#include "RendererSection.hpp"
#include <thread>
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<glm::mat4> contentModels;
std::vector<glm::vec4> contentTextures;
std::vector<glm::vec3> contentColors;
std::vector<glm::vec2> 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<BlockTextureId, glm::vec4> &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<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<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;
}