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blockrenderer.h
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blockrenderer.h
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#ifndef BLOCKRENDERER_H
#define BLOCKRENDERER_H
#include <memory>
#include "terrain.h"
#include "chunk.h"
class BlockRenderer
{
public:
virtual ~BlockRenderer() {}
virtual void renderSpecialBlock(const BLOCK_WDATA block, GLFix x, GLFix y, GLFix z, Chunk &c) = 0;
virtual void geometryNormalBlock(const BLOCK_WDATA block, const int x, const int y, const int z, const BLOCK_SIDE side, Chunk &c) = 0;
virtual bool isOpaque(const BLOCK_WDATA block) = 0; //If true, adjacent sides aren't rendered
virtual bool isObstacle(const BLOCK_WDATA block) = 0; //Whether the player can pass through
virtual bool isOriented(const BLOCK_WDATA block) = 0; //Whether its data is a BLOCK_SIDE
virtual bool isFullyOriented(const BLOCK_WDATA block) = 0; //Whether its data can be BLOCK_TOP or BLOCK_BOTTOM
virtual bool isBlockShaped(const BLOCK_WDATA block) = 0; // Whether the AABB is the full block
virtual AABB getAABB(const BLOCK_WDATA block, GLFix x, GLFix y, GLFix z) = 0;
virtual void drawPreview(const BLOCK_WDATA block, TEXTURE &dest, const int x, const int y) = 0;
static void renderNormalBlockSide(int local_x, int local_y, int local_z, const BLOCK_SIDE side, const TextureAtlasEntry &tex, Chunk &c, const COLOR color = 0);
static void renderNormalBlockSideQuad(int local_x, int local_y, int local_z, const BLOCK_SIDE side, const TextureAtlasEntry &tex, Chunk &c, const COLOR color = 0);
static void renderNormalBlockSideForceColor(int local_x, int local_y, int local_z, const BLOCK_SIDE side, const COLOR color, Chunk &c);
static void renderNormalBlockSideQuadForceColor(int local_x, int local_y, int local_z, const BLOCK_SIDE side, const COLOR color, Chunk &c);
//Doesn't render sides adjacent to other blocks of the same type, used by glass, water, leaves etc.
static void renderNormalConnectedBlockSide(const BLOCK_WDATA block, int local_x, int local_y, int local_z, const BLOCK_SIDE side, const TextureAtlasEntry &tex, const COLOR col, Chunk &c);
static void renderBillboard(int local_x, int local_y, int local_z, const TextureAtlasEntry &tex, Chunk &c);
static void drawTextureAtlasEntry(TEXTURE &src, const TextureAtlasEntry &tex, TEXTURE &dest, const int dest_x, const int dest_y);
virtual bool action(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, Chunk &c) = 0; //Invoked by e.g. a right click
virtual void tick(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) = 0; //Invoked every now-and-then
virtual void addedBlock(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) = 0; //Invoked if this block has been placed
virtual void removedBlock(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) = 0; //Invoked if this block has been removed
/* Redstone */
virtual PowerState powersSide(const BLOCK_WDATA block, BLOCK_SIDE side) = 0; //Return the power state to the block adjacent to side.
virtual const char* getName(const BLOCK_WDATA block) = 0;
};
//A proxy class which redirects calls to the appropriate BlockRenderer
class UniversalBlockRenderer : public BlockRenderer
{
public:
UniversalBlockRenderer();
virtual ~UniversalBlockRenderer();
virtual void renderSpecialBlock(const BLOCK_WDATA block, GLFix x, GLFix y, GLFix z, Chunk &c) override;
virtual void geometryNormalBlock(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, const BLOCK_SIDE side, Chunk &c) override;
virtual bool isOpaque(const BLOCK_WDATA block) override;
virtual bool isObstacle(const BLOCK_WDATA block) override;
virtual bool isOriented(const BLOCK_WDATA block) override;
virtual bool isFullyOriented(const BLOCK_WDATA block) override;
virtual bool isBlockShaped(const BLOCK_WDATA block) override;
virtual AABB getAABB(const BLOCK_WDATA block, GLFix x, GLFix y, GLFix z) override;
virtual void drawPreview(const BLOCK_WDATA block, TEXTURE &dest, const int x, const int y) override;
// Used for particles spawned on destruction
const TerrainAtlasEntry &materialTexture(const BLOCK_WDATA block);
virtual bool action(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, Chunk &c) override;
virtual void tick(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) override;
virtual void addedBlock(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) override;
virtual void removedBlock(const BLOCK_WDATA block, int local_x, int local_y, int local_z, Chunk &c) override;
virtual PowerState powersSide(const BLOCK_WDATA block, BLOCK_SIDE side) override;
virtual const char* getName(const BLOCK_WDATA block) override;
private:
std::shared_ptr<BlockRenderer> map[256];
};
class DumbBlockRenderer : public BlockRenderer
{
public:
virtual void renderSpecialBlock(const BLOCK_WDATA /*block*/, GLFix /*x*/, GLFix /*y*/, GLFix /*z*/, Chunk &/*c*/) override {}
virtual void geometryNormalBlock(const BLOCK_WDATA /*block*/, const int /*x*/, const int /*y*/, const int /*z*/, const BLOCK_SIDE /*side*/, Chunk &/*c*/) override {}
virtual bool isOpaque(const BLOCK_WDATA /*block*/) override { return true; }
virtual bool isObstacle(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isFullyOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isBlockShaped(const BLOCK_WDATA /*block*/) override { return true; }
virtual AABB getAABB(const BLOCK_WDATA block, GLFix x, GLFix y, GLFix z) override;
virtual void drawPreview(const BLOCK_WDATA /*block*/, TEXTURE &/*dest*/, const int /*x*/, const int /*y*/) override { return; }
virtual bool action(const BLOCK_WDATA /*block*/, const int /*local_x*/, const int /*local_y*/, const int /*local_z*/, Chunk &/*c*/) override { return false; }
virtual void tick(const BLOCK_WDATA /*block*/, int /*local_x*/, int /*local_y*/, int /*local_z*/, Chunk &/*c*/) override {}
virtual void addedBlock(const BLOCK_WDATA /*block*/, int /*local_x*/, int /*local_y*/, int /*local_z*/, Chunk &/*c*/) override {}
virtual void removedBlock(const BLOCK_WDATA /*block*/, int /*local_x*/, int /*local_y*/, int /*local_z*/, Chunk &/*c*/) override {}
virtual PowerState powersSide(const BLOCK_WDATA /*block*/, BLOCK_SIDE /*side*/) override { return PowerState::NotPowered; }
};
class NormalBlockRenderer : public DumbBlockRenderer
{
public:
virtual void renderSpecialBlock(const BLOCK_WDATA /*block*/, GLFix /*x*/, GLFix /*y*/, GLFix /*z*/, Chunk &/*c*/) override {};
virtual void geometryNormalBlock(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, const BLOCK_SIDE side, Chunk &c) override;
virtual bool isOpaque(const BLOCK_WDATA /*block*/) override { return true; }
virtual bool isObstacle(const BLOCK_WDATA /*block*/) override { return true; }
virtual bool isOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isFullyOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isBlockShaped(const BLOCK_WDATA /*block*/) override { return true; }
virtual void drawPreview(const BLOCK_WDATA block, TEXTURE &dest, const int dest_x, const int dest_y) override;
virtual const char* getName(const BLOCK_WDATA block) override { return block_names[getBLOCK(block)]; }
//For face-combining (see terrain.h, bottom) we need to know whether we can combine it
bool shouldRenderFaceAndItsTheSameAs(const int local_x, const int local_y, const int local_z, const BLOCK_SIDE side, Chunk &c, const BLOCK_WDATA block);
};
class OrientedBlockRenderer : public NormalBlockRenderer
{
virtual void geometryNormalBlock(const BLOCK_WDATA block, const int local_x, const int local_y, const int local_z, const BLOCK_SIDE side, Chunk &c) override;
virtual bool isOriented(const BLOCK_WDATA /*block*/) override { return true; }
virtual bool isFullyOriented(const BLOCK_WDATA /*block*/) override { return false; }
};
//As placeholder, so unknown blocks won't crash the game. Also used for air
class NullBlockRenderer : public DumbBlockRenderer
{
public:
virtual void renderSpecialBlock(const BLOCK_WDATA /*block*/, GLFix /*x*/, GLFix /*y*/, GLFix /*z*/, Chunk &/*c*/) override {};
virtual void geometryNormalBlock(const BLOCK_WDATA /*block*/, const int /*local_x*/, const int /*local_y*/, const int /*local_z*/, const BLOCK_SIDE /*side*/, Chunk &/*c*/) override {}
virtual bool isOpaque(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isObstacle(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isFullyOriented(const BLOCK_WDATA /*block*/) override { return false; }
virtual bool isBlockShaped(const BLOCK_WDATA /*block*/) override { return true; }
virtual AABB getAABB(const BLOCK_WDATA /*block*/, GLFix /*x*/, GLFix /*y*/, GLFix /*z*/) override { return {}; }
virtual void drawPreview(const BLOCK_WDATA /*block*/, TEXTURE &/*dest*/, int /*dest_x*/, int /*dest_y*/) override {}
virtual const char* getName(const BLOCK_WDATA /*block*/) override { return "NULL"; }
};
extern UniversalBlockRenderer global_block_renderer;
#endif // BLOCKRENDERER_H