#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; GLuint RendererSection::Vao; GLuint RendererSection::Vbo[VBOCOUNT]; std::vector contentModels; std::vector contentTextures; std::vector contentColors; std::vector contentLights; 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 contentModels.insert(contentModels.end(), data.models.begin(), data.models.end()); glBindBuffer(GL_ARRAY_BUFFER, Vbo[MODELS]); glBufferData(GL_ARRAY_BUFFER, contentModels.size() * sizeof(glm::mat4), contentModels.data(), GL_DYNAMIC_DRAW); contentTextures.insert(contentTextures.end(), data.textures.begin(), data.textures.end()); glBindBuffer(GL_ARRAY_BUFFER, Vbo[TEXTURES]); glBufferData(GL_ARRAY_BUFFER, contentTextures.size() * sizeof(glm::vec4), contentTextures.data(), GL_DYNAMIC_DRAW); contentColors.insert(contentColors.end(), data.colors.begin(), data.colors.end()); glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]); glBufferData(GL_ARRAY_BUFFER, contentColors.size() * sizeof(glm::vec3), contentColors.data(), GL_DYNAMIC_DRAW); contentLights.insert(contentLights.end(), data.lights.begin(), data.lights.end()); glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]); glBufferData(GL_ARRAY_BUFFER, contentLights.size() * sizeof(glm::vec2), contentLights.data(), GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); numOfFaces = data.textures.size(); offset = contentModels.size() - numOfFaces; sectionPos = data.sectionPos; hash = data.hash; } RendererSection::RendererSection(RendererSection && other) { using std::swap; swap(*this, other); } RendererSection::~RendererSection() { } void swap(RendererSection & lhs, RendererSection & rhs) { std::swap(lhs.hash, rhs.hash); std::swap(lhs.numOfFaces, rhs.numOfFaces); std::swap(lhs.sectionPos, rhs.sectionPos); std::swap(lhs.offset, rhs.offset); } Vector RendererSection::GetPosition() { return sectionPos; } size_t RendererSection::GetHash() { return hash; } GLuint RendererSection::GetVao() { return Vao; } RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) { const std::map &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes(); const Section §ion = world->GetSection(sectionPosition); hash = section.GetHash(); sectionPos = sectionPosition; 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 = section.GetBlockId(Vector(x, y, z)); if (block.id == 0) continue; const bool useNewMethod = true; transform = glm::translate(baseOffset, Vector(x, y, z).glm()); const BlockModel* model = AssetManager::Instance().GetBlockModelByBlockId(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))); } 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) { 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) { switch (face.second.cullface) { case BlockModel::ElementData::FaceDirection::down: if (TestBlockExists(sectionsList, world, blockPos - Vector(0, +1, 0))) continue; break; case BlockModel::ElementData::FaceDirection::up: if (TestBlockExists(sectionsList, world, blockPos - Vector(0, -1, 0))) continue; break; case BlockModel::ElementData::FaceDirection::north: if (TestBlockExists(sectionsList, world, blockPos - Vector(0, 0, -1))) continue; break; case BlockModel::ElementData::FaceDirection::south: if (TestBlockExists(sectionsList, world, blockPos - Vector(0, 0, +1))) continue; break; case BlockModel::ElementData::FaceDirection::west: if (TestBlockExists(sectionsList, world, blockPos - Vector(-1, 0, 0))) continue; break; case BlockModel::ElementData::FaceDirection::east: if (TestBlockExists(sectionsList, world, blockPos - Vector(+1, 0, 0))) 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)); } } } bool RendererSectionData::TestBlockExists(const std::vector §ionsList, World *world, Vector blockPos) { Vector section = sectionPos; if (blockPos.x == -1) { section = section + Vector(-1, 0, 0); blockPos.x = 15; } else if (blockPos.x == 16) { section = section + Vector(+1, 0, 0); blockPos.x = 0; } else if (blockPos.y == -1) { section = section + Vector(0, -1, 0); blockPos.y = 15; } else if (blockPos.y == 16) { section = section + Vector(0, +1, 0); blockPos.y = 0; } else if (blockPos.z == -1) { section = section + Vector(0, 0, -1); blockPos.z = 15; } else if (blockPos.z == 16) { section = section + Vector(0, 0, +1); blockPos.z = 0; } if (std::find(sectionsList.begin(), sectionsList.end(),section) == sectionsList.end()) return true; BlockId blockId = world->GetSection(section).GetBlockId(blockPos); auto blockModel = AssetManager::Instance().GetBlockModelByBlockId(world->GetSection(section).GetBlockId(blockPos)); return blockId.id != 0 && blockModel && blockModel->IsBlock; }