#include "RendererSection.hpp" #include 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(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"; } glGenVertexArrays(1, &Vao); glGenBuffers(VBOCOUNT, Vbo); 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, Vbo[TEXTURES]); 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, 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); //Color GLuint colorAttribPos = 12; glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]); glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); 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); glEnableVertexAttribArray(lightAttribPos); glVertexAttribDivisor(lightAttribPos, 1); glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); glCheckError(); //Upload data to VRAM 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[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, 0); numOfFaces = data.textures.size(); sectionPos = data.sectionPos; hash = data.hash; } RendererSection::RendererSection(RendererSection && other) { using std::swap; swap(*this, other); } 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); } void swap(RendererSection & lhs, RendererSection & rhs) { std::swap(lhs.Vbo, rhs.Vbo); std::swap(lhs.Vao, rhs.Vao); std::swap(lhs.hash, rhs.hash); std::swap(lhs.numOfFaces, rhs.numOfFaces); std::swap(lhs.sectionPos, rhs.sectionPos); } 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; } RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) { const std::map &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes(); const Section §ion = world->GetSection(sectionPosition); hash = section.GetHash(); sectionPos = sectionPosition; SetBlockIdData(world); auto blockVisibility = GetBlockVisibilityData(world); glm::mat4 baseOffset = glm::translate(glm::mat4(), (section.GetPosition() * 16).glm()),transform; 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++) { BlockId block = GetBlockId(x,y,z); if (block.id == 0) continue; const bool useNewMethod = true; transform = glm::translate(baseOffset, Vector(x, y, z).glm()); const BlockModel* model = this->GetInternalBlockModel(block); if (model) { this->AddFacesByBlockModel(sectionsList, world, Vector(x, y, z), *model, transform, section.GetBlockLight(Vector(x, y, z)), section.GetBlockSkyLight(Vector(x, y, z)), blockVisibility); } else { transform = glm::translate(transform, glm::vec3(0, 1, 0)); if (block.id == 8 || block.id == 9) { textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/water_still")); textures.back().w /= 32.0f; transform = glm::translate(transform, glm::vec3(0, -0.2, 0)); } else textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/tnt_side")); models.push_back(transform); colors.push_back(glm::vec3(0, 0, 0)); lights.push_back(glm::vec2(16, 16)); } } } } textures.shrink_to_fit(); models.shrink_to_fit(); colors.shrink_to_fit(); } void RendererSectionData::AddFacesByBlockModel(const std::vector §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array& visibility) { glm::mat4 elementTransform, faceTransform; for (const auto& element : model.Elements) { Vector t = element.to - element.from; VectorF elementSize(VectorF(t.x,t.y,t.z) / 16.0f); VectorF elementOrigin(VectorF(element.from.x,element.from.y,element.from.z) / 16.0f); elementTransform = glm::translate(transform, elementOrigin.glm()); elementTransform = glm::scale(elementTransform, elementSize.glm()); for (const auto& face : element.faces) { if (face.second.cullface != BlockModel::ElementData::FaceDirection::none) { unsigned char visible = visibility[blockPos.y * 256 + blockPos.z * 16 + blockPos.x]; switch (face.second.cullface) { case BlockModel::ElementData::FaceDirection::down: if (visible >> 0 & 0x1) continue; break; case BlockModel::ElementData::FaceDirection::up: if (visible >> 1 & 0x1) continue; break; case BlockModel::ElementData::FaceDirection::north: if (visible >> 2 & 0x1) continue; break; case BlockModel::ElementData::FaceDirection::south: if (visible >> 3 & 0x1) continue; break; case BlockModel::ElementData::FaceDirection::west: if (visible >> 4 & 0x1) continue; break; case BlockModel::ElementData::FaceDirection::east: if (visible >> 5 & 0x1) continue; break; } } switch (face.first) { case BlockModel::ElementData::FaceDirection::down: faceTransform = glm::translate(elementTransform, 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)); break; case BlockModel::ElementData::FaceDirection::up: faceTransform = glm::translate(elementTransform, glm::vec3(0.0f, 1.0f, 0.0f)); break; case BlockModel::ElementData::FaceDirection::north: faceTransform = glm::translate(elementTransform, 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)); break; case BlockModel::ElementData::FaceDirection::south: faceTransform = glm::translate(elementTransform, 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)); break; case BlockModel::ElementData::FaceDirection::west: faceTransform = glm::translate(elementTransform, 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)); break; case BlockModel::ElementData::FaceDirection::east: faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); break; } models.push_back(faceTransform); std::string textureName = face.second.texture; while (textureName[0] == '#') { textureName = model.Textures.find(std::string(textureName.begin()+1,textureName.end()))->second; } glm::vec4 texture = AssetManager::Instance().GetTextureByAssetName("minecraft/textures/" + textureName); textures.push_back(texture); if (face.second.tintIndex) colors.push_back(glm::vec3(0.275, 0.63, 0.1)); else colors.push_back(glm::vec3(0, 0, 0)); lights.push_back(glm::vec2(light, skyLight)); } } } std::array RendererSectionData::GetBlockVisibilityData(World *world) { //const auto& section = world->GetSection(sectionPos); const auto& sectionDown = world->GetSection(sectionPos + Vector(0, -1, 0)); const auto& sectionUp = world->GetSection(sectionPos + Vector(0, +1, 0)); const auto& sectionNorth = world->GetSection(sectionPos + Vector(0, 0, +1)); const auto& sectionSouth = world->GetSection(sectionPos + Vector(0, 0, -1)); const auto& sectionWest = world->GetSection(sectionPos + Vector(+1, 0, 0)); const auto& sectionEast = world->GetSection(sectionPos + Vector(-1, 0, 0)); std::array arr; for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { for (int x = 0; x < 16; x++) { unsigned char value = 0; BlockId blockIdDown; BlockId blockIdUp; BlockId blockIdNorth; BlockId blockIdSouth; BlockId blockIdWest; BlockId blockIdEast; switch (y) { case 0: blockIdDown = sectionDown.GetBlockId(Vector(x, 15, z)); blockIdUp = GetBlockId(x,1,z); break; case 15: blockIdDown = GetBlockId(x,14,z); blockIdUp = sectionUp.GetBlockId(Vector(x, 0, z)); break; default: blockIdDown = GetBlockId(x, y -1, z); blockIdUp = GetBlockId(x, y + 1, z); break; } switch (z) { case 0: blockIdNorth = GetBlockId(x, y, 1); blockIdSouth = sectionSouth.GetBlockId(Vector(x, y, 15)); break; case 15: blockIdNorth = sectionNorth.GetBlockId(Vector(x, y, 0)); blockIdSouth = GetBlockId(x, y, 14); break; default: blockIdNorth = GetBlockId(x, y, z + 1); blockIdSouth = GetBlockId(x, y, z - 1); break; } switch (x) { case 0: blockIdWest = GetBlockId(1, y, z); blockIdEast = sectionEast.GetBlockId(Vector(15, y, z)); break; case 15: blockIdWest = sectionWest.GetBlockId(Vector(0, y, z)); blockIdEast = GetBlockId(14, y, z); break; default: blockIdWest = GetBlockId(x + 1, y, z); blockIdEast = GetBlockId(x - 1, y, z); break; } auto blockModelDown = GetInternalBlockModel(blockIdDown); auto blockModelUp = GetInternalBlockModel(blockIdUp); auto blockModelNorth = GetInternalBlockModel(blockIdNorth); auto blockModelSouth = GetInternalBlockModel(blockIdSouth); auto blockModelWest = GetInternalBlockModel(blockIdWest); auto blockModelEast = GetInternalBlockModel(blockIdEast); value |= (blockIdDown.id != 0 && blockModelDown && blockModelDown->IsBlock) << 0; value |= (blockIdUp.id != 0 && blockModelUp && blockModelUp->IsBlock) << 1; value |= (blockIdNorth.id != 0 && blockModelNorth && blockModelNorth->IsBlock) << 2; value |= (blockIdSouth.id != 0 && blockModelSouth && blockModelSouth->IsBlock) << 3; value |= (blockIdWest.id != 0 && blockModelWest && blockModelWest->IsBlock) << 4; value |= (blockIdEast.id != 0 && blockModelEast && blockModelEast->IsBlock) << 5; arr[y * 256 + z * 16 + x] = value; } } } return arr; } const BlockModel* RendererSectionData::GetInternalBlockModel(const BlockId& id) { for (const auto& it : idModels) { if (it.first == id) return it.second; } idModels.push_back(std::make_pair(id, am.GetBlockModelByBlockId(id))); return idModels.back().second; } void RendererSectionData::SetBlockIdData(World* world) { const Section& section = world->GetSection(sectionPos); for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { for (int x = 0; x < 16; x++) { blockIdData[y * 256 + z * 16 + x] = section.GetBlockId(Vector(x,y,z)); } } } }