#include "RendererSection.hpp" #include RendererSection::RendererSection(RendererSectionData data) { glGenVertexArrays(1, &Vao); glGenBuffers(VBOCOUNT, Vbo); glBindVertexArray(Vao); { //Cube vertices GLuint VertAttribPos = 0; glBindBuffer(GL_ARRAY_BUFFER, Vbo[VERTICES]); glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); glEnableVertexAttribArray(VertAttribPos); //Cube UVs GLuint UvAttribPos = 2; glBindBuffer(GL_ARRAY_BUFFER, Vbo[UV]); 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); glCheckError(); //Color GLuint colorAttribPos = 12; glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]); glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); glEnableVertexAttribArray(colorAttribPos); //Light GLuint lightAttribPos = 13; glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]); glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); glEnableVertexAttribArray(lightAttribPos); glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); glCheckError(); //Upload data to VRAM glBindBuffer(GL_ARRAY_BUFFER, Vbo[VERTICES]); glBufferData(GL_ARRAY_BUFFER, data.vertices.size() * sizeof(glm::vec3), data.vertices.data(), GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, Vbo[UV]); glBufferData(GL_ARRAY_BUFFER, data.uv.size() * sizeof(glm::vec2), data.uv.data(), GL_DYNAMIC_DRAW); 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[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); glDrawArrays(GL_TRIANGLES, 0, 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; 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)); } } } } CreateVertices(); models.clear(); const int mul = 6; textures.resize(textures.size() * mul); for (int i = textures.size()/mul - 1; i > 0; i--) { textures[i * mul] = textures[i]; } for (int i = 0; i < textures.size(); i += mul) { for (int j = 1; j < mul; j++) { textures[i + j] = textures[i]; } } colors.resize(colors.size() * mul); for (int i = colors.size() / mul - 1; i > 0; i--) { colors[i * mul] = colors[i]; } for (int i = 0; i < colors.size(); i += mul) { for (int j = 1; j < mul; j++) { colors[i + j] = colors[i]; } } lights.resize(lights.size() * mul); for (int i = lights.size() / mul - 1; i > 0; i--) { lights[i * mul] = lights[i]; } for (int i = 0; i < lights.size(); i += mul) { for (int j = 1; j < mul; j++) { lights[i + j] = lights[i]; } } textures.shrink_to_fit(); models.shrink_to_fit(); colors.shrink_to_fit(); lights.shrink_to_fit(); vertices.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; } void RendererSectionData::CreateVertices() { const GLfloat verts[] = { 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, }; const GLfloat uvs[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, }; for (const auto &model : models) { vertices.push_back(model * glm::vec4(verts[0], verts[1], verts[2], 1.0f)); vertices.push_back(model * glm::vec4(verts[3], verts[4], verts[5], 1.0f)); vertices.push_back(model * glm::vec4(verts[6], verts[7], verts[8], 1.0f)); vertices.push_back(model * glm::vec4(verts[9], verts[10], verts[11], 1.0f)); vertices.push_back(model * glm::vec4(verts[12], verts[13], verts[14], 1.0f)); vertices.push_back(model * glm::vec4(verts[15], verts[16], verts[17], 1.0f)); uv.push_back(glm::vec2(uvs[0], uvs[1])); uv.push_back(glm::vec2(uvs[2], uvs[3])); uv.push_back(glm::vec2(uvs[4], uvs[5])); uv.push_back(glm::vec2(uvs[6], uvs[7])); uv.push_back(glm::vec2(uvs[8], uvs[9])); uv.push_back(glm::vec2(uvs[10], uvs[11])); } }