1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
#include "RendererSection.hpp"
#include <easylogging++.h>
#include "Utility.hpp"
#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) {
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;
}
|