37 lines
1.5 KiB
C++
37 lines
1.5 KiB
C++
#pragma once
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#include "../render/buffer/Abstract.hpp"
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#include "../data/geometry/Frustum.hpp"
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#include "../data/geometry/Faces.hpp"
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#include "../world/forward.h"
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/// Mesh creation
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namespace contouring {
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/// Generating mesh from world data
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class Abstract {
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public:
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Abstract() { }
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virtual ~Abstract() { }
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/// Each frame ping.
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/// Mostly used for cleanup and to flush buffers data using main thread
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virtual void update(const voxel_pos &pos, const world::area_map &areas) = 0;
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/// Chunk data change
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/// @param offset priority position offset
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virtual void onUpdate(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data, geometry::Faces neighbors) = 0;
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/// Chunk existante ping
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/// @note notify for chunks entering view while moving
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virtual void onNotify(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data) = 0;
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/// Display ImGui config
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virtual void onGui() = 0;
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/// Get options
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virtual std::string getOptions() const = 0;
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// Get camera recommended far range
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virtual std::pair<float, float> getFarRange() const = 0;
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/// Get buffers in frustum with model matrices
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/// @note buffers invalidated after update
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virtual void getModels(std::vector<std::pair<glm::mat4, buffer::Abstract *const>> &buffers, const std::optional<geometry::Frustum>& frustum, const glm::llvec3& offset, int density) = 0;
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};
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} |