#include "RendererSection.hpp"
#include <easylogging++.h>
#include <glm/gtc/matrix_transform.hpp>
#include "AssetManager.hpp"
#include "World.hpp"
#include "Section.hpp"
#include "Renderer.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(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<BlockTextureId, glm::vec4> &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<Vector> §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array<unsigned char, 16 * 16 * 16>& 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 = transform;
/*if (element.rotationAngle != 0) {
const glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
const glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
const glm::vec3 *targetAxis = nullptr;
switch (element.rotationAxis) {
case BlockModel::ElementData::Axis::x:
targetAxis = &xAxis;
break;
case BlockModel::ElementData::Axis::y:
targetAxis = &yAxis;
break;
case BlockModel::ElementData::Axis::z:
targetAxis = &zAxis;
break;
}
VectorF rotateOrigin(VectorF(element.rotationOrigin.x, element.rotationOrigin.y, element.rotationOrigin.z) / 16.0f);
elementTransform = glm::translate(elementTransform, -rotateOrigin.glm());
elementTransform = glm::rotate(elementTransform, glm::radians(float(45)), yAxis);
elementTransform = glm::translate(elementTransform, rotateOrigin.glm());
}*/
elementTransform = glm::translate(elementTransform, 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);
if (!(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,16,0,16 }) && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,0,0 })
&& !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,16,16 })) {
double x = face.second.uv.x1;
double y = face.second.uv.x1;
double w = face.second.uv.x2 - face.second.uv.x1;
double h = face.second.uv.y2 - face.second.uv.y1;
x /= 16.0;
y /= 16.0;
w /= 16.0;
h /= 16.0;
double X = texture.x;
double Y = texture.y;
double W = texture.z;
double H = texture.w;
texture = glm::vec4{ X + x * W, Y + y * H, w * W , h * H };
}
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<unsigned char, 4096> 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<unsigned char, 4096> 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, AssetManager::Instance().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));
}
}
}
}