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-rw-r--r--RenderSection.cpp281
1 files changed, 0 insertions, 281 deletions
diff --git a/RenderSection.cpp b/RenderSection.cpp
deleted file mode 100644
index fec67b5..0000000
--- a/RenderSection.cpp
+++ /dev/null
@@ -1,281 +0,0 @@
-#include <graphics/RenderSection.hpp>
-
-const GLfloat vertices[] = {
- //Z+ edge
- -0.5f, 0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
-
- //Z- edge
- -0.5f, -0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
-
- //X+ edge
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
-
- //X- edge
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
-
- //Y+ edge
- 0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, 0.5f,
-
- //Y- edge
- -0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
-};
-
-const GLfloat uv_coords[] = {
- //Z+
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
-
- //Z-
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 0.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f,
-
- //X+
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 0.0f, 1.0f,
- 0.0f, 1.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
-
- //X-
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
-
- //Y+
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
-
- //Y-
- 1.0f, 0.0f,
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f,
- 1.0f, 0.0f,
-};
-
-void RenderState::SetActiveVao(GLuint Vao) {
- if (Vao != ActiveVao) {
- glBindVertexArray(Vao);
- ActiveVao = Vao;
- }
-}
-
-void RenderState::SetActiveShader(GLuint Shader) {
- if (Shader != ActiveShader) {
- glUseProgram(Shader);
- ActiveShader = Shader;
- }
-}
-
-const GLuint magicUniqueConstant = 88375;
-GLuint RenderSection::VboVertices = magicUniqueConstant;
-GLuint RenderSection::VboUvs = magicUniqueConstant;
-std::map<GLuint, int> RenderSection::refCounterVbo;
-std::map<GLuint, int> RenderSection::refCounterVao;
-
-
-RenderSection::RenderSection(World *world, Vector position) : sectionPosition(position), world(world) {
-
- 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 ordinary blocks";
- }
-
- glGenBuffers(1, &VboBlocks);
- if (refCounterVbo.find(VboBlocks) == refCounterVbo.end())
- refCounterVbo[VboBlocks] = 0;
- refCounterVbo[VboBlocks]++;
-
- glGenBuffers(1, &VboModels);
- if (refCounterVbo.find(VboModels) == refCounterVbo.end())
- refCounterVbo[VboModels] = 0;
- refCounterVbo[VboModels]++;
-
- glGenVertexArrays(1, &Vao);
- if (refCounterVao.find(Vao) == refCounterVao.end())
- refCounterVao[Vao] = 0;
- refCounterVao[Vao]++;
-
- glBindVertexArray(Vao);
- {
- //Cube vertices
- glBindBuffer(GL_ARRAY_BUFFER, VboVertices);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(0);
-
- //Cube UVs
- glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(2);
-
- //Blocks ids
- glBindBuffer(GL_ARRAY_BUFFER, VboBlocks);
- glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(7);
- glVertexAttribDivisor(7, 1);
- glCheckError();
-
- //Blocks models
- size_t sizeOfMat4 = 4 * 4 * sizeof(GLfloat);
- glBindBuffer(GL_ARRAY_BUFFER, VboModels);
- glVertexAttribPointer(8 + 0, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, nullptr);
- glVertexAttribPointer(8 + 1, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (1 * 4 * sizeof(GLfloat)));
- glVertexAttribPointer(8 + 2, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (2 * 4 * sizeof(GLfloat)));
- glVertexAttribPointer(8 + 3, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (3 * 4 * sizeof(GLfloat)));
- glEnableVertexAttribArray(8 + 0);
- glEnableVertexAttribArray(8 + 1);
- glEnableVertexAttribArray(8 + 2);
- glEnableVertexAttribArray(8 + 3);
- glVertexAttribDivisor(8 + 0, 1);
- glVertexAttribDivisor(8 + 1, 1);
- glVertexAttribDivisor(8 + 2, 1);
- glVertexAttribDivisor(8 + 3, 1);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- glBindVertexArray(0);
- UpdateState();
- glCheckError();
-}
-
-RenderSection::~RenderSection() {
- refCounterVbo[VboBlocks]--;
- refCounterVbo[VboModels]--;
- refCounterVao[Vao]--;
- if (refCounterVbo[VboBlocks] <= 0)
- glDeleteBuffers(1, &VboBlocks);
- if (refCounterVbo[VboModels] <= 0)
- glDeleteBuffers(1, &VboBlocks);
- if (refCounterVao[Vao] <= 0)
- glDeleteVertexArrays(1, &Vao);
-}
-
-void RenderSection::UpdateState() {
- Section *section = &world->sections.find(sectionPosition)->second;
- std::vector<glm::mat4> models;
- std::vector<glm::vec2> blocks;
- 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;
-
- unsigned char isVisible = 0;
- if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) {
- isVisible = 0;
- } else {
- isVisible |= (section->GetBlock(Vector(x + 1, y, z)).id != 0) << 0;
- isVisible |= (section->GetBlock(Vector(x - 1, y, z)).id != 0) << 1;
- isVisible |= (section->GetBlock(Vector(x, y + 1, z)).id != 0) << 2;
- isVisible |= (section->GetBlock(Vector(x, y - 1, z)).id != 0) << 3;
- isVisible |= (section->GetBlock(Vector(x, y, z + 1)).id != 0) << 4;
- isVisible |= (section->GetBlock(Vector(x, y, z - 1)).id != 0) << 5;
- }
- if (isVisible == 0x3F)
- continue;
-
- glm::vec2 data(block.id, block.state);
- blocks.push_back(data);
- glm::mat4 model;
- model = glm::translate(model, glm::vec3(section->GetPosition().GetX() * 16,
- section->GetPosition().GetY() * 16,
- section->GetPosition().GetZ() * 16));
- model = glm::translate(model, glm::vec3(x, y, z));
- double size = 0.999;
- model = glm::scale(model, glm::vec3(size, size, size));
- models.push_back(model);
- }
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, VboBlocks);
- glBufferData(GL_ARRAY_BUFFER, blocks.size() * sizeof(glm::vec2), blocks.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, VboModels);
- glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- numOfBlocks = blocks.size();
-}
-
-void RenderSection::Render(RenderState &state) {
- state.SetActiveVao(Vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 36, numOfBlocks);
- glCheckError();
-}
-
-Section *RenderSection::GetSection() {
- return &world->sections.find(sectionPosition)->second;
-}
-
-RenderSection::RenderSection(const RenderSection &other) {
- this->world = other.world;
- this->VboModels = other.VboModels;
- this->VboBlocks = other.VboBlocks;
- this->sectionPosition = other.sectionPosition;
- this->Vao = other.Vao;
- this->numOfBlocks = other.numOfBlocks;
-
- refCounterVbo[VboBlocks]++;
- refCounterVbo[VboModels]++;
- refCounterVao[Vao]++;
-}