Compare commits
No commits in common. "fe6124ea18df9ce88834a505537927c25333bea9" and "54ebfa474b5443d52d6b8d419ce1b7b5499ee5d2" have entirely different histories.
fe6124ea18
...
54ebfa474b
|
@ -1,75 +0,0 @@
|
|||
#pragma once
|
||||
#include "shader.h"
|
||||
#include <camera.h>
|
||||
#include "texture.h"
|
||||
#include "block.h"
|
||||
#include "skyBox.h"
|
||||
|
||||
enum faces
|
||||
{
|
||||
FRONT = 0,
|
||||
BACK,
|
||||
TOP,
|
||||
BOTTOM,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
};
|
||||
|
||||
#include "chunks.h"
|
||||
|
||||
//todo move in blocks
|
||||
|
||||
class Chunk;
|
||||
class ChunkManager;
|
||||
|
||||
class ChunksRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
ChunksRenderer()
|
||||
{
|
||||
init();
|
||||
}
|
||||
|
||||
~ChunksRenderer()
|
||||
{
|
||||
}
|
||||
|
||||
//deprecated
|
||||
void render(Camera &c, Block b, glm::ivec3 pos);
|
||||
|
||||
//deprecated
|
||||
void render(Camera &c, Chunk &chunk);
|
||||
|
||||
void render(Camera &c, ChunkManager &chunkManager, SkyBox &skyBox);
|
||||
|
||||
bool &getAo() { return ao; }
|
||||
|
||||
private:
|
||||
|
||||
void init();
|
||||
|
||||
DrawBlocksShader shader;
|
||||
|
||||
GLuint faceVAO[6];
|
||||
GLuint faceBuffer[6];
|
||||
GLuint faceTextureIndexesBuffer[6];
|
||||
|
||||
GLuint faceIndexBuffer;
|
||||
Texture texture;
|
||||
|
||||
|
||||
GLuint positionsbuffer[6];
|
||||
GLuint textureUVbuffer[6];
|
||||
GLuint aoBuffer[6];
|
||||
GLuint faceMask;
|
||||
|
||||
|
||||
std::vector<glm::ivec3> facesVector;
|
||||
std::vector<glm::vec2> uvVector;
|
||||
std::vector<uint8_t> aoVector;
|
||||
|
||||
glm::ivec3 lastPosition = {};
|
||||
|
||||
bool ao = true;
|
||||
};
|
|
@ -1,5 +0,0 @@
|
|||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
|
||||
#include <stb_image/stb_image.h>
|
||||
#include <stb_truetype/stb_truetype.h>
|
385
src/renderer.cpp
385
src/renderer.cpp
|
@ -1,385 +0,0 @@
|
|||
#include "renderer.h"
|
||||
|
||||
void ChunksRenderer::init()
|
||||
{
|
||||
|
||||
texture.load(RESOURCES_PATH "blocks.png");
|
||||
|
||||
float facePositions[6][12] =
|
||||
{
|
||||
//front
|
||||
0.5, 0.5, 0.5,
|
||||
-0.5, 0.5, 0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
|
||||
//back
|
||||
-0.5, -0.5, -0.5,
|
||||
-0.5, 0.5, -0.5,
|
||||
0.5, 0.5, -0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
|
||||
//top
|
||||
-0.5, 0.5, -0.5,
|
||||
-0.5, 0.5, 0.5,
|
||||
0.5, 0.5, 0.5,
|
||||
0.5, 0.5, -0.5,
|
||||
|
||||
//bottom
|
||||
0.5, -0.5, 0.5,
|
||||
-0.5, -0.5, 0.5,
|
||||
-0.5, -0.5, -0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
|
||||
//left
|
||||
-0.5, -0.5, 0.5,
|
||||
-0.5, 0.5, 0.5,
|
||||
-0.5, 0.5, -0.5,
|
||||
-0.5, -0.5, -0.5,
|
||||
|
||||
//right
|
||||
0.5, 0.5, -0.5,
|
||||
0.5, 0.5, 0.5,
|
||||
0.5, -0.5, 0.5,
|
||||
0.5, -0.5, -0.5,
|
||||
|
||||
};
|
||||
|
||||
float faceTexture[6][8] =
|
||||
{
|
||||
//front
|
||||
1,1,
|
||||
0,1,
|
||||
0,0,
|
||||
1,0,
|
||||
|
||||
//back
|
||||
0,0,
|
||||
0,1,
|
||||
1,1,
|
||||
1,0,
|
||||
|
||||
//bottom
|
||||
1,1,
|
||||
0,1,
|
||||
0,0,
|
||||
1,0,
|
||||
|
||||
//top
|
||||
1,1,
|
||||
0,1,
|
||||
0,0,
|
||||
1,0,
|
||||
|
||||
//left
|
||||
1,0,
|
||||
1,1,
|
||||
0,1,
|
||||
0,0,
|
||||
|
||||
//right
|
||||
1,1,
|
||||
0,1,
|
||||
0,0,
|
||||
1,0,
|
||||
};
|
||||
|
||||
uint8_t vertexMask[4]
|
||||
{
|
||||
0b0000'0001,
|
||||
0b0000'0010,
|
||||
0b0000'0100,
|
||||
0b0000'1000,
|
||||
};
|
||||
|
||||
//all faces
|
||||
unsigned int faceIndeces[6]
|
||||
{
|
||||
0,1,2,
|
||||
2,3,0
|
||||
};
|
||||
|
||||
shader.load();
|
||||
|
||||
glGenBuffers(1, &faceIndexBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faceIndexBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faceIndeces), faceIndeces, GL_STATIC_DRAW);
|
||||
|
||||
glGenVertexArrays(6, faceVAO);
|
||||
glGenBuffers(6, faceBuffer);
|
||||
glGenBuffers(6, faceTextureIndexesBuffer);
|
||||
|
||||
glGenBuffers(6, positionsbuffer);
|
||||
glGenBuffers(6, textureUVbuffer);
|
||||
glGenBuffers(6, aoBuffer);
|
||||
|
||||
glGenBuffers(1, &faceMask);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, faceMask);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexMask), vertexMask, GL_STATIC_DRAW);
|
||||
|
||||
|
||||
for(int i=0; i<6;i++)
|
||||
{
|
||||
glBindVertexArray(faceVAO[i]);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, faceBuffer[i]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(facePositions[i]), facePositions[i], GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, faceTextureIndexesBuffer[i]);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(faceTexture[i]), faceTexture[i], GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, faceIndexBuffer);
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, positionsbuffer[i]);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 3, GL_INT, GL_FALSE, 0, (void *)0);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, textureUVbuffer[i]);
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, aoBuffer[i]);
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribIPointer(4, 1, GL_UNSIGNED_BYTE, 0, (void *)0);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, faceMask);
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribIPointer(5, 1, GL_UNSIGNED_BYTE, 0, (void *)0);
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
//deprecated
|
||||
void ChunksRenderer::render(Camera &c, Block b, glm::ivec3 pos)
|
||||
{
|
||||
shader.bind();
|
||||
texture.bind(0);
|
||||
shader.setProjectionMatrix(c.getProjectionMatrix());
|
||||
|
||||
glm::vec3 playerPos = c.getPosition();
|
||||
//playerPos /= 2.f;
|
||||
shader.setPlayerPos({ playerPos.x, playerPos.y, playerPos.z });
|
||||
|
||||
shader.setModelViewMatrix(c.getViewMatrix());
|
||||
|
||||
for(int i=0; i<6; i++)
|
||||
{
|
||||
glBindVertexArray(faceVAO[i]);
|
||||
|
||||
shader.setPosition(pos.x, pos.y, pos.z);
|
||||
shader.setTextureAtlasCoords(b.getPositionInAtlas(i).x, b.getPositionInAtlas(i).y);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
//deprecated
|
||||
void ChunksRenderer::render(Camera &c, Chunk &chunk)
|
||||
{
|
||||
shader.bind();
|
||||
texture.bind(0);
|
||||
shader.setProjectionMatrix(c.getProjectionMatrix());
|
||||
|
||||
glm::vec3 playerPos = c.getPosition();
|
||||
shader.setPlayerPos({ playerPos.x, playerPos.y, playerPos.z });
|
||||
|
||||
shader.setModelViewMatrix(c.getViewMatrix());
|
||||
|
||||
|
||||
for(int face=0;face<6;face++)
|
||||
{
|
||||
glBindVertexArray(faceVAO[face]);
|
||||
|
||||
for (int i = 0; i < chunk.positions[face].size(); i++)
|
||||
{
|
||||
glm::ivec3 pos = chunk.positions[face][i];
|
||||
|
||||
int addX = chunk.getChunkPositionx16().x;
|
||||
int addZ = chunk.getChunkPositionx16().y;
|
||||
|
||||
pos.x += addX;
|
||||
pos.z += addZ;
|
||||
|
||||
auto &uv = chunk.UVs[face][i];
|
||||
|
||||
shader.setPosition(pos.x, pos.y, pos.z);
|
||||
shader.setTextureAtlasCoords(uv.x, uv.y);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
void ChunksRenderer::render(Camera &c, ChunkManager &chunkManager, SkyBox &skyBox)
|
||||
{
|
||||
//resort chunks and stuff
|
||||
glm::ivec3 curentPosion = c.getPositionInWorld();
|
||||
|
||||
if (lastPosition != curentPosion)
|
||||
{
|
||||
|
||||
//todo move this in set player pos
|
||||
glm::ivec2 chunkPos = chunkManager.getPlayerInChunk(glm::vec3(curentPosion));
|
||||
Chunk *currentChunk = chunkManager.getChunk(chunkPos);
|
||||
|
||||
if (currentChunk)
|
||||
{
|
||||
currentChunk->sortTransparentFaces(c.getPosition());
|
||||
}
|
||||
|
||||
lastPosition = curentPosion;
|
||||
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
||||
shader.bind();
|
||||
texture.bind(0);
|
||||
shader.setProjectionMatrix(c.getProjectionMatrix());
|
||||
|
||||
glm::vec3 playerPos = c.getPosition();
|
||||
shader.setPlayerPos({ playerPos.x, playerPos.y, playerPos.z });
|
||||
|
||||
shader.setModelViewMatrix(c.getViewMatrix());
|
||||
|
||||
shader.setAo(this->ao);
|
||||
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
facesVector.clear();
|
||||
uvVector.clear();
|
||||
aoVector.clear();
|
||||
|
||||
for (auto c : chunkManager.loadedChunks)
|
||||
{
|
||||
int addX = c->getChunkPositionx16().x;
|
||||
int addZ = c->getChunkPositionx16().y;
|
||||
|
||||
for(int i=0;i< c->positions[face].size(); i++)
|
||||
{
|
||||
glm::ivec3 pos = c->positions[face][i];
|
||||
|
||||
pos.x += addX;
|
||||
pos.z += addZ;
|
||||
|
||||
glm::vec2 uv = c->UVs[face][i];
|
||||
|
||||
uint8_t ao = c->ao[face][i];
|
||||
|
||||
facesVector.push_back(pos);
|
||||
uvVector.push_back(uv);
|
||||
aoVector.push_back(ao);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(faceVAO[face]);
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, positionsbuffer[face]);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribIPointer(2, 3, GL_INT, 0, (void *)0);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::ivec3) * facesVector.size(),
|
||||
facesVector.data(), GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, textureUVbuffer[face]);
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * uvVector.size(),
|
||||
uvVector.data(), GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, aoBuffer[face]);
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribIPointer(4, 1, GL_UNSIGNED_BYTE, 0, (void *)0);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glBufferData(GL_ARRAY_BUFFER, 1 * aoVector.size(), aoVector.data(), GL_STREAM_DRAW);
|
||||
|
||||
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, facesVector.size());
|
||||
|
||||
}
|
||||
|
||||
glm::mat4 centeredView = glm::mat4(glm::mat3(c.getViewMatrix()));
|
||||
skyBox.render(c.getProjectionMatrix() * centeredView);
|
||||
|
||||
shader.bind();
|
||||
texture.bind(0);
|
||||
shader.setProjectionMatrix(c.getProjectionMatrix());
|
||||
|
||||
shader.setPlayerPos({ playerPos.x, playerPos.y, playerPos.z });
|
||||
|
||||
shader.setModelViewMatrix(c.getViewMatrix());
|
||||
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
facesVector.clear();
|
||||
uvVector.clear();
|
||||
|
||||
for (auto c : chunkManager.loadedChunks)
|
||||
{
|
||||
int addX = c->getChunkPositionx16().x;
|
||||
int addZ = c->getChunkPositionx16().y;
|
||||
|
||||
for(int i=0;i< c->transparentPositions[face].size(); i++)
|
||||
{
|
||||
glm::ivec3 pos = c->transparentPositions[face][i];
|
||||
|
||||
pos.x += addX;
|
||||
pos.z += addZ;
|
||||
|
||||
glm::vec2 uv = c->transparentUVs[face][i];
|
||||
|
||||
facesVector.push_back(pos);
|
||||
uvVector.push_back(uv);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(faceVAO[face]);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, positionsbuffer[face]);
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribIPointer(2, 3, GL_INT, 0, (void *)0);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::ivec3) * facesVector.size(),
|
||||
facesVector.data(), GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, textureUVbuffer[face]);
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * uvVector.size(),
|
||||
uvVector.data(), GL_STREAM_DRAW);
|
||||
|
||||
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, (GLsizei)facesVector.size());
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
Loading…
Reference in New Issue