diff options
Diffstat (limited to 'src/block.h')
| -rw-r--r-- | src/block.h | 37 |
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); |
