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-rw-r--r--src/Entity.hpp4
-rw-r--r--src/Event.hpp7
-rw-r--r--src/GameState.cpp2
-rw-r--r--src/Render.cpp8
-rw-r--r--src/RendererSection.cpp545
-rw-r--r--src/RendererSection.hpp42
-rw-r--r--src/RendererWorld.cpp78
-rw-r--r--src/RendererWorld.hpp6
-rw-r--r--src/World.cpp4
9 files changed, 343 insertions, 353 deletions
diff --git a/src/Entity.hpp b/src/Entity.hpp
index c818abe..279f127 100644
--- a/src/Entity.hpp
+++ b/src/Entity.hpp
@@ -126,8 +126,8 @@ struct Entity {
unsigned int entityId = 0;
double yaw = 0;
double pitch = 0;
- double width = 1.0;
- double height = 1.0;
+ double width = 0.1;
+ double height = 0.1;
glm::vec3 renderColor;
int entityType=0;
bool isMob=false;
diff --git a/src/Event.hpp b/src/Event.hpp
index f07ed57..23cc58c 100644
--- a/src/Event.hpp
+++ b/src/Event.hpp
@@ -39,6 +39,7 @@ enum class EventType {
PlayerPosChanged,
DeleteSectionRender,
EntityChanged,
+ NewRenderDataAvailable,
};
struct EchoData {
@@ -150,12 +151,16 @@ struct EntityChangedData {
unsigned int EntityId;
};
+struct NewRenderDataAvailableData {
+
+};
+
using EventData = std::variant<EchoData, ChunkChangedData, ConnectToServerData, ConnectionSuccessfullData,
DisconnectData, SendPacketData, ReceivePacketData, RequestNetworkClientData, RegisterNetworkClientData,
PlayerConnectedData, RemoveLoadingScreenData, ConnectionFailedData, ExitData, DisconnectedData,
ConnectingData, NetworkClientExceptionData, MouseMovedData, KeyPressedData, KeyReleasedData,
InitalizeSectionRenderData, CreateSectionRenderData, CreatedSectionRenderData, PlayerPosChangedData,
- UpdateSectionsRenderData, DeleteSectionRenderData, EntityChangedData>;
+ UpdateSectionsRenderData, DeleteSectionRenderData, EntityChangedData,NewRenderDataAvailableData>;
struct Event {
EventType type;
diff --git a/src/GameState.cpp b/src/GameState.cpp
index afe1e26..025eeda 100644
--- a/src/GameState.cpp
+++ b/src/GameState.cpp
@@ -107,7 +107,7 @@ void GameState::UpdatePacket()
entity.pitch = packet->Pitch / 256.0;
entity.renderColor = glm::vec3(1, 0, 0);
entity.height = 1.8;
- entity.width = 0.5;
+ entity.width = 0.6;
world.entities.push_back(entity);
EventAgregator::PushEvent(EventType::EntityChanged, EntityChangedData{ entity.entityId });
break;
diff --git a/src/Render.cpp b/src/Render.cpp
index c44c346..4d0f4b7 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -221,8 +221,12 @@ void Render::ExecuteRenderLoop() {
RenderFrame();
while (listener.IsEventsQueueIsNotEmpty())
listener.HandleEvent();
- if (renderWorld)
- window->setTitle("FPS: " + std::to_string(1.0 / timer.GetRealDeltaS()));
+ if (renderWorld) {
+ world->renderDataMutex.lock();
+ size_t size = world->renderData.size();
+ world->renderDataMutex.unlock();
+ window->setTitle("Size: " + std::to_string(size) + " FPS: " + std::to_string(1.0 / timer.GetRealDeltaS()));
+ }
timer.Update();
}
EventAgregator::PushEvent(EventType::Exit, ExitData{});
diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp
index a2d6825..add2d3d 100644
--- a/src/RendererSection.cpp
+++ b/src/RendererSection.cpp
@@ -28,102 +28,12 @@ GLuint RendererSection::VboUvs = magicUniqueConstant;
std::map<GLuint, int> RendererSection::refCounterVbo;
std::map<GLuint, int> RendererSection::refCounterVao;
-
-RendererSection::RendererSection(World *world, Vector position) : sectionPosition(position), world(world) {
- 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 ordinary blocks";
- }
-
- 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;
- refCounterVao[Vao]++;
-
- 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, 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(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);
- glCheckError();
-}
-
RendererSection::~RendererSection() {
refCounterVbo[VboTextures]--;
refCounterVbo[VboModels]--;
refCounterVbo[VboColors]--;
refCounterVao[Vao]--;
- /*if (refCounterVbo[VboTextures] <= 0)
+ if (refCounterVbo[VboTextures] <= 0)
glDeleteBuffers(1, &VboTextures);
if (refCounterVbo[VboModels] <= 0)
@@ -132,35 +42,138 @@ RendererSection::~RendererSection() {
glDeleteBuffers(1, &VboColors);
if (refCounterVao[Vao] <= 0)
- glDeleteVertexArrays(1, &Vao);*/
+ glDeleteVertexArrays(1, &Vao);
}
void RendererSection::Render(RenderState &renderState) {
- if (!isEnabled) return;
- if (!models.empty()) {
- LOG(INFO) << "Rendering unready section";
- PrepareRender();
- }
renderState.SetActiveVao(Vao);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces);
glCheckError();
}
-Section *RendererSection::GetSection() {
- return &world->GetSection(sectionPosition);
+Vector RendererSection::GetPosition()
+{
+ return sectionPos;
+}
+
+size_t RendererSection::GetHash()
+{
+ return hash;
+}
+
+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";
+ }
+
+ 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;
+ refCounterVao[Vao]++;
+
+ 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, 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(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);
+ glCheckError();
+
+
+ //Upload data to VRAM
+ glBindBuffer(GL_ARRAY_BUFFER, VboTextures);
+ glBufferData(GL_ARRAY_BUFFER, data.textures.size() * sizeof(glm::vec4), data.textures.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VboModels);
+ glBufferData(GL_ARRAY_BUFFER, data.models.size() * sizeof(glm::mat4), data.models.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, VboColors);
+ glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ numOfFaces = data.textures.size();
+ sectionPos = data.sectionPos;
+ hash = data.hash;
}
RendererSection::RendererSection(const RendererSection &other) {
- this->world = other.world;
this->VboModels = other.VboModels;
this->VboTextures = other.VboTextures;
this->VboColors = other.VboColors;
- this->sectionPosition = other.sectionPosition;
+ this->sectionPos = other.sectionPos;
this->Vao = other.Vao;
this->numOfFaces = other.numOfFaces;
- this->models = other.models;
- this->textures = other.textures;
- this->colors = other.colors;
this->hash = other.hash;
refCounterVbo[VboTextures]++;
@@ -169,179 +182,153 @@ RendererSection::RendererSection(const RendererSection &other) {
refCounterVao[Vao]++;
}
-void RendererSection::SetEnabled(bool isEnabled) {
- this->isEnabled = isEnabled;
-}
-
-bool RendererSection::IsNeedResourcesPrepare() {
- size_t currentHash = world->GetSection(sectionPosition).GetHash();
- bool isNeedUpdate = currentHash != hash;
- return isNeedUpdate;
-}
-
-void RendererSection::PrepareResources() {
- const std::map<BlockTextureId,glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes();
- Section &section = 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++) {
- Vector blockPos = Vector(x, y, z) + (sectionPosition * 16u);
- 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 = 0b1111'1111; //All faces is visible
- } else {
- 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 == 0x00)
- continue;
-
- glm::mat4 transform;
- transform = glm::translate(transform, glm::vec3 (sectionPosition * 16u));
- 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);
- }
- }
- }
- }
- numOfFaces = textures.size();
- hash = section.GetHash();
-}
-
-void RendererSection::PrepareRender() {
- glBindBuffer(GL_ARRAY_BUFFER, VboTextures);
- glBufferData(GL_ARRAY_BUFFER, textures.size() * sizeof(glm::vec4), textures.data(), GL_DYNAMIC_DRAW);
- std::vector<glm::vec4>().swap(textures);
-
- glBindBuffer(GL_ARRAY_BUFFER, VboModels);
- glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW);
- std::vector<glm::mat4>().swap(models);
-
- glBindBuffer(GL_ARRAY_BUFFER, VboColors);
- glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW);
- std::vector<glm::vec3>().swap(colors);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) {
+ const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes();
+ Section &section = world->GetSection(sectionPosition);
+ for (int y = 0; y < 16; y++) {
+ for (int z = 0; z < 16; z++) {
+ for (int x = 0; x < 16; x++) {
+ Vector blockPos = Vector(x, y, z) + (sectionPosition * 16u);
+ 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 = 0b1111'1111; //All faces is visible
+ } else {
+ 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 == 0x00)
+ continue;
+
+ glm::mat4 transform;
+ transform = glm::translate(transform, glm::vec3(sectionPosition * 16u));
+ 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);
+ }
+ }
+ }
+ }
+ hash = section.GetHash();
+ sectionPos = sectionPosition;
+ textures.shrink_to_fit();
+ models.shrink_to_fit();
+ colors.shrink_to_fit();
}
diff --git a/src/RendererSection.hpp b/src/RendererSection.hpp
index 57d04d5..fe5e96b 100644
--- a/src/RendererSection.hpp
+++ b/src/RendererSection.hpp
@@ -13,39 +13,35 @@
#include "Vector.hpp"
#include "Renderer.hpp"
-class RendererSection : Renderer {
- Vector sectionPosition;
- World *world;
- GLuint Vao, VboTextures, VboModels, VboColors;
- std::vector<glm::mat4> models;
- std::vector<glm::vec4> textures;
- std::vector<glm::vec3> colors;
+struct RendererSectionData {
+ std::vector<glm::mat4> models;
+ std::vector<glm::vec4> textures;
+ std::vector<glm::vec3> colors;
+ size_t hash;
+ Vector sectionPos;
+
+ RendererSectionData(World *world, Vector sectionPosition);
+};
+class RendererSection {
+ GLuint Vao, VboTextures, VboModels, VboColors;
+
static GLuint VboVertices, VboUvs;
static std::map<GLuint, int> refCounterVbo;
static std::map<GLuint, int> refCounterVao;
-
-
- bool isEnabled = false;
-
- size_t hash = 0;
+ size_t hash;
+ Vector sectionPos;
public:
- RendererSection(World *world, Vector position);
+ RendererSection(RendererSectionData data);
RendererSection(const RendererSection &other);
- ~RendererSection() override;
-
- void Render(RenderState &renderState) override;
-
- void PrepareResources() override;
-
- void PrepareRender() override;
+ ~RendererSection();
- void SetEnabled(bool isEnabled);
+ void Render(RenderState &renderState);
- Section *GetSection();
+ Vector GetPosition();
- bool IsNeedResourcesPrepare() override;
+ size_t GetHash();
size_t numOfFaces = 0;
}; \ No newline at end of file
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index c2ba3ae..08f890e 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -39,36 +39,33 @@ void RendererWorld::LoadedSectionController() {
auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
- //if (playerChunk != Vector())
if ((Vector(vec.x, 0, vec.z) - playerChunk).GetLength() > MaxRenderingDistance)
return;
sectionsMutex.lock();
auto& result = sections.find(vec);
if (result != sections.end()) {
- sectionsMutex.unlock();
- if (result->second.IsNeedResourcesPrepare())
- result->second.PrepareResources();
- sectionsMutex.lock();
+ if (result->second.GetHash() != gs->world.GetSection(result->first).GetHash()) {
+ sections.erase(result);
+ sectionsMutex.unlock();
+ RendererSectionData data(&gs->world, vec);
+ renderDataMutex.lock();
+ renderData.push(data);
+ renderDataMutex.unlock();
+ EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
+ sectionsMutex.lock();
+ }
}
else {
- EventAgregator::PushEvent(EventType::CreateSectionRender, CreateSectionRenderData{ vec });
- }
- sectionsMutex.unlock();
- });
-
- contentListener.RegisterHandler(EventType::CreatedSectionRender, [this](EventData eventData) {
- auto vec = std::get<CreatedSectionRenderData>(eventData).pos;
- sectionsMutex.lock();
- auto it = sections.find(vec);
- if (it == sections.end()) {
- LOG(ERROR) << "Created wrnog sectionRenderer";
sectionsMutex.unlock();
- return;
- }
- it->second.PrepareResources();
+ RendererSectionData data(&gs->world, vec);
+ renderDataMutex.lock();
+ renderData.push(data);
+ renderDataMutex.unlock();
+ EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
+ sectionsMutex.lock();
+ }
sectionsMutex.unlock();
- EventAgregator::PushEvent(EventType::InitalizeSectionRender, InitalizeSectionRenderData{ vec });
});
contentListener.RegisterHandler(EventType::PlayerPosChanged, [this,&updateAllSections](EventData eventData) {
@@ -130,30 +127,7 @@ RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
MaxRenderingDistance = 2;
PrepareRender();
-
- listener.RegisterHandler(EventType::InitalizeSectionRender, [this](EventData eventData) {
- auto data = std::get<InitalizeSectionRenderData>(eventData);
- sectionsMutex.lock();
- auto it = sections.find(data.pos);
- if (it == sections.end()) {
- LOG(ERROR) << "Initializing wrong sectionRenderer";
- sectionsMutex.unlock();
- return;
- }
- it->second.PrepareRender();
- it->second.SetEnabled(true);
- sectionsMutex.unlock();
- });
-
- listener.RegisterHandler(EventType::CreateSectionRender, [this](EventData eventData) {
- auto vec = std::get<CreateSectionRenderData>(eventData).pos;
- auto pair = std::make_pair(vec, RendererSection(&gs->world, vec));
- sectionsMutex.lock();
- sections.insert(pair);
- sectionsMutex.unlock();
- EventAgregator::PushEvent(EventType::CreatedSectionRender, CreatedSectionRenderData{ vec });
- });
-
+
listener.RegisterHandler(EventType::DeleteSectionRender, [this](EventData eventData) {
auto vec = std::get<DeleteSectionRenderData>(eventData).pos;
sectionsMutex.lock();
@@ -166,6 +140,22 @@ RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
sections.erase(it);
sectionsMutex.unlock();
});
+
+ listener.RegisterHandler(EventType::NewRenderDataAvailable,[this](EventData eventData) {
+ renderDataMutex.lock();
+ while (!renderData.empty()) {
+ auto &data = renderData.front();
+ auto pair = std::make_pair(data.sectionPos, RendererSection(data));
+ sectionsMutex.lock();
+ if (!sections.insert(pair).second) {
+ sections.erase(sections.find(data.sectionPos));
+ sections.insert(pair);
+ }
+ sectionsMutex.unlock();
+ renderData.pop();
+ }
+ renderDataMutex.unlock();
+ });
listener.RegisterHandler(EventType::EntityChanged, [this](EventData eventData) {
auto data = std::get<EntityChangedData>(eventData);
diff --git a/src/RendererWorld.hpp b/src/RendererWorld.hpp
index fb10c88..d339706 100644
--- a/src/RendererWorld.hpp
+++ b/src/RendererWorld.hpp
@@ -15,8 +15,9 @@ class RendererWorld: public Renderer {
void LoadedSectionController();
bool isRunning = true;
//Blocks
+
std::mutex sectionsMutex;
- std::map<Vector, RendererSection> sections;
+ std::map<Vector, RendererSection> sections;
Shader *blockShader;
void RenderBlocks(RenderState& renderState);
//Entities
@@ -35,4 +36,7 @@ public:
double MaxRenderingDistance;
void Update();
+
+ std::mutex renderDataMutex;
+ std::queue<RendererSectionData> renderData;
}; \ No newline at end of file
diff --git a/src/World.cpp b/src/World.cpp
index 3eff5dd..dda7058 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -174,6 +174,10 @@ void World::UpdatePhysics(float delta)
it.pos = it.pos + it.vel * delta;
}
}
+//Faces: 14 650 653
+//Models: 937.641.792 Bytes x64
+//Textures: 234.410.448 Bytes x16
+//Colors: 175.807.836 Bytes x12
Entity & World::GetEntity(unsigned int EntityId)
{