diff options
Diffstat (limited to 'old/graphics/RenderSection.cpp')
-rw-r--r-- | old/graphics/RenderSection.cpp | 356 |
1 files changed, 356 insertions, 0 deletions
diff --git a/old/graphics/RenderSection.cpp b/old/graphics/RenderSection.cpp new file mode 100644 index 0000000..8ebd2c0 --- /dev/null +++ b/old/graphics/RenderSection.cpp @@ -0,0 +1,356 @@ +#include "RenderSection.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, +}; + +void RenderState::SetActiveVao(GLuint Vao) { + if (Vao != ActiveVao) { + glBindVertexArray(Vao); + ActiveVao = Vao; + } +} + +void RenderState::SetActiveShader(GLuint Shader) { + if (Shader != ActiveShader) { + glUseProgram(Shader); + ActiveShader = Shader; + } +} + +const GLuint magicUniqueConstant = 88375; +GLuint RenderSection::VboVertices = magicUniqueConstant; +GLuint RenderSection::VboUvs = magicUniqueConstant; +std::map<GLuint, int> RenderSection::refCounterVbo; +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); + + //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(); +} + +RenderSection::~RenderSection() { + refCounterVbo[VboTextures]--; + refCounterVbo[VboModels]--; + refCounterVbo[VboColors]--; + refCounterVao[Vao]--; + if (refCounterVbo[VboTextures] <= 0) + glDeleteBuffers(1, &VboTextures); + + if (refCounterVbo[VboModels] <= 0) + glDeleteBuffers(1, &VboTextures); + if (refCounterVbo[VboColors] <= 0) + glDeleteBuffers(1, &VboColors); + + if (refCounterVao[Vao] <= 0) + glDeleteVertexArrays(1, &Vao); +} + +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++) { + 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 = 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.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); + } + } + } + } + numOfFaces = textures.size(); + hash = section.GetHash(); +} + +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, VboModels); + glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), models.data(), GL_DYNAMIC_DRAW); + models.clear(); + + glBindBuffer(GL_ARRAY_BUFFER, VboColors); + glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_DYNAMIC_DRAW); + colors.clear(); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + } + state.SetActiveVao(Vao); + glDrawArraysInstanced(GL_TRIANGLES, 0, 6, numOfFaces); + glCheckError(); +} + +Section *RenderSection::GetSection() { + return &world->GetSection(sectionPosition); +} + +RenderSection::RenderSection(const RenderSection &other) { + this->world = other.world; + this->VboModels = other.VboModels; + this->VboTextures = other.VboTextures; + this->VboColors = other.VboColors; + this->sectionPosition = other.sectionPosition; + 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]++; + 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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