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-rw-r--r--src/block.h37
1 files changed, 6 insertions, 31 deletions
diff --git a/src/block.h b/src/block.h
index ad81c47..d8e75d7 100644
--- a/src/block.h
+++ b/src/block.h
@@ -1,38 +1,13 @@
#pragma once
-#include "cglm/types.h"
-#include "glad/glad.h"
-#include "shader.h"
-#include "texture.h"
+enum BLOCK_ID {
+ BLOCK_GRASS,
+};
struct block {
- vec3 coords;
- GLuint _vao;
- GLuint _vbo;
- GLuint _ebo;
- GLuint _tbo;
- int _vertex_count;
- mat4 model;
- float angle;
+ enum BLOCK_ID block_id;
};
/**
- * Create a "block" object, which is the building blocks of this world.
- * Blocks belong in chunks, and chunks belong in worlds. vec3 pos here is the coordinates of the block in WORLD space.
- * However, a common method to render these blocks will be that the chunk will set the coordinates in "chunk space", and
- * on a chunk_load, we will translate the blocks to wherever the chunk is loaded
- *
- *
- */
-int block_init(vec3 pos, struct block* blk);
-int block_draw(struct block* blk, struct shader* shader, struct texture* texture);
-void block_debug(struct block* blk);
-void block_update(struct block* blk);
-
-/**
- * Remove GPU related data of a block. This is usually called by chunk_unload
+ * A block struct defines what kind of block we will be rendering. It's the metadata of the block array in a chunk
*
*/
-void block_unload(struct block* blk);
-/**
- * Load GPU data of a block
- */
-void block_load_gpu(struct block* blk);
+int block_init(struct block* blk, enum BLOCK_ID block_id);