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-rw-r--r--src/chunk.h27
1 files changed, 24 insertions, 3 deletions
diff --git a/src/chunk.h b/src/chunk.h
index d49ba80..12fa111 100644
--- a/src/chunk.h
+++ b/src/chunk.h
@@ -1,8 +1,11 @@
#pragma once
#include "block.h"
+#include "cglm/types.h"
+#include "shader.h"
#include "texture.h"
#include "world.h"
#include <stdint.h>
+#include <junk/vector.h>
#define CHUNK_WIDTH 16
#define CHUNK_LENGTH 16
#define CHUNK_HEIGHT 128
@@ -17,11 +20,21 @@ enum biome {
// World.c compiles -> includes world.h -> first line is include chunk.h -> struct world
// is used here, which messes it up. Forward declare to avoid errors
struct world;
+/**
+ * A chunk is the "basic" rendering unit used - it will allocate buffers for all blocks in a chunk, hide covered faces of blocks, generate a chunk mesh and dispatch that buffer data to the GPU
+ *
+ */
struct chunk {
struct block* blocks[CHUNK_WIDTH][CHUNK_LENGTH][CHUNK_HEIGHT];
+ GLuint _vao;
+ GLuint _vbo;
+ GLuint _ebo;
+ int vertex_count;
+ mat4 model;
enum biome biome;
vec2 coord;
int loaded;
+ int dirty;
};
/**
@@ -35,19 +48,27 @@ int chunk_gen(struct world* wld, vec2 coord, struct chunk** chunk);
* it's local coordinate system. We want to load this particular chunk to a
* location in WORLD coordinates, which is what coord is. This vec2 will be
* used to translate the blocks that constitute the chunk
+ *
+ * The chunk will allocate a VAO/VBO/EBO buffer to render the chunk mesh. This GPU data is usually not updated in the loop, unless a chunk_update is called
* @param chunk Chunk to load
* @param coord coordinates in world space
*/
void chunk_load(struct chunk* chunk, int coord[2]);
/**
- * Unload a chunk. Delete block GPU and memory data, not the chunk data itself
+ * Chunk updates are performed on already loaded chunks. It will redraw the
+ * chunk mesh as needed based on block updates and whatnot.
+ * @param chunk Chunk to load
+ * @param coord coordinates in world space
+ */
+void chunk_update(struct chunk* chunk);
+/**
+ * Unload a chunk. Delete GPU and memory data, not the chunk data itself
*
* @param chunk Chunk to load
*/
void chunk_unload(struct chunk* chunk);
/*
- * Similar to block_draw, this dispatches calls to OpenGL to draw the chunk.
- * Technically this wraps block_draw, so block_draw is the one doing all the work
+ * This dispatches calls to OpenGL to draw the chunk.
* @param chunk Chunk to draw
* @param shader Shader to pass to block_draw
* @param texture Textures that block_draw will use