.f, 0.f, 0.f, 1.f, // Upper right front corner (5)
position.x + size, position.y, position.z, 1.0f, 1.0f, 1.0f, 1.f, 0.f, 0.f, 0.f, 1.f, // Lower right front corner (6)
position.x, position.y, position.z, 1.0f, 0.0f, 0.0f, 0.f, 0.f, 0.f, 0.f, 1.f, // Lower left front corner (7)
// Right square
position.x + size, position.y + size, position.z, 0.0f, 0.0f, 1.0f, 0.f, 1.0f, 1.f, 0.f, 0.f, // Upper right front corner (8)
position.x + size, position.y, position.z, 1.0f, 1.0f, 1.0f, 0.f, 0.f, 1.f, 0.f, 0.f, // Lower right front corner (9)
position.x + size, position.y, position.z - size, 1.0f, 1.0f, 1.0f, 1.f, 0.f, 1.f, 0.f, 0.f, // Lower right back corner (10)
position.x + size, position.y + size, position.z - size, 0.0f, 0.0f, 1.0f, 1.f, 1.f, 1.f, 0.f, 0.f, // Upper right back corner (11)
// Bottom square
position.x, position.y, position.z, 1.0f, 0.0f, 0.0f, 1.f, 0.f, 0.f, -1.f, .0f, // Lower left front corner (12)
position.x, position.y, position.z - size, 1.0f, 0.0f, 0.0f, 1.f, 1.f, 0.f, -1.f, .0f, // Lower left back corner (13)
position.x + size, position.y, position.z - size, 1.0f, 1.0f, 1.0f, 0.f, 1.f, 0.f, -1.f, .0f, // Lower right back corner (14)
position.x + size, position.y, position.z, 1.0f, 1.0f, 1.0f, 0.f, 0.f, 0.f, -1.f, .0f, // Lower right front corner (15)
// Upper square
position.x, position.y + size, position.z - size, 0.0f, 1.0f, 0.0f, 0.f, 1.f, 0.f, 1.f, .0f, // Upper left back corner (16)
position.x, position.y + size, position.z, 0.0f, 1.0f, 0.0f, 0.f, 0.f, 0.f, 1.f, .0f, // Upper left front corner (17)
position.x + size, position.y + size, position.z, 0.0f, 0.0f, 1.0f, 1.f, 0.f, 0.f, 1.f, .0f, // Upper right front corner (18)
position.x + size, position.y + size, position.z - size, 0.0f, 0.0f, 1.0f, 1.f, 1.f, 0.f, 1.f, .0f, // Upper right back corner (19)
// Back square
position.x, position.y, position.z - size, 1.0f, 0.0f, 0.0f, 1.f, 0.f, 0.f, 0.f, -1.f, // Lower left back corner (20)
position.x, position.y + size, position.z - size, 0.0f, 1.0f, 0.0f, 1.f, 1.f, 0.f, 0.f, -1.f, // Upper left back corner (21)
position.x + size, position.y + size, position.z - size, 0.0f, 0.0f, 1.0f, 0.f, 1.f, 0.f, 0.f, -1.f, // Upper right back corner (22)
position.x + size, position.y, position.z - size, 1.0f, 1.0f, 1.0f, 0.f, 0.f, 0.f, 0.f, -1.f // Lower right back corner (23)
};
GLuint* indices = new GLuint[INDICES_SIZE]
{
0, 1, 2,
0, 3, 2,
4, 5, 6,
4, 7, 6,
8, 9, 10,
8, 11, 10,
12, 13, 14,
12, 15, 14,
16, 17, 18,
16, 19, 18,
20, 21, 22,
20, 23, 22
};
VAO* VAO1 = new VAO();
VAO1->Bind();
VBO* VBO1 = new VBO(vertices, VERTICES_SIZE * sizeof(float));
EBO* EBO1 = new EBO(indices, INDICES_SIZE * sizeof(unsigned int));
// Links VBO attributes such as coordinates and colors to VAO
VAO1->LinkAttrib(*(VBO1), 0, 3, GL_FLOAT, 11 * sizeof(float), (void*)0);
VAO1->LinkAttrib(*(VBO1), 1, 3, GL_FLOAT, 11 * sizeof(float), (void*)(3 * sizeof(float)));
VAO1->LinkAttrib(*(VBO1), 2, 2, GL_FLOAT, 11 * sizeof(float), (void*)(6 * sizeof(float)));
VAO1->LinkAttrib(*(VBO1), 3, 3, GL_FLOAT, 11 * sizeof(float), (void*)(8 * sizeof(float)));
// Prevent from accidentally modifying these values
VAO1->Unbind();
VBO1->Unbind();
EBO1->Unbind();
VAO1->blockType = type;
VAO1->position = position;
this->textureList[type]->Bind();
this->VAO_push(VAO1);
this->draw();
}
void Chunk::print_chunk()
{
unsigned int i = 0;
size_t size = this->VAOlist.size();
for (i = 0; i < size; i++)
{
this->textureList[this->VAOlist[i]->blockType]->Bind();
VAOlist[i]->Bind();
// Draw primitives, number of indices, datatype of indices, index of indices
glDrawElements(GL_TRIANGLES, INDICES_SIZE, GL_UNSIGNED_INT, 0);
}
}
bool Chunk::collision(glm::vec3 position)
{
bool flag = false;
unsigned int i = 0;
size_t size = this->VAOlist.size();
GLfloat cubeSize = .05f;
GLfloat x = 0.f;
GLfloat y = 0.f;
GLfloat y2 = 0.f;
GLfloat z = 0.f;
GLfloat distance = 0;
for (i = 0; i < size && !flag; i++)
{
x = fmax(this->VAOlist[i]->position.x, fmin(position.x, this->VAOlist[i]->position.x + cubeSize));
y = fmax(this->VAOlist[i]->position.y, fmin(position.y, this->VAOlist[i]->position.y + cubeSize));
z = fmax(this->VAOlist[i]->position.z, fmin(position.z, this->VAOlist[i]->position.z + cubeSize));
y2 = fmax(this->VAOlist[i]->position.y, fmin(position.y - cubeSize, this->VAOlist[i]->position.y + cubeSize));
// Check if camera and block are colliding
if (sqrt((x - position.x) * (x - position.x) + (y - position.y) * (y - position.y) + (z - position.z) * (z - position.z)) < .045f
|| sqrt((x - position.x) * (x - position.x) + (y2 - (position.y - cubeSize)) * (y2 - (position.y - cubeSize)) + (z - position.z) * (z - position.z)) < .045f)
{
flag = true;
}
}
return flag;
}
Chunk::~Chunk() { }