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-rw-r--r--src/RendererSection.cpp328
1 files changed, 204 insertions, 124 deletions
diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp
index 59e3558..c813071 100644
--- a/src/RendererSection.cpp
+++ b/src/RendererSection.cpp
@@ -24,14 +24,7 @@ const GLfloat uv_coords[] = {
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;
+GLuint RendererSection::VboUvs = magicUniqueConstant;
RendererSection::RendererSection(RendererSectionData data) {
if (VboVertices == magicUniqueConstant) {
@@ -48,90 +41,87 @@ RendererSection::RendererSection(RendererSectionData data) {
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);
+ 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);
+ 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);
- 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);
+ glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.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);
+ 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();
- offset = contentModels.size() - numOfFaces;
sectionPos = data.sectionPos;
hash = data.hash;
}
@@ -142,13 +132,30 @@ RendererSection::RendererSection(RendererSection && 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);
- std::swap(lhs.offset, rhs.offset);
+}
+
+void RendererSection::Render(RenderState &renderState) {
+ renderState.SetActiveVao(Vao);
+ glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces);
+ glCheckError();
}
Vector RendererSection::GetPosition()
@@ -161,16 +168,16 @@ 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 &section = 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();
@@ -178,7 +185,7 @@ RendererSectionData::RendererSectionData(World * world, Vector sectionPosition)
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));
+ BlockId block = GetBlockId(x,y,z);
if (block.id == 0)
continue;
@@ -187,9 +194,9 @@ RendererSectionData::RendererSectionData(World * world, Vector sectionPosition)
transform = glm::translate(baseOffset, Vector(x, y, z).glm());
- const BlockModel* model = AssetManager::Instance().GetBlockModelByBlockId(block);
+ 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)));
+ 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));
@@ -214,7 +221,7 @@ RendererSectionData::RendererSectionData(World * world, Vector sectionPosition)
colors.shrink_to_fit();
}
-void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight) {
+void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectionsList, 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;
@@ -225,29 +232,31 @@ void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectio
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 (TestBlockExists(sectionsList, world, blockPos - Vector(0, +1, 0)))
+ if (visible >> 0 & 0x1)
continue;
break;
case BlockModel::ElementData::FaceDirection::up:
- if (TestBlockExists(sectionsList, world, blockPos - Vector(0, -1, 0)))
+ if (visible >> 1 & 0x1)
continue;
break;
case BlockModel::ElementData::FaceDirection::north:
- if (TestBlockExists(sectionsList, world, blockPos - Vector(0, 0, -1)))
+ if (visible >> 2 & 0x1)
continue;
break;
case BlockModel::ElementData::FaceDirection::south:
- if (TestBlockExists(sectionsList, world, blockPos - Vector(0, 0, +1)))
+ if (visible >> 3 & 0x1)
continue;
break;
case BlockModel::ElementData::FaceDirection::west:
- if (TestBlockExists(sectionsList, world, blockPos - Vector(-1, 0, 0)))
+ if (visible >> 4 & 0x1)
continue;
break;
case BlockModel::ElementData::FaceDirection::east:
- if (TestBlockExists(sectionsList, world, blockPos - Vector(+1, 0, 0)))
+ if (visible >> 5 & 0x1)
continue;
break;
}
@@ -302,39 +311,110 @@ void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectio
}
}
-bool RendererSectionData::TestBlockExists(const std::vector<Vector> &sectionsList, 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;
+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;
+ }
+ }
}
-
- if (std::find(sectionsList.begin(), sectionsList.end(),section) == sectionsList.end())
- return true;
+ return arr;
+}
- BlockId blockId = world->GetSection(section).GetBlockId(blockPos);
+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, am.GetBlockModelByBlockId(id)));
+ return idModels.back().second;
+}
- auto blockModel = AssetManager::Instance().GetBlockModelByBlockId(world->GetSection(section).GetBlockId(blockPos));
+void RendererSectionData::SetBlockIdData(World* world) {
+ const Section& section = world->GetSection(sectionPos);
- return blockId.id != 0 && blockModel && blockModel->IsBlock;
+ 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));
+ }
+ }
+ }
} \ No newline at end of file