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-rw-r--r--src/graphics/RenderSection.cpp387
1 files changed, 232 insertions, 155 deletions
diff --git a/src/graphics/RenderSection.cpp b/src/graphics/RenderSection.cpp
index fec67b5..90d4329 100644
--- a/src/graphics/RenderSection.cpp
+++ b/src/graphics/RenderSection.cpp
@@ -1,103 +1,24 @@
#include <graphics/RenderSection.hpp>
+#include <thread>
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,
+ 0, 0, 0,
+ 1, 0, 1,
+ 1, 0, 0,
+
+ 0, 0, 0,
+ 0, 0, 1,
+ 1, 0, 1,
};
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) {
@@ -122,7 +43,6 @@ 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);
@@ -139,16 +59,21 @@ RenderSection::RenderSection(World *world, Vector position) : sectionPosition(po
<< ") for ordinary blocks";
}
- glGenBuffers(1, &VboBlocks);
- if (refCounterVbo.find(VboBlocks) == refCounterVbo.end())
- refCounterVbo[VboBlocks] = 0;
- refCounterVbo[VboBlocks]++;
+ 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]++;
+
glGenVertexArrays(1, &Vao);
if (refCounterVao.find(Vao) == refCounterVao.end())
refCounterVao[Vao] = 0;
@@ -157,125 +82,277 @@ RenderSection::RenderSection(World *world, Vector position) : sectionPosition(po
glBindVertexArray(Vao);
{
//Cube vertices
+ GLuint VertAttribPos = 0;
glBindBuffer(GL_ARRAY_BUFFER, VboVertices);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(0);
+ glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
+ glEnableVertexAttribArray(VertAttribPos);
//Cube UVs
+ GLuint UvAttribPos = 2;
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);
+ 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(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);
+ 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);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(0);
- UpdateState();
glCheckError();
}
RenderSection::~RenderSection() {
- refCounterVbo[VboBlocks]--;
+ refCounterVbo[VboTextures]--;
refCounterVbo[VboModels]--;
+ refCounterVbo[VboColors]--;
refCounterVao[Vao]--;
- if (refCounterVbo[VboBlocks] <= 0)
- glDeleteBuffers(1, &VboBlocks);
+ if (refCounterVbo[VboTextures] <= 0)
+ glDeleteBuffers(1, &VboTextures);
+
if (refCounterVbo[VboModels] <= 0)
- glDeleteBuffers(1, &VboBlocks);
+ glDeleteBuffers(1, &VboTextures);
+ if (refCounterVbo[VboColors] <= 0)
+ glDeleteBuffers(1, &VboColors);
+
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;
+void RenderSection::UpdateState(const std::map<BlockTextureId, glm::vec4> &textureAtlas) {
+ Section &section = world->GetSection(sectionPosition);
+ models.clear();
+ textures.clear();
+ colors.clear();
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));
+ Vector blockPos = Vector(x, y, z) + (sectionPosition * 16);
+ Block &block = world->GetBlock(blockPos);
if (block.id == 0)
continue;
+ auto checkBlockVisibility = [&](Vector block) -> bool {
+ return section.GetBlock(block).id == 0 ||
+ section.GetBlock(block).id == 31 ||
+ section.GetBlock(block).id == 18;
+ };
+
unsigned char isVisible = 0;
if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) {
- isVisible = 0;
+ isVisible = 0b1111'1111; //All faces is visible
} 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;
+ isVisible |= checkBlockVisibility(Vector(x - 1, y, z)) << 0;
+ isVisible |= checkBlockVisibility(Vector(x + 1, y, z)) << 1;
+ isVisible |= checkBlockVisibility(Vector(x, y + 1, z)) << 2;
+ isVisible |= checkBlockVisibility(Vector(x, y - 1, z)) << 3;
+ isVisible |= checkBlockVisibility(Vector(x, y, z - 1)) << 4;
+ isVisible |= checkBlockVisibility(Vector(x, y, z + 1)) << 5;
}
- if (isVisible == 0x3F)
+
+ if (isVisible == 0x00)
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);
+ glm::mat4 transform;
+ transform = glm::translate(transform, glm::vec3(sectionPosition.GetX() * 16,
+ sectionPosition.GetY() * 16,
+ sectionPosition.GetZ() * 16));
+ 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);
+ }
+ 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);
+ }
+ 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);
+ }
+ 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);
+ }
+ 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);
+ }
+ 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);
+ }
+ 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);
+ }
}
}
}
- glBindBuffer(GL_ARRAY_BUFFER, VboBlocks);
- glBufferData(GL_ARRAY_BUFFER, blocks.size() * sizeof(glm::vec2), blocks.data(), GL_DYNAMIC_DRAW);
+ numOfFaces = textures.size();
+ hash = section.GetHash();
+}
- glBindBuffer(GL_ARRAY_BUFFER, VboModels);
- glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW);
+void RenderSection::Render(RenderState &state) {
+ if (!isEnabled) {
+ return;
+ }
+ if (!models.empty()) {
+ glBindBuffer(GL_ARRAY_BUFFER, VboTextures);
+ glBufferData(GL_ARRAY_BUFFER, textures.size() * sizeof(glm::vec4), textures.data(), GL_DYNAMIC_DRAW);
+ textures.clear();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, VboModels);
+ glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW);
+ models.clear();
- numOfBlocks = blocks.size();
-}
+ glBindBuffer(GL_ARRAY_BUFFER, VboColors);
+ glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW);
+ colors.clear();
-void RenderSection::Render(RenderState &state) {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
state.SetActiveVao(Vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 36, numOfBlocks);
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces);
glCheckError();
}
Section *RenderSection::GetSection() {
- return &world->sections.find(sectionPosition)->second;
+ return &world->GetSection(sectionPosition);
}
RenderSection::RenderSection(const RenderSection &other) {
this->world = other.world;
this->VboModels = other.VboModels;
- this->VboBlocks = other.VboBlocks;
+ this->VboTextures = other.VboTextures;
+ this->VboColors = other.VboColors;
this->sectionPosition = other.sectionPosition;
this->Vao = other.Vao;
- this->numOfBlocks = other.numOfBlocks;
+ this->numOfFaces = other.numOfFaces;
+ this->models = other.models;
+ this->textures = other.textures;
+ this->colors = other.colors;
+ this->hash = other.hash;
- refCounterVbo[VboBlocks]++;
+ refCounterVbo[VboTextures]++;
refCounterVbo[VboModels]++;
+ refCounterVbo[VboColors]++;
refCounterVao[Vao]++;
}
+
+void RenderSection::SetEnabled(bool isEnabled) {
+ this->isEnabled = isEnabled;
+}
+
+bool RenderSection::IsNeedUpdate() {
+ size_t currentHash = world->GetSection(sectionPosition).GetHash();
+ bool isNeedUpdate = currentHash != hash;
+ return isNeedUpdate;
+} \ No newline at end of file