#include "RendererSection.hpp"
#include <thread>
const GLfloat vertices[] = {
0, 0, 0,
1, 0, 1,
1, 0, 0,
0, 0, 0,
0, 0, 1,
1, 0, 1,
};
const GLfloat uv_coords[] = {
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
};
const GLuint magicUniqueConstant = 88375;
GLuint RendererSection::VboVertices = magicUniqueConstant;
GLuint RendererSection::VboUvs = magicUniqueConstant;
std::map<GLuint, int> RendererSection::refCounterVbo;
std::map<GLuint, int> RendererSection::refCounterVao;
RendererSection::~RendererSection() {
refCounterVbo[VboTextures]--;
refCounterVbo[VboModels]--;
refCounterVbo[VboColors]--;
refCounterVbo[VboLights]--;
refCounterVao[Vao]--;
if (refCounterVbo[VboTextures] <= 0)
glDeleteBuffers(1, &VboTextures);
if (refCounterVbo[VboModels] <= 0)
glDeleteBuffers(1, &VboTextures);
if (refCounterVbo[VboColors] <= 0)
glDeleteBuffers(1, &VboColors);
if (refCounterVbo[VboLights] <= 0)
glDeleteBuffers(1, &VboLights);
if (refCounterVao[Vao] <= 0)
glDeleteVertexArrays(1, &Vao);
}
void RendererSection::Render(RenderState &renderState) {
renderState.SetActiveVao(Vao);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces);
glCheckError();
}
Vector RendererSection::GetPosition()
{
return sectionPos;
}
size_t RendererSection::GetHash()
{
return hash;
}
RendererSection::RendererSection(RendererSectionData data) {
if (VboVertices == magicUniqueConstant) {
glGenBuffers(1, &VboVertices);
glGenBuffers(1, &VboUvs);
//Cube vertices
glBindBuffer(GL_ARRAY_BUFFER, VboVertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//Cube UVs
glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW);
LOG(INFO) << "Created VBOs with vertices (" << VboVertices << ") and UVs (" << VboUvs
<< ") for faces";
}
glGenBuffers(1, &VboTextures);
if (refCounterVbo.find(VboTextures) == refCounterVbo.end())
refCounterVbo[VboTextures] = 0;
refCounterVbo[VboTextures]++;
glGenBuffers(1, &VboModels);
if (refCounterVbo.find(VboModels) == refCounterVbo.end())
refCounterVbo[VboModels] = 0;
refCounterVbo[VboModels]++;
glGenBuffers(1, &VboColors);
if (refCounterVbo.find(VboColors) == refCounterVbo.end())
refCounterVbo[VboColors] = 0;
refCounterVbo[VboColors]++;
glGenBuffers(1, &VboLights);
if (refCounterVbo.find(VboLights) == refCounterVbo.end())
refCounterVbo[VboLights] = 0;
refCounterVbo[VboLights]++;
glGenVertexArrays(1, &Vao);
if (refCounterVao.find(Vao) == refCounterVao.end())
refCounterVao[Vao] = 0;
refCounterVao[Vao]++;
glBindVertexArray(Vao);
{
//Cube vertices
GLuint VertAttribPos = 0;
glBindBuffer(GL_ARRAY_BUFFER, VboVertices);
glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(VertAttribPos);
//Cube UVs
GLuint UvAttribPos = 2;
glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(UvAttribPos);
//Textures
GLuint textureAttribPos = 7;
glBindBuffer(GL_ARRAY_BUFFER, VboTextures);
glVertexAttribPointer(textureAttribPos, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(textureAttribPos);
glVertexAttribDivisor(textureAttribPos, 1);
glCheckError();
//Blocks models
GLuint matAttribPos = 8;
size_t sizeOfMat4 = 4 * 4 * sizeof(GLfloat);
glBindBuffer(GL_ARRAY_BUFFER, VboModels);
glVertexAttribPointer(matAttribPos + 0, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, nullptr);
glVertexAttribPointer(matAttribPos + 1, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *)(1 * 4 * sizeof(GLfloat)));
glVertexAttribPointer(matAttribPos + 2, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *)(2 * 4 * sizeof(GLfloat)));
glVertexAttribPointer(matAttribPos + 3, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *)(3 * 4 * sizeof(GLfloat)));
glEnableVertexAttribArray(matAttribPos + 0);
glEnableVertexAttribArray(matAttribPos + 1);
glEnableVertexAttribArray(matAttribPos + 2);
glEnableVertexAttribArray(matAttribPos + 3);
glVertexAttribDivisor(matAttribPos + 0, 1);
glVertexAttribDivisor(matAttribPos + 1, 1);
glVertexAttribDivisor(matAttribPos + 2, 1);
glVertexAttribDivisor(matAttribPos + 3, 1);
//Color
GLuint colorAttribPos = 12;
glBindBuffer(GL_ARRAY_BUFFER, VboColors);
glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(colorAttribPos);
glVertexAttribDivisor(colorAttribPos, 1);
//Light
GLuint lightAttribPos = 13;
glBindBuffer(GL_ARRAY_BUFFER, VboLights);
glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(lightAttribPos);
glVertexAttribDivisor(lightAttribPos, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(0);
glCheckError();
//Upload data to VRAM
glBindBuffer(GL_ARRAY_BUFFER, VboTextures);
glBufferData(GL_ARRAY_BUFFER, data.textures.size() * sizeof(glm::vec4), data.textures.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VboModels);
glBufferData(GL_ARRAY_BUFFER, data.models.size() * sizeof(glm::mat4), data.models.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VboColors);
glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VboLights);
glBufferData(GL_ARRAY_BUFFER, data.lights.size() * sizeof(glm::vec2), data.lights.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
numOfFaces = data.textures.size();
sectionPos = data.sectionPos;
hash = data.hash;
}
RendererSection::RendererSection(const RendererSection &other) {
this->VboModels = other.VboModels;
this->VboTextures = other.VboTextures;
this->VboColors = other.VboColors;
this->VboLights = other.VboLights;
this->sectionPos = other.sectionPos;
this->Vao = other.Vao;
this->numOfFaces = other.numOfFaces;
this->hash = other.hash;
refCounterVbo[VboTextures]++;
refCounterVbo[VboModels]++;
refCounterVbo[VboColors]++;
refCounterVbo[VboLights]++;
refCounterVao[Vao]++;
}
RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) {
const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes();
const Section §ion = world->GetSection(sectionPosition);
auto sectionsList = world->GetSectionsList();
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
Block block = section.GetBlock(Vector(x, y, z));
if (block.id == 0)
continue;
auto testBlockNonExist = [&](Vector block) -> bool {
Vector offset;
if (block.x == -1) {
offset = Vector(-1, 0, 0);
block.x = 15;
} else if (block.x == 16) {
offset = Vector(1, 0, 0);
block.x = 0;
} else if (block.y == -1) {
offset = Vector(0, -1, 0);
block.y = 15;
} else if (block.y == 16) {
offset = Vector(0, 1, 0);
block.y = 0;
} else if (block.z == -1) {
offset = Vector(0, 0, -1);
block.z = 15;
} else if (block.z == 16) {
offset = Vector(0, 0, 1);
block.z = 0;
}
if (offset != Vector(0, 0, 0)) {
if (std::find(sectionsList.begin(), sectionsList.end(), sectionPosition + offset) == sectionsList.end())
return true;
const Section& blockSection = world->GetSection(sectionPosition + offset);
return blockSection.GetBlock(block).id == 0 || blockSection.GetBlock(block).id == 31 || blockSection.GetBlock(block).id == 18;
}
return section.GetBlock(block).id == 0 || section.GetBlock(block).id == 31 || section.GetBlock(block).id == 18;
};
unsigned char isVisible = 0;
isVisible |= testBlockNonExist(Vector(x - 1, y, z)) << 0;
isVisible |= testBlockNonExist(Vector(x + 1, y, z)) << 1;
isVisible |= testBlockNonExist(Vector(x, y + 1, z)) << 2;
isVisible |= testBlockNonExist(Vector(x, y - 1, z)) << 3;
isVisible |= testBlockNonExist(Vector(x, y, z - 1)) << 4;
isVisible |= testBlockNonExist(Vector(x, y, z + 1)) << 5;
if (isVisible == 0x00)
continue;
glm::mat4 transform;
transform = glm::translate(transform, glm::vec3(sectionPosition * 16u));
transform = glm::translate(transform, glm::vec3(x, y, z));
glm::vec3 biomeColor(0.275, 0.63, 0.1);
glm::vec3 color(0.0f, 0.0f, 0.0f);
if (block.id == 31 || block.id == 18)
color = biomeColor;
if (block.id == 31) { //X-cross like blocks rendering
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 2));
for (int i = 0; i < 4; i++) {
textures.push_back(texture->second);
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0.15f, 0, 0.15f));
faceTransform = glm::scale(faceTransform, glm::vec3(1.0f, 0.9f, 1.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(45.0f), glm::vec3(1.0f, 0.0f, 0));
for (int i = 0; i < 4; i++) {
models.push_back(faceTransform);
faceTransform = glm::translate(faceTransform, glm::vec3(0.0f, 0.0f, 0.5f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0.0f, 0.0f, -0.5f));
}
continue;
}
if (isVisible >> 0 & 0x1) { //east side of block (X+)
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 2));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
if (isVisible >> 1 & 0x1) { //west side X-
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(1, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 3));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
if (isVisible >> 2 & 0x1) { //Top side Y+
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 1, 0));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 1));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
if (block.id != 2)
colors.push_back(color);
else
colors.push_back(biomeColor);
lights.push_back(glm::vec2(block.light, block.sky));
}
if (isVisible >> 3 & 0x1) { //Bottom side Y-
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0, 0));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 0));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
if (isVisible >> 4 & 0x1) { //south side Z+
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(1, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 3));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
if (isVisible >> 5 & 0x1) { //north side Z-
glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 0, 1));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1, 0, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1.0f));
models.push_back(faceTransform);
auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 4));
if (texture != textureAtlas.end())
textures.push_back(texture->second);
else
textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690,
0.0078125, 0.00442477876106194690)); //Fallback TNT texture
colors.push_back(color);
lights.push_back(glm::vec2(block.light, block.sky));
}
}
}
}
hash = section.GetHash();
sectionPos = sectionPosition;
textures.shrink_to_fit();
models.shrink_to_fit();
colors.shrink_to_fit();
/*for (auto& it : lights) {
it.x = 8;
it.y = 16;
}*/
}