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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-07-21 16:49:56 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-07-21 16:49:56 +0200 |
commit | 9e56348975dbdaf1cce9dd688129208a61fd4eb5 (patch) | |
tree | 5a44a37cf0243c1ced14c222f35983eaaaa0185b /src/graphics/RenderSection.cpp | |
parent | 2017-06-21 (diff) | |
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Diffstat (limited to 'src/graphics/RenderSection.cpp')
-rw-r--r-- | src/graphics/RenderSection.cpp | 387 |
1 files changed, 232 insertions, 155 deletions
diff --git a/src/graphics/RenderSection.cpp b/src/graphics/RenderSection.cpp index fec67b5..90d4329 100644 --- a/src/graphics/RenderSection.cpp +++ b/src/graphics/RenderSection.cpp @@ -1,103 +1,24 @@ #include <graphics/RenderSection.hpp> +#include <thread> const GLfloat vertices[] = { - //Z+ edge - -0.5f, 0.5f, 0.5f, - -0.5f, -0.5f, 0.5f, - 0.5f, -0.5f, 0.5f, - -0.5f, 0.5f, 0.5f, - 0.5f, -0.5f, 0.5f, - 0.5f, 0.5f, 0.5f, - - //Z- edge - -0.5f, -0.5f, -0.5f, - -0.5f, 0.5f, -0.5f, - 0.5f, -0.5f, -0.5f, - 0.5f, -0.5f, -0.5f, - -0.5f, 0.5f, -0.5f, - 0.5f, 0.5f, -0.5f, - - //X+ edge - -0.5f, -0.5f, -0.5f, - -0.5f, -0.5f, 0.5f, - -0.5f, 0.5f, -0.5f, - -0.5f, 0.5f, -0.5f, - -0.5f, -0.5f, 0.5f, - -0.5f, 0.5f, 0.5f, - - //X- edge - 0.5f, -0.5f, 0.5f, - 0.5f, 0.5f, -0.5f, - 0.5f, 0.5f, 0.5f, - 0.5f, -0.5f, 0.5f, - 0.5f, -0.5f, -0.5f, - 0.5f, 0.5f, -0.5f, - - //Y+ edge - 0.5f, 0.5f, -0.5f, - -0.5f, 0.5f, 0.5f, - 0.5f, 0.5f, 0.5f, - 0.5f, 0.5f, -0.5f, - -0.5f, 0.5f, -0.5f, - -0.5f, 0.5f, 0.5f, - - //Y- edge - -0.5f, -0.5f, 0.5f, - 0.5f, -0.5f, -0.5f, - 0.5f, -0.5f, 0.5f, - -0.5f, -0.5f, -0.5f, - 0.5f, -0.5f, -0.5f, - -0.5f, -0.5f, 0.5f, + 0, 0, 0, + 1, 0, 1, + 1, 0, 0, + + 0, 0, 0, + 0, 0, 1, + 1, 0, 1, }; const GLfloat uv_coords[] = { - //Z+ - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 0.0f, - 0.0f, 1.0f, - 1.0f, 0.0f, - 1.0f, 1.0f, - - //Z- - 1.0f, 0.0f, - 1.0f, 1.0f, - 0.0f, 0.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 0.0f, 1.0f, - - //X+ - 0.0f, 0.0f, - 1.0f, 0.0f, - 0.0f, 1.0f, - 0.0f, 1.0f, - 1.0f, 0.0f, - 1.0f, 1.0f, - - //X- 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 0.0f, - 1.0f, 1.0f, - //Y+ - 0.0f, 0.0f, - 1.0f, 1.0f, - 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - - //Y- - 1.0f, 0.0f, - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 0.0f, 1.0f, - 1.0f, 0.0f, }; void RenderState::SetActiveVao(GLuint Vao) { @@ -122,7 +43,6 @@ std::map<GLuint, int> RenderSection::refCounterVao; RenderSection::RenderSection(World *world, Vector position) : sectionPosition(position), world(world) { - if (VboVertices == magicUniqueConstant) { glGenBuffers(1, &VboVertices); glGenBuffers(1, &VboUvs); @@ -139,16 +59,21 @@ RenderSection::RenderSection(World *world, Vector position) : sectionPosition(po << ") for ordinary blocks"; } - glGenBuffers(1, &VboBlocks); - if (refCounterVbo.find(VboBlocks) == refCounterVbo.end()) - refCounterVbo[VboBlocks] = 0; - refCounterVbo[VboBlocks]++; + glGenBuffers(1, &VboTextures); + if (refCounterVbo.find(VboTextures) == refCounterVbo.end()) + refCounterVbo[VboTextures] = 0; + refCounterVbo[VboTextures]++; glGenBuffers(1, &VboModels); if (refCounterVbo.find(VboModels) == refCounterVbo.end()) refCounterVbo[VboModels] = 0; refCounterVbo[VboModels]++; + glGenBuffers(1, &VboColors); + if (refCounterVbo.find(VboColors) == refCounterVbo.end()) + refCounterVbo[VboColors] = 0; + refCounterVbo[VboColors]++; + glGenVertexArrays(1, &Vao); if (refCounterVao.find(Vao) == refCounterVao.end()) refCounterVao[Vao] = 0; @@ -157,125 +82,277 @@ RenderSection::RenderSection(World *world, Vector position) : sectionPosition(po glBindVertexArray(Vao); { //Cube vertices + GLuint VertAttribPos = 0; glBindBuffer(GL_ARRAY_BUFFER, VboVertices); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); - glEnableVertexAttribArray(0); + glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); + glEnableVertexAttribArray(VertAttribPos); //Cube UVs + GLuint UvAttribPos = 2; glBindBuffer(GL_ARRAY_BUFFER, VboUvs); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); - glEnableVertexAttribArray(2); - - //Blocks ids - glBindBuffer(GL_ARRAY_BUFFER, VboBlocks); - glVertexAttribPointer(7, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); - glEnableVertexAttribArray(7); - glVertexAttribDivisor(7, 1); + glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); + glEnableVertexAttribArray(UvAttribPos); + + //Textures + GLuint textureAttribPos = 7; + glBindBuffer(GL_ARRAY_BUFFER, VboTextures); + 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, VboModels); - glVertexAttribPointer(8 + 0, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, nullptr); - glVertexAttribPointer(8 + 1, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (1 * 4 * sizeof(GLfloat))); - glVertexAttribPointer(8 + 2, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (2 * 4 * sizeof(GLfloat))); - glVertexAttribPointer(8 + 3, 4, GL_FLOAT, GL_FALSE, sizeOfMat4, (void *) (3 * 4 * sizeof(GLfloat))); - glEnableVertexAttribArray(8 + 0); - glEnableVertexAttribArray(8 + 1); - glEnableVertexAttribArray(8 + 2); - glEnableVertexAttribArray(8 + 3); - glVertexAttribDivisor(8 + 0, 1); - glVertexAttribDivisor(8 + 1, 1); - glVertexAttribDivisor(8 + 2, 1); - glVertexAttribDivisor(8 + 3, 1); + 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, VboColors); + glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr); + glEnableVertexAttribArray(colorAttribPos); + glVertexAttribDivisor(colorAttribPos, 1); glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); - UpdateState(); glCheckError(); } RenderSection::~RenderSection() { - refCounterVbo[VboBlocks]--; + refCounterVbo[VboTextures]--; refCounterVbo[VboModels]--; + refCounterVbo[VboColors]--; refCounterVao[Vao]--; - if (refCounterVbo[VboBlocks] <= 0) - glDeleteBuffers(1, &VboBlocks); + if (refCounterVbo[VboTextures] <= 0) + glDeleteBuffers(1, &VboTextures); + if (refCounterVbo[VboModels] <= 0) - glDeleteBuffers(1, &VboBlocks); + glDeleteBuffers(1, &VboTextures); + if (refCounterVbo[VboColors] <= 0) + glDeleteBuffers(1, &VboColors); + if (refCounterVao[Vao] <= 0) glDeleteVertexArrays(1, &Vao); } -void RenderSection::UpdateState() { - Section *section = &world->sections.find(sectionPosition)->second; - std::vector<glm::mat4> models; - std::vector<glm::vec2> blocks; +void RenderSection::UpdateState(const std::map<BlockTextureId, glm::vec4> &textureAtlas) { + Section §ion = world->GetSection(sectionPosition); + models.clear(); + textures.clear(); + colors.clear(); for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { for (int x = 0; x < 16; x++) { - Block block = section->GetBlock(Vector(x, y, z)); + Vector blockPos = Vector(x, y, z) + (sectionPosition * 16); + Block &block = world->GetBlock(blockPos); if (block.id == 0) continue; + auto checkBlockVisibility = [&](Vector block) -> bool { + return section.GetBlock(block).id == 0 || + section.GetBlock(block).id == 31 || + section.GetBlock(block).id == 18; + }; + unsigned char isVisible = 0; if (x == 0 || x == 15 || y == 0 || y == 15 || z == 0 || z == 15) { - isVisible = 0; + isVisible = 0b1111'1111; //All faces is visible } else { - isVisible |= (section->GetBlock(Vector(x + 1, y, z)).id != 0) << 0; - isVisible |= (section->GetBlock(Vector(x - 1, y, z)).id != 0) << 1; - isVisible |= (section->GetBlock(Vector(x, y + 1, z)).id != 0) << 2; - isVisible |= (section->GetBlock(Vector(x, y - 1, z)).id != 0) << 3; - isVisible |= (section->GetBlock(Vector(x, y, z + 1)).id != 0) << 4; - isVisible |= (section->GetBlock(Vector(x, y, z - 1)).id != 0) << 5; + isVisible |= checkBlockVisibility(Vector(x - 1, y, z)) << 0; + isVisible |= checkBlockVisibility(Vector(x + 1, y, z)) << 1; + isVisible |= checkBlockVisibility(Vector(x, y + 1, z)) << 2; + isVisible |= checkBlockVisibility(Vector(x, y - 1, z)) << 3; + isVisible |= checkBlockVisibility(Vector(x, y, z - 1)) << 4; + isVisible |= checkBlockVisibility(Vector(x, y, z + 1)) << 5; } - if (isVisible == 0x3F) + + if (isVisible == 0x00) continue; - glm::vec2 data(block.id, block.state); - blocks.push_back(data); - glm::mat4 model; - model = glm::translate(model, glm::vec3(section->GetPosition().GetX() * 16, - section->GetPosition().GetY() * 16, - section->GetPosition().GetZ() * 16)); - model = glm::translate(model, glm::vec3(x, y, z)); - double size = 0.999; - model = glm::scale(model, glm::vec3(size, size, size)); - models.push_back(model); + glm::mat4 transform; + transform = glm::translate(transform, glm::vec3(sectionPosition.GetX() * 16, + sectionPosition.GetY() * 16, + sectionPosition.GetZ() * 16)); + transform = glm::translate(transform, glm::vec3(x, y, z)); + glm::vec3 biomeColor(0.275, 0.63, 0.1); + glm::vec3 color(0.0f, 0.0f, 0.0f); + if (block.id == 31 || block.id == 18) + color = biomeColor; + + if (block.id == 31) { //X-cross like blocks rendering + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 2)); + for (int i = 0; i < 4; i++) { + textures.push_back(texture->second); + colors.push_back(color); + } + glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0.15f, 0, 0.15f)); + faceTransform = glm::scale(faceTransform, glm::vec3(1.0f, 0.9f, 1.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(45.0f), glm::vec3(1.0f, 0.0f, 0)); + for (int i = 0; i < 4; i++) { + models.push_back(faceTransform); + faceTransform = glm::translate(faceTransform, glm::vec3(0.0f, 0.0f, 0.5f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0.0f, 0.0f, -0.5f)); + } + continue; + } + + if (isVisible >> 0 & 0x1) { //east side of block (X+) + glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 2)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + colors.push_back(color); + } + if (isVisible >> 1 & 0x1) { //west side X- + glm::mat4 faceTransform = glm::translate(transform, 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)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 3)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + colors.push_back(color); + } + if (isVisible >> 2 & 0x1) { //Top side Y+ + glm::mat4 faceTransform = glm::translate(transform, glm::vec3(0, 1, 0)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 1)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + if (block.id != 2) + colors.push_back(color); + else + colors.push_back(biomeColor); + } + if (isVisible >> 3 & 0x1) { //Bottom side Y- + glm::mat4 faceTransform = glm::translate(transform, 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)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 0)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + colors.push_back(color); + } + if (isVisible >> 4 & 0x1) { //south side Z+ + glm::mat4 faceTransform = glm::translate(transform, 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)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 3)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + colors.push_back(color); + } + if (isVisible >> 5 & 0x1) { //north side Z- + glm::mat4 faceTransform = glm::translate(transform, 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)); + models.push_back(faceTransform); + auto texture = textureAtlas.find(BlockTextureId(block.id, block.state, 4)); + if (texture != textureAtlas.end()) + textures.push_back(texture->second); + else + textures.push_back(glm::vec4(0.0546875, 0.00442477876106194690, + 0.0078125, 0.00442477876106194690)); //Fallback TNT texture + colors.push_back(color); + } } } } - glBindBuffer(GL_ARRAY_BUFFER, VboBlocks); - glBufferData(GL_ARRAY_BUFFER, blocks.size() * sizeof(glm::vec2), blocks.data(), GL_DYNAMIC_DRAW); + numOfFaces = textures.size(); + hash = section.GetHash(); +} - glBindBuffer(GL_ARRAY_BUFFER, VboModels); - glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW); +void RenderSection::Render(RenderState &state) { + if (!isEnabled) { + return; + } + if (!models.empty()) { + glBindBuffer(GL_ARRAY_BUFFER, VboTextures); + glBufferData(GL_ARRAY_BUFFER, textures.size() * sizeof(glm::vec4), textures.data(), GL_DYNAMIC_DRAW); + textures.clear(); - glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, VboModels); + glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW); + models.clear(); - numOfBlocks = blocks.size(); -} + glBindBuffer(GL_ARRAY_BUFFER, VboColors); + glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW); + colors.clear(); -void RenderSection::Render(RenderState &state) { + glBindBuffer(GL_ARRAY_BUFFER, 0); + } state.SetActiveVao(Vao); - glDrawArraysInstanced(GL_TRIANGLES, 0, 36, numOfBlocks); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces); glCheckError(); } Section *RenderSection::GetSection() { - return &world->sections.find(sectionPosition)->second; + return &world->GetSection(sectionPosition); } RenderSection::RenderSection(const RenderSection &other) { this->world = other.world; this->VboModels = other.VboModels; - this->VboBlocks = other.VboBlocks; + this->VboTextures = other.VboTextures; + this->VboColors = other.VboColors; this->sectionPosition = other.sectionPosition; this->Vao = other.Vao; - this->numOfBlocks = other.numOfBlocks; + this->numOfFaces = other.numOfFaces; + this->models = other.models; + this->textures = other.textures; + this->colors = other.colors; + this->hash = other.hash; - refCounterVbo[VboBlocks]++; + refCounterVbo[VboTextures]++; refCounterVbo[VboModels]++; + refCounterVbo[VboColors]++; refCounterVao[Vao]++; } + +void RenderSection::SetEnabled(bool isEnabled) { + this->isEnabled = isEnabled; +} + +bool RenderSection::IsNeedUpdate() { + size_t currentHash = world->GetSection(sectionPosition).GetHash(); + bool isNeedUpdate = currentHash != hash; + return isNeedUpdate; +}
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