#pragma once
#include <GL/glew.h>
#include <glm/detail/type_mat.hpp>
#include <glm/vec2.hpp>
#include <glm/detail/type_mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include <easylogging++.h>
#include "AssetManager.hpp"
#include "Section.hpp"
#include "World.hpp"
#include "Vector.hpp"
#include "Renderer.hpp"
struct RendererSectionData {
std::vector<glm::vec3> vertices;
std::vector<glm::vec2> uv;
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
size_t hash;
Vector sectionPos;
RendererSectionData(World *world, Vector sectionPosition);
private:
bool TestBlockExists(const std::vector<Vector> §ionsList, World *world, Vector blockPos);
void AddFacesByBlockModel(const std::vector<Vector> §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight);
void CreateVertices();
};
class RendererSection {
enum Vbos {
VERTICES = 0,
UV,
TEXTURES,
COLORS,
LIGHTS,
VBOCOUNT,
};
GLuint Vao = { 0 };
GLuint Vbo[VBOCOUNT] = { 0 };
static GLuint VboVertices, VboUvs;
size_t hash;
Vector sectionPos;
RendererSection(const RendererSection &other) = delete;
public:
RendererSection(RendererSectionData data);
RendererSection(RendererSection &&other);
~RendererSection();
void Render(RenderState &renderState);
Vector GetPosition();
size_t GetHash();
size_t numOfFaces;
friend void swap(RendererSection &lhs, RendererSection &rhs);
};