diff options
Diffstat (limited to 'src/graphics/RenderSection.cpp')
-rw-r--r-- | src/graphics/RenderSection.cpp | 54 |
1 files changed, 18 insertions, 36 deletions
diff --git a/src/graphics/RenderSection.cpp b/src/graphics/RenderSection.cpp index ae072d6..b07759a 100644 --- a/src/graphics/RenderSection.cpp +++ b/src/graphics/RenderSection.cpp @@ -1,5 +1,4 @@ #include <graphics/RenderSection.hpp> -#include <thread> const GLfloat vertices[] = { 0, 0, 0, @@ -43,6 +42,7 @@ 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); @@ -138,7 +138,6 @@ RenderSection::~RenderSection() { refCounterVao[Vao]--; if (refCounterVbo[VboTextures] <= 0) glDeleteBuffers(1, &VboTextures); - if (refCounterVbo[VboModels] <= 0) glDeleteBuffers(1, &VboTextures); if (refCounterVbo[VboColors] <= 0) @@ -150,9 +149,9 @@ RenderSection::~RenderSection() { void RenderSection::UpdateState(const std::map<BlockTextureId, glm::vec4> &textureAtlas) { Section §ion = world->GetSection(sectionPosition); - models.clear(); - textures.clear(); - colors.clear(); + std::vector<glm::mat4> models; + std::vector<glm::vec4> textures; + std::vector<glm::vec3> colors; for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { for (int x = 0; x < 16; x++) { @@ -296,27 +295,24 @@ void RenderSection::UpdateState(const std::map<BlockTextureId, glm::vec4> &textu } } } - numOfFaces = textures.size(); - hash = section.GetHash(); -} -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, VboTextures); + glBufferData(GL_ARRAY_BUFFER, textures.size() * sizeof(glm::vec4), textures.data(), GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, VboModels); - glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW); - models.clear(); + glBindBuffer(GL_ARRAY_BUFFER, VboModels); + glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, VboColors); - glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW); - colors.clear(); + glBindBuffer(GL_ARRAY_BUFFER, VboColors); + glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, 0); - } + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glCheckError(); + + numOfFaces = textures.size(); +} + +void RenderSection::Render(RenderState &state) { state.SetActiveVao(Vao); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces); glCheckError(); @@ -334,23 +330,9 @@ RenderSection::RenderSection(const RenderSection &other) { this->sectionPosition = other.sectionPosition; this->Vao = other.Vao; this->numOfFaces = other.numOfFaces; - this->models = other.models; - this->textures = other.textures; - this->colors = other.colors; - this->hash = other.hash; 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; -}
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