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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2021-07-04 14:30:34 +0200
committerGitHub <noreply@github.com>2021-07-04 14:30:34 +0200
commit3091850909b584763443168a0cb93e40fd3a3a74 (patch)
tree7cff68c0b54a7f05cef018124d9f213fa9150af7
parentMerge pull request #63 from LaG1924/ftr/cmake-minor-improvements (diff)
parentTint calculation moved to vertex shader (diff)
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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs38
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs48
-rw-r--r--src/AssetManager.cpp2
-rw-r--r--src/RendererSection.cpp172
-rw-r--r--src/RendererSection.hpp13
-rw-r--r--src/RendererSectionData.cpp39
-rw-r--r--src/RendererSectionData.hpp17
7 files changed, 114 insertions, 215 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index bd2a2d7..30d44d2 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,50 +1,18 @@
#version 330 core
in VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
- vec2 Light;
} fs_in;
out vec4 fragColor;
uniform sampler2DArray textureAtlas;
-uniform float DayTime;
-uniform float MinLightLevel;
-
-vec3 rgb2hsv(vec3 c)
-{
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
-
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-vec3 hsv2rgb(vec3 c)
-{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
void main() {
- vec4 color = texture(textureAtlas,fs_in.Texture);
+ vec4 color = texture(textureAtlas,fs_in.Texture);
if (color.a < 0.3)
discard;
- vec3 hsvColor = rgb2hsv(color.xyz);
- hsvColor+=fs_in.Color;
- color = vec4(hsv2rgb(hsvColor),1);
-
- float light = fs_in.Light.x / 15.0;
- float skyLight = (fs_in.Light.y / 15.0) * DayTime;
-
- float faceLight = clamp(light + skyLight,MinLightLevel,1.0);
-
- color = vec4(color.rgb * faceLight, color.a);
- fragColor = color;
-} \ No newline at end of file
+ fragColor = vec4(color.rgb * fs_in.Color, 1.0);
+}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 30ae0d7..469ea94 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -1,47 +1,27 @@
#version 330 core
-layout (location = 0) in vec3 position;
-layout (location = 2) in vec2 UvCoordinates;
-layout (location = 7) in vec4 Texture;
-layout (location = 8) in mat4 model;
-layout (location = 12) in vec3 color;
-layout (location = 13) in vec2 light;
-layout (location = 14) in float TextureLayer;
-layout (location = 15) in float TextureFrames;
+layout (location = 0) in vec3 position[4];
+layout (location = 4) in vec2 uv[4];
+layout (location = 8) in float uvLayer;
+layout (location = 9) in float animation;
+layout (location = 10) in vec3 color;
+layout (location = 11) in vec2 light;
out VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
- vec2 Light;
} vs_out;
uniform float GlobalTime;
uniform mat4 projView;
+uniform float DayTime;
+uniform float MinLightLevel;
-vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
-// float w = TextureAtlasCoords.z;
- float h = TextureAtlasCoords.w;
- vec2 transformed = vec2(x, 1 - y - h) + UvCoords * TextureAtlasCoords.zw;
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-void main()
-{
- vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projView * model * sourcePosition;
-
- vec4 texturePos = Texture;
- float frameHeight = texturePos.w / TextureFrames;
- float currentFrame = mod(GlobalTime * 4.0f, TextureFrames);
- currentFrame = trunc(currentFrame);
- texturePos.w = frameHeight;
- texturePos.y = texturePos.y + currentFrame * frameHeight;
+void main() {
+ gl_Position = projView * vec4(position[gl_VertexID], 1.0f);
+ vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
+ vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
- vs_out.UvPosition = UvCoordinates;
- vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer);
- vs_out.Color = color;
- vs_out.Light = light;
+ float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0);
+ vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, (color == vec3(0,0,0)));
}
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp
index 63dc596..5f24404 100644
--- a/src/AssetManager.cpp
+++ b/src/AssetManager.cpp
@@ -598,7 +598,7 @@ void ParseBlockModels() {
parsedFace.layer = texture.layer;
parsedFace.frames = textureFrames;
if (face.second.tintIndex)
- parsedFace.color = glm::vec3(0.275, 0.63, 0.1);
+ parsedFace.color = glm::vec3(0.486, 0.745, 0.423);
else
parsedFace.color = glm::vec3(0, 0, 0);
diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp
index d797771..cc58676 100644
--- a/src/RendererSection.cpp
+++ b/src/RendererSection.cpp
@@ -1,5 +1,7 @@
#include "RendererSection.hpp"
+#include <cstddef>
+
#include <easylogging++.h>
#include <optick.h>
@@ -7,118 +9,74 @@
#include "Renderer.hpp"
#include "RendererSectionData.hpp"
-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;
-
RendererSection::RendererSection(const RendererSectionData &data) {
OPTICK_EVENT();
- 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";
- }
glGenVertexArrays(1, &Vao);
-
- glGenBuffers(VBOCOUNT, Vbo);
+
+ glGenBuffers(1, &Vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo);
glBindVertexArray(Vao);
{
//Cube vertices
GLuint VertAttribPos = 0;
- glBindBuffer(GL_ARRAY_BUFFER, VboVertices);
- glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
+ glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[0]));
glEnableVertexAttribArray(VertAttribPos);
+ glVertexAttribDivisor(VertAttribPos, 1);
- //Cube UVs
- GLuint UvAttribPos = 2;
- glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
- glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(UvAttribPos);
+ glVertexAttribPointer(VertAttribPos + 1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[1]));
+ glEnableVertexAttribArray(VertAttribPos + 1);
+ glVertexAttribDivisor(VertAttribPos + 1, 1);
+
+ glVertexAttribPointer(VertAttribPos + 2, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[2]));
+ glEnableVertexAttribArray(VertAttribPos + 2);
+ glVertexAttribDivisor(VertAttribPos + 2, 1);
- //Textures
- GLuint textureAttribPos = 7;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[TEXTURES]);
- glVertexAttribPointer(textureAttribPos, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(textureAttribPos);
- glVertexAttribDivisor(textureAttribPos, 1);
+ glVertexAttribPointer(VertAttribPos + 3, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[3]));
+ glEnableVertexAttribArray(VertAttribPos + 3);
+ glVertexAttribDivisor(VertAttribPos + 3, 1);
glCheckError();
- //TextureLayers
- GLuint layerAttribPos = 14;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LAYERS]);
- glVertexAttribPointer(layerAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(layerAttribPos);
- glVertexAttribDivisor(layerAttribPos, 1);
- glCheckError();
-
- //TextureFrames
- GLuint framesAttribPos = 15;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[FRAMES]);
- glVertexAttribPointer(framesAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(framesAttribPos);
- glVertexAttribDivisor(framesAttribPos, 1);
- glCheckError();
-
- //Blocks models
- GLuint matAttribPos = 8;
- size_t sizeOfMat4 = 4 * 4 * sizeof(GLfloat);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[MODELS]);
- 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);
+ //Cube uvs
+ GLuint UvAttribPos = 4;
+ glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[0]));
+ glEnableVertexAttribArray(UvAttribPos);
+ glVertexAttribDivisor(UvAttribPos, 1);
+
+ glVertexAttribPointer(UvAttribPos + 1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[1]));
+ glEnableVertexAttribArray(UvAttribPos + 1);
+ glVertexAttribDivisor(UvAttribPos + 1, 1);
+
+ glVertexAttribPointer(UvAttribPos + 2, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[2]));
+ glEnableVertexAttribArray(UvAttribPos + 2);
+ glVertexAttribDivisor(UvAttribPos + 2, 1);
+
+ glVertexAttribPointer(UvAttribPos + 3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[3]));
+ glEnableVertexAttribArray(UvAttribPos + 3);
+ glVertexAttribDivisor(UvAttribPos + 3, 1);
+
+ //Uv Layer
+ GLuint uvLayerAttribPos = 8;
+ glVertexAttribPointer(uvLayerAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvLayers));
+ glEnableVertexAttribArray(uvLayerAttribPos);
+ glVertexAttribDivisor(uvLayerAttribPos, 1);
+
+ //Animation
+ GLuint animationAttribPos = 9;
+ glVertexAttribPointer(animationAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, animations));
+ glEnableVertexAttribArray(animationAttribPos);
+ glVertexAttribDivisor(animationAttribPos, 1);
//Color
- GLuint colorAttribPos = 12;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]);
- glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
+ GLuint colorAttribPos = 10;
+ glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, colors));
glEnableVertexAttribArray(colorAttribPos);
glVertexAttribDivisor(colorAttribPos, 1);
//Light
- GLuint lightAttribPos = 13;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]);
- glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
+ GLuint lightAttribPos = 11;
+ glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, lights));
glEnableVertexAttribArray(lightAttribPos);
glVertexAttribDivisor(lightAttribPos, 1);
@@ -139,13 +97,7 @@ RendererSection::~RendererSection() {
if (Vao != 0)
glDeleteVertexArrays(1, &Vao);
- for (int i = 0; i < VBOCOUNT; i++)
- if (Vbo[i] != 0) {
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[i]);
- glBufferData(GL_ARRAY_BUFFER, 0, 0, GL_STATIC_DRAW);
- }
-
- glDeleteBuffers(VBOCOUNT, Vbo);
+ glDeleteBuffers(1, &Vbo);
}
void swap(RendererSection & lhs, RendererSection & rhs) {
@@ -159,7 +111,7 @@ void swap(RendererSection & lhs, RendererSection & rhs) {
void RendererSection::Render(RenderState &renderState) {
OPTICK_EVENT();
renderState.SetActiveVao(Vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces);
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, numOfFaces);
glCheckError();
}
@@ -173,28 +125,14 @@ size_t RendererSection::GetHash() {
void RendererSection::UpdateData(const RendererSectionData & data) {
OPTICK_EVENT();
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[TEXTURES]);
- glBufferData(GL_ARRAY_BUFFER, data.textures.size() * sizeof(glm::vec4), data.textures.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LAYERS]);
- glBufferData(GL_ARRAY_BUFFER, data.textureLayers.size() * 1* sizeof(GLfloat), data.textureLayers.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[FRAMES]);
- glBufferData(GL_ARRAY_BUFFER, data.textureFrames.size() * 1 * sizeof(GLfloat), data.textureFrames.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[MODELS]);
- glBufferData(GL_ARRAY_BUFFER, data.models.size() * sizeof(glm::mat4), data.models.data(), GL_DYNAMIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]);
- glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]);
- glBufferData(GL_ARRAY_BUFFER, data.lights.size() * sizeof(glm::vec2), data.lights.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo);
+ glBufferData(GL_ARRAY_BUFFER, data.vertices.size() * sizeof(VertexData), data.vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glCheckError();
- numOfFaces = data.textures.size();
+ numOfFaces = data.vertices.size();
sectionPos = data.sectionPos;
hash = data.hash;
}
diff --git a/src/RendererSection.hpp b/src/RendererSection.hpp
index 29b5db1..3ea1fec 100644
--- a/src/RendererSection.hpp
+++ b/src/RendererSection.hpp
@@ -9,20 +9,9 @@ class RenderState;
class RendererSectionData;
class RendererSection {
- enum Vbos {
- MODELS = 0,
- TEXTURES,
- LAYERS,
- FRAMES,
- COLORS,
- LIGHTS,
- VBOCOUNT,
- };
GLuint Vao = { 0 };
- GLuint Vbo[VBOCOUNT] = { 0 };
+ GLuint Vbo = { 0 };
- static GLuint VboVertices, VboUvs;
-
size_t hash;
Vector sectionPos;
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 69ed665..2588fd6 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -15,6 +15,15 @@ inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId,
return blockIdData[y * 256 + z * 16 + x];
}
+glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords, float frames) {
+ float x = TextureAtlasCoords.x;
+ float y = TextureAtlasCoords.y;
+ float w = TextureAtlasCoords.z;
+ float h = TextureAtlasCoords.w / frames;
+ glm::vec2 transformed = glm::vec2(x, 1 - y - h) + UvCoords * glm::vec2(w, h);
+ return transformed;
+}
+
void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) {
for (const auto &face : model.faces) {
glm::vec2 lightness;
@@ -37,12 +46,25 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
continue;
lightness = glm::vec2(light.face[faceDirection], skyLight.face[faceDirection]);
}
- data.models.push_back(transform * model.transform * face.transform);
- data.textures.push_back(face.texture);
- data.textureLayers.push_back(face.layer);
- data.textureFrames.push_back(face.frames);
- data.lights.push_back(lightness);
- data.colors.push_back(face.color);
+
+ data.vertices.emplace_back();
+ VertexData& vertexData = data.vertices.back();
+
+ glm::mat4 transformed = transform * model.transform * face.transform;
+ vertexData.positions[0] = transformed * glm::vec4(0, 0, 0, 1);
+ vertexData.positions[1] = transformed * glm::vec4(0, 0, 1, 1);
+ vertexData.positions[2] = transformed * glm::vec4(1, 0, 1, 1);
+ vertexData.positions[3] = transformed * glm::vec4(1, 0, 0, 1);
+
+ vertexData.uvs[0] = TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames);
+ vertexData.uvs[1] = TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames);
+ vertexData.uvs[2] = TransformTextureCoord(face.texture, glm::vec2(1, 1), face.frames);
+ vertexData.uvs[3] = TransformTextureCoord(face.texture, glm::vec2(0, 1), face.frames);
+
+ vertexData.uvLayers = face.layer;
+ vertexData.animations = face.frames;
+ vertexData.colors = face.color;
+ vertexData.lights = lightness;
}
}
@@ -135,10 +157,7 @@ RendererSectionData ParseSection(const SectionsData &sections) {
}
}
}
- data.textures.shrink_to_fit();
- data.textureLayers.shrink_to_fit();
- data.models.shrink_to_fit();
- data.colors.shrink_to_fit();
+ data.vertices.shrink_to_fit();
return data;
}
diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp
index cedb51b..edd2992 100644
--- a/src/RendererSectionData.hpp
+++ b/src/RendererSectionData.hpp
@@ -30,13 +30,18 @@ struct SectionsData {
BlockLightness GetSkyLight(const Vector &pos) const;
};
+struct VertexData {
+ glm::vec3 positions[4];
+ glm::vec2 uvs[4];
+ float uvLayers;
+ float animations;
+ glm::vec3 colors;
+ glm::vec2 lights;
+ uint8_t padding[20];
+};
+
struct RendererSectionData {
- std::vector<glm::mat4> models;
- std::vector<glm::vec4> textures;
- std::vector<float> textureLayers;
- std::vector<float> textureFrames;
- std::vector<glm::vec3> colors;
- std::vector<glm::vec2> lights;
+ std::vector<VertexData> vertices;
size_t hash = 0;
Vector sectionPos;
bool forced = false;