Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
This commit is contained in:
parent
bba647db5c
commit
1ffbeb8148
@ -49,3 +49,11 @@ if(VOXELENGINE_BUILD_TESTS)
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endif()
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add_subdirectory(vctest)
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add_custom_target(copy_resources ALL
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_SOURCE_DIR}/res
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${CMAKE_CURRENT_BINARY_DIR}/res
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COMMENT "Copying resource directory to the build directory"
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)
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add_dependencies(${PROJECT_NAME} copy_resources)
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@ -46,10 +46,15 @@
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],
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"buildPresets": [
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{
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"name": "default-vs-msvc-windows",
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"name": "Debug build",
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"configurePreset": "default-vs-msvc-windows",
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"configuration": "Debug"
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},
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{
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"name": "Release build",
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"configurePreset": "default-vs-msvc-windows",
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"configuration": "Release"
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},
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{
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"name": "default-ninja-gnu-linux",
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"configurePreset": "default-ninja-gnu-linux",
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@ -3,7 +3,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 3) in float v_light;
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layout (location = 3) in vec4 v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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@ -31,7 +31,7 @@ void main() {
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vec3 pos3d = modelpos.xyz - u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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vec4 decomp_light = decompress_light(v_light);
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vec4 decomp_light = v_light;
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vec3 light = decomp_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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@ -1,28 +1,17 @@
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#ifndef COMMONS_GLSL_
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#define COMMONS_GLSL_
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#include <constants>
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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vec3 pick_sky_color(samplerCube cubemap) {
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vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
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skyLightColor *= SKY_LIGHT_TINT;
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skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
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skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
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skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
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return skyLightColor;
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}
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
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modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
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return modelPos;
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}
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@ -2,7 +2,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in float v_light;
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layout (location = 2) in vec4 v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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@ -27,13 +27,13 @@ uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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void main() {
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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vec4 modelpos = u_model * vec4(v_position, 1.0f);
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vec3 pos3d = modelpos.xyz-u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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vec4 decomp_light = decompress_light(v_light);
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vec4 decomp_light = v_light;
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vec3 light = decomp_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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@ -93,11 +93,11 @@ std::shared_ptr<UINode> create_debug_panel(
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panel->add(create_label(gui, []() { return L"fps: "+fpsString;}));
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panel->add(create_label(gui, []() {
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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return L"meshes: " + std::to_wstring(MeshStats::meshesCount);
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}));
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panel->add(create_label(gui, []() {
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int drawCalls = Mesh::drawCalls;
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Mesh::drawCalls = 0;
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int drawCalls = MeshStats::drawCalls;
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MeshStats::drawCalls = 0;
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return L"draw-calls: " + std::to_wstring(drawCalls);
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}));
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panel->add(create_label(gui, []() {
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@ -8,15 +8,10 @@
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#include <cmath>
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inline constexpr uint B2D_VERTEX_SIZE = 8;
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Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
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const VertexAttribute attrs[] = {
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{2}, {2}, {4}, {0}
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};
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buffer = std::make_unique<float[]>(capacity * B2D_VERTEX_SIZE);
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mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
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buffer = std::make_unique<Batch2DVertex[]>(capacity );
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mesh = std::make_unique<Mesh<Batch2DVertex>>(buffer.get(), 0, Batch2DVertex::ATTRIBUTES);
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index = 0;
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const ubyte pixels[] = {
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@ -51,28 +46,20 @@ void Batch2D::vertex(
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float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = u * region.getWidth() + region.u1;
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buffer[index++] = v * region.getHeight() + region.v1;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index].position = {x, y};
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buffer[index].uv = {u * region.getWidth() + region.u1, v * region.getHeight() + region.v1};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch2D::vertex(
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glm::vec2 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a
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) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = uvpoint.x * region.getWidth() + region.u1;
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buffer[index++] = uvpoint.y * region.getHeight() + region.v1;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index].position = point;
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buffer[index].uv = {uvpoint.x * region.getWidth() + region.u1, uvpoint.y * region.getHeight() + region.v1};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch2D::texture(const Texture* new_texture){
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@ -99,14 +86,14 @@ void Batch2D::setRegion(UVRegion region) {
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}
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void Batch2D::point(float x, float y, float r, float g, float b, float a){
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if (index + 6*B2D_VERTEX_SIZE >= capacity)
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if (index + 6 >= capacity)
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flush();
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setPrimitive(DrawPrimitive::point);
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vertex(x, y, 0, 0, r,g,b,a);
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}
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void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
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if (index + 6*B2D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::line);
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@ -119,7 +106,7 @@ void Batch2D::rect(float x, float y, float w, float h){
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6*B2D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::triangle);
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@ -142,7 +129,7 @@ void Batch2D::rect(
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bool flippedY,
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glm::vec4 tint
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) {
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if (index + 6 * B2D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::triangle);
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@ -230,14 +217,14 @@ void Batch2D::rect(
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}
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void Batch2D::lineRect(float x, float y, float w, float h) {
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if (index + 8 * B2D_VERTEX_SIZE >= capacity) {
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if (index + 8 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::line);
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vertex(x, y, 0.0f, 0.0f, color.r, color.g, color.b, color.a);
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vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
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vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
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vertex(x+w, y+h, 1.0f, 1.0f, color.r, color.g, color.b, color.a);
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@ -253,7 +240,7 @@ void Batch2D::rect(
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float u, float v, float tx, float ty,
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float r, float g, float b, float a
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){
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if (index + 6*B2D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::triangle);
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@ -271,7 +258,7 @@ void Batch2D::parallelogram(
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float u, float v, float tx, float ty,
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float r, float g, float b, float a
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){
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if (index + 6*B2D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::triangle);
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@ -292,7 +279,7 @@ void Batch2D::rect(
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float r3, float g3, float b3,
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float r4, float g4, float b4, int sh
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){
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if (index + 30*B2D_VERTEX_SIZE >= capacity) {
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if (index + 30 >= capacity) {
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flush();
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}
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setPrimitive(DrawPrimitive::triangle);
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@ -378,7 +365,7 @@ void Batch2D::sprite(
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void Batch2D::flush() {
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if (index == 0)
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return;
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mesh->reload(buffer.get(), index / B2D_VERTEX_SIZE);
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mesh->reload(buffer.get(), index);
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mesh->draw(gl::to_glenum(primitive));
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index = 0;
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}
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@ -1,19 +1,33 @@
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#pragma once
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#include <memory>
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include "commons.hpp"
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#include "maths/UVRegion.hpp"
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#include "MeshData.hpp"
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template<typename VertexStructure>
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class Mesh;
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class Texture;
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struct Batch2DVertex {
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glm::vec2 position;
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glm::vec2 uv;
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glm::vec4 color;
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static constexpr VertexAttribute ATTRIBUTES[] {
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{GL_FLOAT, false, 2},
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{GL_FLOAT, false,2},
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{GL_FLOAT, false, 4},
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{0}
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};
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};
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class Batch2D : public Flushable {
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std::unique_ptr<float[]> buffer;
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std::unique_ptr<Batch2DVertex[]> buffer;
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size_t capacity;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Mesh<Batch2DVertex>> mesh;
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std::unique_ptr<Texture> blank;
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size_t index;
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glm::vec4 color;
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@ -7,17 +7,12 @@
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#include "typedefs.hpp"
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#include "maths/UVRegion.hpp"
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/// xyz, uv, rgba
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inline constexpr uint B3D_VERTEX_SIZE = 9;
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Batch3D::Batch3D(size_t capacity)
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Batch3D::Batch3D(size_t capacity)
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: capacity(capacity) {
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const VertexAttribute attrs[] = {
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{3}, {2}, {4}, {0}
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};
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buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
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mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
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buffer = std::make_unique<Batch3DVertex[]>(capacity);
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mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0, Batch3DVertex::ATTRIBUTES);
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index = 0;
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const ubyte pixels[] = {
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@ -40,69 +35,54 @@ void Batch3D::vertex(
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float x, float y, float z, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = z;
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buffer[index++] = u;
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buffer[index++] = v;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index].position = {x, y, z};
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buffer[index].uv = {u, v};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::vertex(
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glm::vec3 coord, float u, float v,
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float r, float g, float b, float a
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) {
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buffer[index++] = coord.x;
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buffer[index++] = coord.y;
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buffer[index++] = coord.z;
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buffer[index++] = u;
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buffer[index++] = v;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index].position = coord;
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buffer[index].uv = {u, v};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::vertex(
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glm::vec3 point,
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glm::vec2 uvpoint,
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float r, float g, float b, float a
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) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = point.z;
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buffer[index++] = uvpoint.x;
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buffer[index++] = uvpoint.y;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index].position = point;
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buffer[index].uv = uvpoint;
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::face(
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const glm::vec3& coord,
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const glm::vec3& coord,
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float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const glm::vec4& tint
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) {
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if (index + B3D_VERTEX_SIZE * 6 > capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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vertex(coord, region.u1, region.v1,
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vertex(coord, region.u1, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w, region.u2, region.v1,
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vertex(coord + axisX * w, region.u2, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord, region.u1, region.v1,
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vertex(coord, region.u1, region.v1,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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vertex(coord + axisY * h, region.u1, region.v2,
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vertex(coord + axisY * h, region.u1, region.v2,
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tint.r, tint.g, tint.b, tint.a);
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}
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@ -134,18 +114,18 @@ void Batch3D::sprite(
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}
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void Batch3D::sprite(
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w, float h,
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const UVRegion& uv,
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const glm::vec3& pos,
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const glm::vec3& up,
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const glm::vec3& right,
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float w, float h,
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const UVRegion& uv,
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const glm::vec4& color
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){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6*B3D_VERTEX_SIZE >= capacity) {
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if (index + 6 >= capacity) {
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flush();
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}
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||||
|
||||
@ -194,17 +174,17 @@ void Batch3D::xSprite(
|
||||
float w, float h, const UVRegion& uv, const glm::vec4& tint, bool shading
|
||||
) {
|
||||
face(
|
||||
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
|
||||
w, h,
|
||||
glm::vec3(1, 0, 0),
|
||||
glm::vec3(0, 1, 0),
|
||||
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
|
||||
w, h,
|
||||
glm::vec3(1, 0, 0),
|
||||
glm::vec3(0, 1, 0),
|
||||
uv, (shading ? do_tint(1.0f)*tint : tint)
|
||||
);
|
||||
face(
|
||||
glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
|
||||
glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
|
||||
w, h,
|
||||
glm::vec3(0, 0, -1),
|
||||
glm::vec3(0, 1, 0),
|
||||
glm::vec3(0, 0, -1),
|
||||
glm::vec3(0, 1, 0),
|
||||
uv, (shading ? do_tint(0.9f)*tint : tint)
|
||||
);
|
||||
}
|
||||
@ -221,41 +201,41 @@ void Batch3D::cube(
|
||||
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
|
||||
|
||||
face(
|
||||
coord+glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
size.x, size.y, X, Y, texfaces[5],
|
||||
coord+glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
size.x, size.y, X, Y, texfaces[5],
|
||||
(shading ? do_tint(0.8)*tint : tint)
|
||||
);
|
||||
face(
|
||||
coord+glm::vec3(size.x, 0.0f, -size.z),
|
||||
size.x, size.y, -X, Y, texfaces[4],
|
||||
coord+glm::vec3(size.x, 0.0f, -size.z),
|
||||
size.x, size.y, -X, Y, texfaces[4],
|
||||
(shading ? do_tint(0.8f)*tint : tint)
|
||||
);
|
||||
face(
|
||||
coord+glm::vec3(0.0f, size.y, 0.0f),
|
||||
size.x, size.z, X, -Z, texfaces[3],
|
||||
coord+glm::vec3(0.0f, size.y, 0.0f),
|
||||
size.x, size.z, X, -Z, texfaces[3],
|
||||
(shading ? do_tint(1.0f)*tint : tint)
|
||||
);
|
||||
face(
|
||||
coord+glm::vec3(0.0f, 0.0f, -size.z),
|
||||
size.x, size.z, X, Z, texfaces[2],
|
||||
coord+glm::vec3(0.0f, 0.0f, -size.z),
|
||||
size.x, size.z, X, Z, texfaces[2],
|
||||
(shading ? do_tint(0.7f)*tint : tint)
|
||||
);
|
||||
face(
|
||||
coord+glm::vec3(0.0f, 0.0f, -size.z),
|
||||
size.z, size.y, Z, Y, texfaces[0],
|
||||
coord+glm::vec3(0.0f, 0.0f, -size.z),
|
||||
size.z, size.y, Z, Y, texfaces[0],
|
||||
(shading ? do_tint(0.9f)*tint : tint)
|
||||
);
|
||||
face(
|
||||
coord+glm::vec3(size.x, 0.0f, 0.0f),
|
||||
size.z, size.y, -Z, Y, texfaces[1],
|
||||
coord+glm::vec3(size.x, 0.0f, 0.0f),
|
||||
size.z, size.y, -Z, Y, texfaces[1],
|
||||
(shading ? do_tint(0.9f)*tint : tint)
|
||||
);
|
||||
}
|
||||
|
||||
void Batch3D::blockCube(
|
||||
const glm::vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4& tint,
|
||||
const glm::vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4& tint,
|
||||
bool shading
|
||||
) {
|
||||
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
|
||||
@ -264,27 +244,27 @@ void Batch3D::blockCube(
|
||||
void Batch3D::vertex(
|
||||
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
|
||||
) {
|
||||
if (index + B3D_VERTEX_SIZE >= capacity) {
|
||||
if (index + 1 >= capacity) {
|
||||
flush();
|
||||
}
|
||||
vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
|
||||
}
|
||||
|
||||
void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
|
||||
if (index + B3D_VERTEX_SIZE >= capacity) {
|
||||
if (index + 1 >= capacity) {
|
||||
flushPoints();
|
||||
}
|
||||
vertex(coord, {}, tint.r, tint.g, tint.b, tint.a);
|
||||
}
|
||||
|
||||
void Batch3D::flush() {
|
||||
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
|
||||
mesh->reload(buffer.get(), index);
|
||||
mesh->draw();
|
||||
index = 0;
|
||||
}
|
||||
|
||||
void Batch3D::flushPoints() {
|
||||
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
|
||||
mesh->reload(buffer.get(), index);
|
||||
mesh->draw(GL_POINTS);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
@ -2,19 +2,34 @@
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "commons.hpp"
|
||||
#include "MeshData.hpp"
|
||||
|
||||
#include <memory>
|
||||
#include <stdlib.h>
|
||||
#include <cstdlib>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Mesh;
|
||||
template<typename VertexStructure> class Mesh;
|
||||
|
||||
class Texture;
|
||||
struct UVRegion;
|
||||
|
||||
struct Batch3DVertex {
|
||||
glm::vec3 position;
|
||||
glm::vec2 uv;
|
||||
glm::vec4 color;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] {
|
||||
{GL_FLOAT, false, 3},
|
||||
{GL_FLOAT, false, 2},
|
||||
{GL_FLOAT, false, 4},
|
||||
{0}
|
||||
};
|
||||
};
|
||||
|
||||
class Batch3D : public Flushable {
|
||||
std::unique_ptr<float[]> buffer;
|
||||
std::unique_ptr<Batch3DVertex[]> buffer;
|
||||
size_t capacity;
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Mesh<Batch3DVertex>> mesh;
|
||||
std::unique_ptr<Texture> blank;
|
||||
size_t index;
|
||||
glm::vec4 tint {1.0f};
|
||||
|
||||
@ -3,12 +3,11 @@
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
inline constexpr uint LB_VERTEX_SIZE = (3+4);
|
||||
|
||||
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
|
||||
const VertexAttribute attrs[] = { {3},{4}, {0} };
|
||||
buffer = std::make_unique<float[]>(capacity * LB_VERTEX_SIZE * 2);
|
||||
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
|
||||
|
||||
buffer = std::make_unique<LineVertex[]>(capacity * 2);
|
||||
mesh = std::make_unique<Mesh<LineVertex>>(buffer.get(), 0, LineVertex::ATTRIBUTES);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
@ -16,31 +15,21 @@ LineBatch::~LineBatch(){
|
||||
}
|
||||
|
||||
void LineBatch::line(
|
||||
float x1, float y1,
|
||||
float z1, float x2,
|
||||
float x1, float y1,
|
||||
float z1, float x2,
|
||||
float y2, float z2,
|
||||
float r, float g, float b, float a
|
||||
) {
|
||||
if (index + LB_VERTEX_SIZE * 2 >= capacity) {
|
||||
if (index + 2 >= capacity) {
|
||||
flush();
|
||||
}
|
||||
buffer[index] = x1;
|
||||
buffer[index+1] = y1;
|
||||
buffer[index+2] = z1;
|
||||
buffer[index+3] = r;
|
||||
buffer[index+4] = g;
|
||||
buffer[index+5] = b;
|
||||
buffer[index+6] = a;
|
||||
index += LB_VERTEX_SIZE;
|
||||
buffer[index].position = {x1,y1,z1};
|
||||
buffer[index].color = {r,g,b,a};
|
||||
index++;
|
||||
|
||||
buffer[index] = x2;
|
||||
buffer[index+1] = y2;
|
||||
buffer[index+2] = z2;
|
||||
buffer[index+3] = r;
|
||||
buffer[index+4] = g;
|
||||
buffer[index+5] = b;
|
||||
buffer[index+6] = a;
|
||||
index += LB_VERTEX_SIZE;
|
||||
buffer[index].position = {x2,y2,z2};
|
||||
buffer[index].color = {r,g,b,a};
|
||||
index++;
|
||||
}
|
||||
|
||||
void LineBatch::box(float x, float y, float z, float w, float h, float d,
|
||||
@ -68,7 +57,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d,
|
||||
void LineBatch::flush(){
|
||||
if (index == 0)
|
||||
return;
|
||||
mesh->reload(buffer.get(), index / LB_VERTEX_SIZE);
|
||||
mesh->reload(buffer.get(), index);
|
||||
mesh->draw(GL_LINES);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
@ -5,12 +5,21 @@
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "commons.hpp"
|
||||
#include "MeshData.hpp"
|
||||
|
||||
template<typename VertexStructure>
|
||||
class Mesh;
|
||||
|
||||
struct LineVertex {
|
||||
glm::vec3 position;
|
||||
glm::vec4 color;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] { {GL_FLOAT,false,3},{GL_FLOAT,false,4}, {0} };
|
||||
};
|
||||
|
||||
class LineBatch : public Flushable {
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<float[]> buffer;
|
||||
std::unique_ptr<Mesh<LineVertex>> mesh;
|
||||
std::unique_ptr<LineVertex[]> buffer;
|
||||
size_t index;
|
||||
size_t capacity;
|
||||
public:
|
||||
|
||||
@ -1,93 +1,8 @@
|
||||
#include "Mesh.hpp"
|
||||
#include <assert.h>
|
||||
#include <GL/glew.h>
|
||||
//
|
||||
// Created by RED on 24.03.2025.
|
||||
//
|
||||
|
||||
int Mesh::meshesCount = 0;
|
||||
int Mesh::drawCalls = 0;
|
||||
#include "graphics/core/Mesh.hpp"
|
||||
|
||||
inline size_t calc_vertex_size(const VertexAttribute* attrs) {
|
||||
size_t vertexSize = 0;
|
||||
for (int i = 0; attrs[i].size; i++) {
|
||||
vertexSize += attrs[i].size;
|
||||
}
|
||||
assert(vertexSize != 0);
|
||||
return vertexSize;
|
||||
}
|
||||
|
||||
Mesh::Mesh(const MeshData& data)
|
||||
: Mesh(data.vertices.data(),
|
||||
data.vertices.size() / calc_vertex_size(data.attrs.data()),
|
||||
data.indices.data(),
|
||||
data.indices.size(),
|
||||
data.attrs.data()) {}
|
||||
|
||||
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
|
||||
ibo(0),
|
||||
vertices(0),
|
||||
indices(0)
|
||||
{
|
||||
meshesCount++;
|
||||
vertexSize = 0;
|
||||
for (int i = 0; attrs[i].size; i++) {
|
||||
vertexSize += attrs[i].size;
|
||||
}
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
|
||||
reload(vertexBuffer, vertices, indexBuffer, indices);
|
||||
|
||||
// attributes
|
||||
int offset = 0;
|
||||
for (int i = 0; attrs[i].size; i++) {
|
||||
int size = attrs[i].size;
|
||||
glVertexAttribPointer(i, size, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (GLvoid*)(offset * sizeof(float)));
|
||||
glEnableVertexAttribArray(i);
|
||||
offset += size;
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
Mesh::~Mesh(){
|
||||
meshesCount--;
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
if (ibo != 0) glDeleteBuffers(1, &ibo);
|
||||
}
|
||||
|
||||
void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
if (vertexBuffer != nullptr && vertices != 0) {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STREAM_DRAW);
|
||||
} else {
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
|
||||
}
|
||||
if (indexBuffer != nullptr && indices != 0) {
|
||||
if (ibo == 0) glGenBuffers(1, &ibo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices, indexBuffer, GL_STATIC_DRAW);
|
||||
}
|
||||
else if (ibo != 0) {
|
||||
glDeleteBuffers(1, &ibo);
|
||||
}
|
||||
this->vertices = vertices;
|
||||
this->indices = indices;
|
||||
}
|
||||
|
||||
void Mesh::draw(unsigned int primitive) const {
|
||||
drawCalls++;
|
||||
glBindVertexArray(vao);
|
||||
if (ibo != 0) {
|
||||
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
else {
|
||||
glDrawArrays(primitive, 0, vertices);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::draw() const {
|
||||
draw(GL_TRIANGLES);
|
||||
}
|
||||
int MeshStats::meshesCount = 0;
|
||||
int MeshStats::drawCalls = 0;
|
||||
@ -1,31 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "MeshData.hpp"
|
||||
|
||||
|
||||
struct MeshStats {
|
||||
static int meshesCount;
|
||||
static int drawCalls;
|
||||
};
|
||||
|
||||
|
||||
template<typename VertexStructure>
|
||||
class Mesh {
|
||||
unsigned int vao;
|
||||
unsigned int vbo;
|
||||
unsigned int ibo;
|
||||
size_t vertices;
|
||||
size_t indices;
|
||||
size_t vertexCount;
|
||||
size_t indexCount;
|
||||
size_t vertexSize;
|
||||
|
||||
public:
|
||||
Mesh(const MeshData& data);
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs);
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const VertexAttribute* attrs) :
|
||||
Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
|
||||
explicit Mesh(const MeshData<VertexStructure> &data);
|
||||
|
||||
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const uint32_t *indexBuffer, size_t indices,
|
||||
const VertexAttribute *attrs);
|
||||
|
||||
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const VertexAttribute *attrs) : Mesh<VertexStructure>(
|
||||
vertexBuffer, vertices, nullptr, 0, attrs) {
|
||||
};
|
||||
|
||||
~Mesh();
|
||||
|
||||
/// @brief Update GL vertex and index buffers data without changing VAO attributes
|
||||
/// @param vertexBuffer vertex data buffer
|
||||
/// @param vertices number of vertices in new buffer
|
||||
/// @param vertexCount number of vertices in new buffer
|
||||
/// @param indexBuffer indices buffer
|
||||
/// @param indices number of values in indices buffer
|
||||
void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
|
||||
|
||||
/// @param indexCount number of values in indices buffer
|
||||
void reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer = nullptr,
|
||||
size_t indexCount = 0);
|
||||
|
||||
/// @brief Draw mesh with specified primitives type
|
||||
/// @param primitive primitives type
|
||||
void draw(unsigned int primitive) const;
|
||||
@ -34,6 +46,6 @@ public:
|
||||
void draw() const;
|
||||
|
||||
/// @brief Total numbers of alive mesh objects
|
||||
static int meshesCount;
|
||||
static int drawCalls;
|
||||
};
|
||||
|
||||
#include "graphics/core/Mesh.inl"
|
||||
|
||||
92
src/graphics/core/Mesh.inl
Normal file
92
src/graphics/core/Mesh.inl
Normal file
@ -0,0 +1,92 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "MeshData.hpp"
|
||||
|
||||
template<typename VertexStructure>
|
||||
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
|
||||
: Mesh(data.vertices.data(),
|
||||
data.vertices.size(),
|
||||
data.indices.data(),
|
||||
data.indices.size(),
|
||||
data.attrs.data()) {}
|
||||
|
||||
template<typename VertexStructure>
|
||||
Mesh<VertexStructure>::Mesh(const VertexStructure* vertexBuffer, size_t vertices, const uint32_t* indexBuffer, size_t indices, const VertexAttribute* attrs) :
|
||||
ibo(0),
|
||||
vao(0),
|
||||
vbo(0),
|
||||
vertexCount(0),
|
||||
indexCount(0)
|
||||
{
|
||||
MeshStats::meshesCount++;
|
||||
vertexSize = 0;
|
||||
for (int i = 0; attrs[i].count; i++) {
|
||||
vertexSize += attrs[i].size();
|
||||
}
|
||||
size_t tmp = sizeof(VertexStructure);
|
||||
assert(vertexSize==tmp);
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
|
||||
reload(vertexBuffer, vertices, indexBuffer, indices);
|
||||
|
||||
// attributes
|
||||
int offset = 0;
|
||||
for (int i = 0; attrs[i].count; i++) {
|
||||
const VertexAttribute &attr = attrs[i];
|
||||
glVertexAttribPointer(i, attr.count, attr.type, attr.normalized, sizeof(VertexStructure), (GLvoid*)(size_t)offset);
|
||||
glEnableVertexAttribArray(i);
|
||||
offset += attr.size();
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
template<typename VertexStructure>
|
||||
Mesh<VertexStructure>::~Mesh(){
|
||||
MeshStats::meshesCount--;
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
if (ibo != 0) glDeleteBuffers(1, &ibo);
|
||||
}
|
||||
template<typename VertexStructure>
|
||||
void Mesh<VertexStructure>::reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer, size_t indexCount) {
|
||||
this->vertexCount = vertexCount;
|
||||
this->indexCount = indexCount;
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
if (vertexBuffer != nullptr && vertexCount != 0) {
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vertexBuffer, GL_STREAM_DRAW);
|
||||
} else {
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
if (indexBuffer != nullptr && indexCount != 0) {
|
||||
if (ibo == 0)
|
||||
glGenBuffers(1, &ibo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * indexCount, indexBuffer, GL_STATIC_DRAW);
|
||||
} else if (ibo != 0) {
|
||||
glDeleteBuffers(1, &ibo);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
template<typename VertexStructure>
|
||||
void Mesh<VertexStructure>::draw(unsigned int primitive) const {
|
||||
MeshStats::drawCalls++;
|
||||
glBindVertexArray(vao);
|
||||
if (ibo != 0) {
|
||||
glDrawElements(primitive, indexCount, GL_UNSIGNED_INT, nullptr);
|
||||
} else {
|
||||
glDrawArrays(primitive, 0, vertexCount);
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
template<typename VertexStructure>
|
||||
void Mesh<VertexStructure>::draw() const {
|
||||
draw(GL_TRIANGLES);
|
||||
}
|
||||
@ -1,19 +1,42 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <stdexcept>
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "util/Buffer.hpp"
|
||||
|
||||
/// @brief Vertex attribute info
|
||||
struct VertexAttribute {
|
||||
ubyte size;
|
||||
uint32_t type;
|
||||
bool normalized;
|
||||
ubyte count;
|
||||
|
||||
|
||||
[[nodiscard]] uint32_t size() const {
|
||||
switch (type) {
|
||||
case GL_FLOAT:
|
||||
return count * sizeof(float);
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_INT:
|
||||
return count * sizeof(uint32_t);
|
||||
case GL_UNSIGNED_SHORT:
|
||||
case GL_SHORT:
|
||||
return count * sizeof(uint16_t);
|
||||
case GL_UNSIGNED_BYTE:
|
||||
case GL_BYTE:
|
||||
return count * sizeof(uint8_t);
|
||||
default:
|
||||
throw std::runtime_error("VertexAttribute type is not supported");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/// @brief Raw mesh data structure
|
||||
template<typename VertexStructure>
|
||||
struct MeshData {
|
||||
util::Buffer<float> vertices;
|
||||
util::Buffer<int> indices;
|
||||
util::Buffer<VertexStructure> vertices;
|
||||
util::Buffer<uint32_t> indices;
|
||||
util::Buffer<VertexAttribute> attrs;
|
||||
|
||||
MeshData() = default;
|
||||
@ -22,8 +45,8 @@ struct MeshData {
|
||||
/// @param indices nullable indices buffer
|
||||
/// @param attrs vertex attribute sizes (must be null-terminated)
|
||||
MeshData(
|
||||
util::Buffer<float> vertices,
|
||||
util::Buffer<int> indices,
|
||||
util::Buffer<VertexStructure> vertices,
|
||||
util::Buffer<uint32_t> indices,
|
||||
util::Buffer<VertexAttribute> attrs
|
||||
) : vertices(std::move(vertices)),
|
||||
indices(std::move(indices)),
|
||||
|
||||
@ -12,12 +12,16 @@
|
||||
PostProcessing::PostProcessing(size_t effectSlotsCount)
|
||||
: effectSlots(effectSlotsCount) {
|
||||
// Fullscreen quad mesh bulding
|
||||
float vertices[] {
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
|
||||
PostProcessingVertex meshData[]{
|
||||
{{-1.0f, -1.0f}},
|
||||
{{-1.0f, 1.0f}},
|
||||
{{1.0f, 1.0f}},
|
||||
{{-1.0f, -1.0f}},
|
||||
{{1.0f, 1.0f}},
|
||||
{{1.0f, -1.0f}},
|
||||
};
|
||||
VertexAttribute attrs[] {{2}, {0}};
|
||||
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
|
||||
|
||||
quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6, PostProcessingVertex::ATTRIBUTES);
|
||||
}
|
||||
|
||||
PostProcessing::~PostProcessing() = default;
|
||||
|
||||
@ -2,14 +2,25 @@
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
#include "MeshData.hpp"
|
||||
|
||||
class Mesh;
|
||||
template<typename VertexStructure> class Mesh;
|
||||
class Assets;
|
||||
class Framebuffer;
|
||||
class DrawContext;
|
||||
class ImageData;
|
||||
class PostEffect;
|
||||
|
||||
struct PostProcessingVertex {
|
||||
glm::vec2 position;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] {
|
||||
{GL_FLOAT,false,2},
|
||||
{0}
|
||||
};
|
||||
};
|
||||
|
||||
/// @brief Framebuffer with blitting with shaders.
|
||||
/// @attention Current implementation does not support multiple render passes
|
||||
/// for multiple effects. Will be implemented in v0.21
|
||||
@ -18,7 +29,7 @@ class PostProcessing {
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
std::unique_ptr<Framebuffer> fboSecond;
|
||||
/// @brief Fullscreen quad mesh as the post-processing canvas
|
||||
std::unique_ptr<Mesh> quadMesh;
|
||||
std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
|
||||
std::vector<std::shared_ptr<PostEffect>> effectSlots;
|
||||
public:
|
||||
PostProcessing(size_t effectSlotsCount);
|
||||
|
||||
@ -11,24 +11,25 @@
|
||||
|
||||
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.2275f,0.9388f,-0.1005f);
|
||||
|
||||
|
||||
BlocksRenderer::BlocksRenderer(
|
||||
size_t capacity,
|
||||
const Content& content,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
) : content(content),
|
||||
vertexBuffer(std::make_unique<float[]>(capacity * CHUNK_VERTEX_SIZE)),
|
||||
indexBuffer(std::make_unique<int[]>(capacity)),
|
||||
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
|
||||
indexBuffer(std::make_unique<uint32_t[]>(capacity)),
|
||||
vertexCount(0),
|
||||
vertexOffset(0),
|
||||
indexOffset(0),
|
||||
indexSize(0),
|
||||
indexCount(0),
|
||||
capacity(capacity),
|
||||
cache(cache),
|
||||
settings(settings)
|
||||
settings(settings)
|
||||
{
|
||||
voxelsBuffer = std::make_unique<VoxelsVolume>(
|
||||
CHUNK_W + voxelBufferPadding*2,
|
||||
CHUNK_H,
|
||||
CHUNK_W + voxelBufferPadding*2,
|
||||
CHUNK_H,
|
||||
CHUNK_D + voxelBufferPadding*2);
|
||||
blockDefsCache = content.getIndices()->blocks.getDefs();
|
||||
}
|
||||
@ -40,39 +41,31 @@ BlocksRenderer::~BlocksRenderer() {
|
||||
void BlocksRenderer::vertex(
|
||||
const glm::vec3& coord, float u, float v, const glm::vec4& light
|
||||
) {
|
||||
vertexBuffer[vertexOffset++] = coord.x;
|
||||
vertexBuffer[vertexOffset++] = coord.y;
|
||||
vertexBuffer[vertexOffset++] = coord.z;
|
||||
|
||||
vertexBuffer[vertexOffset++] = u;
|
||||
vertexBuffer[vertexOffset++] = v;
|
||||
vertexBuffer[vertexCount].position = coord;
|
||||
|
||||
union {
|
||||
float floating;
|
||||
uint32_t integer;
|
||||
} compressed;
|
||||
vertexBuffer[vertexCount].uv = {u,v};
|
||||
|
||||
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
|
||||
|
||||
vertexBuffer[vertexOffset++] = compressed.floating;
|
||||
vertexBuffer[vertexCount].color[0] = static_cast<uint8_t>(light.r * 255);
|
||||
vertexBuffer[vertexCount].color[1] = static_cast<uint8_t>(light.g * 255);
|
||||
vertexBuffer[vertexCount].color[2] = static_cast<uint8_t>(light.b * 255);
|
||||
vertexBuffer[vertexCount].color[3] = static_cast<uint8_t>(light.a * 255);
|
||||
vertexCount++;
|
||||
}
|
||||
|
||||
void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
|
||||
indexBuffer[indexSize++] = indexOffset + a;
|
||||
indexBuffer[indexSize++] = indexOffset + b;
|
||||
indexBuffer[indexSize++] = indexOffset + c;
|
||||
indexBuffer[indexSize++] = indexOffset + d;
|
||||
indexBuffer[indexSize++] = indexOffset + e;
|
||||
indexBuffer[indexSize++] = indexOffset + f;
|
||||
indexOffset += 4;
|
||||
void BlocksRenderer::index(uint32_t a, uint32_t b, uint32_t c, uint32_t d, uint32_t e, uint32_t f) {
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + a);
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + b);
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + c);
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + d);
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + e);
|
||||
indexBuffer[indexCount++] = static_cast<uint32_t>(vertexOffset + f);
|
||||
vertexOffset += 4;
|
||||
}
|
||||
|
||||
/// @brief Add face with precalculated lights
|
||||
void BlocksRenderer::face(
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& coord,
|
||||
float w, float h, float d,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
@ -81,7 +74,7 @@ void BlocksRenderer::face(
|
||||
const glm::vec4(&lights)[4],
|
||||
const glm::vec4& tint
|
||||
) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexCount + 4 >= capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -97,7 +90,7 @@ void BlocksRenderer::face(
|
||||
}
|
||||
|
||||
void BlocksRenderer::vertexAO(
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& coord,
|
||||
float u, float v,
|
||||
const glm::vec4& tint,
|
||||
const glm::vec3& axisX,
|
||||
@ -121,7 +114,7 @@ void BlocksRenderer::faceAO(
|
||||
const UVRegion& region,
|
||||
bool lights
|
||||
) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexCount + 4 >= capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -159,7 +152,7 @@ void BlocksRenderer::face(
|
||||
glm::vec4 tint,
|
||||
bool lights
|
||||
) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexCount + 4 >= capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -178,10 +171,10 @@ void BlocksRenderer::face(
|
||||
}
|
||||
|
||||
void BlocksRenderer::blockXSprite(
|
||||
int x, int y, int z,
|
||||
const glm::vec3& size,
|
||||
const UVRegion& texface1,
|
||||
const UVRegion& texface2,
|
||||
int x, int y, int z,
|
||||
const glm::vec3& size,
|
||||
const UVRegion& texface1,
|
||||
const UVRegion& texface2,
|
||||
float spread
|
||||
) {
|
||||
glm::vec4 lights1[] {
|
||||
@ -207,12 +200,12 @@ void BlocksRenderer::blockXSprite(
|
||||
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, glm::vec3(),
|
||||
texface1, lights2, tint);
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, glm::vec3(),
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, glm::vec3(),
|
||||
texface1, lights1, tint);
|
||||
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, glm::vec3(),
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, glm::vec3(),
|
||||
texface2, lights2, tint);
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, glm::vec3(),
|
||||
face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, glm::vec3(),
|
||||
texface2, lights1, tint);
|
||||
}
|
||||
|
||||
@ -221,8 +214,8 @@ void BlocksRenderer::blockXSprite(
|
||||
/// @brief AABB blocks render method
|
||||
void BlocksRenderer::blockAABB(
|
||||
const glm::ivec3& icoord,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block,
|
||||
ubyte rotation,
|
||||
bool lights,
|
||||
bool ao
|
||||
@ -249,7 +242,7 @@ void BlocksRenderer::blockAABB(
|
||||
orient.transform(hitbox);
|
||||
}
|
||||
coord -= glm::vec3(0.5f) - hitbox.center();
|
||||
|
||||
|
||||
if (ao) {
|
||||
faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
|
||||
faceAO(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
|
||||
@ -289,7 +282,7 @@ void BlocksRenderer::blockCustomModel(
|
||||
|
||||
const auto& model = cache.getModel(block->rt.id);
|
||||
for (const auto& mesh : model.meshes) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * mesh.vertices.size() > capacity) {
|
||||
if (vertexCount + mesh.vertices.size() >= capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -314,7 +307,7 @@ void BlocksRenderer::blockCustomModel(
|
||||
r,
|
||||
n
|
||||
);
|
||||
indexBuffer[indexSize++] = indexOffset++;
|
||||
indexBuffer[indexCount++] = vertexOffset++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -322,9 +315,9 @@ void BlocksRenderer::blockCustomModel(
|
||||
|
||||
/* Fastest solid shaded blocks render method */
|
||||
void BlocksRenderer::blockCube(
|
||||
const glm::ivec3& coord,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block& block,
|
||||
const glm::ivec3& coord,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block& block,
|
||||
blockstate states,
|
||||
bool lights,
|
||||
bool ao
|
||||
@ -340,7 +333,7 @@ void BlocksRenderer::blockCube(
|
||||
Y = orient.axes[1];
|
||||
Z = orient.axes[2];
|
||||
}
|
||||
|
||||
|
||||
if (ao) {
|
||||
if (isOpen(coord + Z, block)) {
|
||||
faceAO(coord, X, Y, Z, texfaces[5], lights);
|
||||
@ -383,8 +376,8 @@ void BlocksRenderer::blockCube(
|
||||
}
|
||||
|
||||
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID) {
|
||||
return false;
|
||||
@ -398,7 +391,7 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
|
||||
glm::vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
|
||||
if (isOpenForLight(x, y, z)) {
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
return glm::vec4(Lightmap::extract(light, 0),
|
||||
Lightmap::extract(light, 1),
|
||||
@ -426,8 +419,8 @@ glm::vec4 BlocksRenderer::pickSoftLight(
|
||||
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
|
||||
) const {
|
||||
return pickSoftLight({
|
||||
static_cast<int>(std::round(x)),
|
||||
static_cast<int>(std::round(y)),
|
||||
static_cast<int>(std::round(x)),
|
||||
static_cast<int>(std::round(y)),
|
||||
static_cast<int>(std::round(z))},
|
||||
right, up);
|
||||
}
|
||||
@ -466,17 +459,17 @@ void BlocksRenderer::render(
|
||||
def.ambientOcclusion);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
@ -529,24 +522,24 @@ SortingMeshData BlocksRenderer::renderTranslucent(
|
||||
def.ambientOcclusion);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (vertexOffset == 0) {
|
||||
if (vertexCount == 0) {
|
||||
continue;
|
||||
}
|
||||
SortingMeshEntry entry {
|
||||
@ -555,50 +548,50 @@ SortingMeshData BlocksRenderer::renderTranslucent(
|
||||
y + 0.5f,
|
||||
z + chunk->z * CHUNK_D + 0.5f
|
||||
),
|
||||
util::Buffer<float>(indexSize * CHUNK_VERTEX_SIZE), 0};
|
||||
util::Buffer<ChunkVertex>(indexCount), 0};
|
||||
|
||||
totalSize += entry.vertexData.size();
|
||||
|
||||
for (int j = 0; j < indexSize; j++) {
|
||||
for (int j = 0; j < indexCount; j++) {
|
||||
std::memcpy(
|
||||
entry.vertexData.data() + j * CHUNK_VERTEX_SIZE,
|
||||
vertexBuffer.get() + indexBuffer[j] * CHUNK_VERTEX_SIZE,
|
||||
sizeof(float) * CHUNK_VERTEX_SIZE
|
||||
entry.vertexData.data() + j,
|
||||
vertexBuffer.get() + indexBuffer[j],
|
||||
sizeof(ChunkVertex)
|
||||
);
|
||||
float& vx = entry.vertexData[j * CHUNK_VERTEX_SIZE + 0];
|
||||
float& vy = entry.vertexData[j * CHUNK_VERTEX_SIZE + 1];
|
||||
float& vz = entry.vertexData[j * CHUNK_VERTEX_SIZE + 2];
|
||||
ChunkVertex& vertex = entry.vertexData[j];
|
||||
|
||||
if (!aabbInit) {
|
||||
aabbInit = true;
|
||||
aabb.a = aabb.b = {vx, vy, vz};
|
||||
aabb.a = aabb.b = vertex.position;
|
||||
} else {
|
||||
aabb.addPoint(glm::vec3(vx, vy, vz));
|
||||
aabb.addPoint(vertex.position);
|
||||
}
|
||||
vx += chunk->x * CHUNK_W + 0.5f;
|
||||
vy += 0.5f;
|
||||
vz += chunk->z * CHUNK_D + 0.5f;
|
||||
|
||||
vertex.position.x += chunk->x * CHUNK_W + 0.5f;
|
||||
vertex.position.y += 0.5f;
|
||||
vertex.position.z += chunk->z * CHUNK_D + 0.5f;
|
||||
}
|
||||
sortingMesh.entries.push_back(std::move(entry));
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
vertexCount = 0;
|
||||
vertexOffset = indexCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// additional powerful optimization
|
||||
auto size = aabb.size();
|
||||
if ((size.y < 0.01f || size.x < 0.01f || size.z < 0.01f) &&
|
||||
if ((size.y < 0.01f || size.x < 0.01f || size.z < 0.01f) &&
|
||||
sortingMesh.entries.size() > 1) {
|
||||
SortingMeshEntry newEntry {
|
||||
sortingMesh.entries[0].position,
|
||||
util::Buffer<float>(totalSize),
|
||||
util::Buffer<ChunkVertex>(totalSize),
|
||||
0
|
||||
};
|
||||
size_t offset = 0;
|
||||
for (const auto& entry : sortingMesh.entries) {
|
||||
std::memcpy(
|
||||
newEntry.vertexData.data() + offset,
|
||||
entry.vertexData.data(), entry.vertexData.size() * sizeof(float)
|
||||
entry.vertexData.data(),
|
||||
entry.vertexData.size() * sizeof(ChunkVertex)
|
||||
);
|
||||
offset += entry.vertexData.size();
|
||||
}
|
||||
@ -630,7 +623,7 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const auto& def = *blockDefsCache[id];
|
||||
|
||||
|
||||
if (beginEnds[def.drawGroup][0] == 0) {
|
||||
beginEnds[def.drawGroup][0] = i+1;
|
||||
}
|
||||
@ -639,36 +632,37 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
|
||||
cancelled = false;
|
||||
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
|
||||
vertexCount = 0;
|
||||
vertexOffset = indexCount = 0;
|
||||
|
||||
sortingMesh = renderTranslucent(voxels, beginEnds);
|
||||
|
||||
|
||||
overflow = false;
|
||||
vertexCount = 0;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
|
||||
indexCount = 0;
|
||||
|
||||
render(voxels, beginEnds);
|
||||
}
|
||||
|
||||
ChunkMeshData BlocksRenderer::createMesh() {
|
||||
return ChunkMeshData {
|
||||
return ChunkMeshData{
|
||||
MeshData(
|
||||
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
|
||||
util::Buffer<int>(indexBuffer.get(), indexSize),
|
||||
util::Buffer<VertexAttribute>(
|
||||
CHUNK_VATTRS, sizeof(CHUNK_VATTRS) / sizeof(VertexAttribute)
|
||||
util::Buffer(vertexBuffer.get(), vertexCount),
|
||||
util::Buffer(indexBuffer.get(), indexCount),
|
||||
util::Buffer(
|
||||
ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
|
||||
)
|
||||
),
|
||||
std::move(sortingMesh)};
|
||||
std::move(sortingMesh)
|
||||
};
|
||||
}
|
||||
|
||||
ChunkMesh BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
|
||||
ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
|
||||
build(chunk, chunks);
|
||||
|
||||
size_t vcount = vertexOffset / CHUNK_VERTEX_SIZE;
|
||||
return ChunkMesh{std::make_unique<Mesh>(
|
||||
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, CHUNK_VATTRS
|
||||
return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
|
||||
vertexBuffer.get(), vertexCount, indexBuffer.get(), indexCount, ChunkVertex::ATTRIBUTES
|
||||
), std::move(sortingMesh)};
|
||||
}
|
||||
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
#include "voxels/voxel.hpp"
|
||||
@ -10,28 +8,27 @@
|
||||
#include "voxels/Block.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
#include "voxels/VoxelsVolume.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "maths/util.hpp"
|
||||
#include "commons.hpp"
|
||||
#include "settings.hpp"
|
||||
|
||||
template<typename VertexStructure> class Mesh;
|
||||
class Content;
|
||||
class Mesh;
|
||||
class Block;
|
||||
class Chunk;
|
||||
class Chunks;
|
||||
class VoxelsVolume;
|
||||
class Chunks;
|
||||
class ContentGfxCache;
|
||||
struct UVRegion;
|
||||
|
||||
class BlocksRenderer {
|
||||
static const glm::vec3 SUN_VECTOR;
|
||||
const Content& content;
|
||||
std::unique_ptr<float[]> vertexBuffer;
|
||||
std::unique_ptr<int[]> indexBuffer;
|
||||
std::unique_ptr<ChunkVertex[]> vertexBuffer;
|
||||
std::unique_ptr<uint32_t[]> indexBuffer;
|
||||
size_t vertexCount;
|
||||
size_t vertexOffset;
|
||||
size_t indexOffset, indexSize;
|
||||
size_t indexCount;
|
||||
size_t capacity;
|
||||
int voxelBufferPadding = 2;
|
||||
bool overflow = false;
|
||||
@ -48,7 +45,7 @@ class BlocksRenderer {
|
||||
SortingMeshData sortingMesh;
|
||||
|
||||
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
|
||||
void index(int a, int b, int c, int d, int e, int f);
|
||||
void index(uint32_t a, uint32_t b, uint32_t c, uint32_t d, uint32_t e, uint32_t f);
|
||||
|
||||
void vertexAO(
|
||||
const glm::vec3& coord, float u, float v,
|
||||
|
||||
@ -74,7 +74,7 @@ ChunksRenderer::ChunksRenderer(
|
||||
if (!result.cancelled) {
|
||||
auto meshData = std::move(result.meshData);
|
||||
meshes[result.key] = ChunkMesh {
|
||||
std::make_unique<Mesh>(meshData.mesh),
|
||||
std::make_unique<Mesh<ChunkVertex>>(meshData.mesh),
|
||||
std::move(meshData.sortingMesh)};
|
||||
}
|
||||
inwork.erase(result.key);
|
||||
@ -92,7 +92,7 @@ ChunksRenderer::ChunksRenderer(
|
||||
ChunksRenderer::~ChunksRenderer() {
|
||||
}
|
||||
|
||||
const Mesh* ChunksRenderer::render(
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
chunk->flags.modified = false;
|
||||
@ -125,7 +125,7 @@ void ChunksRenderer::clear() {
|
||||
threadPool.clearQueue();
|
||||
}
|
||||
|
||||
const Mesh* ChunksRenderer::getOrRender(
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
@ -142,7 +142,7 @@ void ChunksRenderer::update() {
|
||||
threadPool.update();
|
||||
}
|
||||
|
||||
const Mesh* ChunksRenderer::retrieveChunk(
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
|
||||
size_t index, const Camera& camera, Shader& shader, bool culling
|
||||
) {
|
||||
auto chunk = chunks.getChunks()[index];
|
||||
@ -234,14 +234,14 @@ void ChunksRenderer::drawChunks(
|
||||
}
|
||||
|
||||
static inline void write_sorting_mesh_entries(
|
||||
float* buffer, const std::vector<SortingMeshEntry>& chunkEntries
|
||||
ChunkVertex* buffer, const std::vector<SortingMeshEntry>& chunkEntries
|
||||
) {
|
||||
for (const auto& entry : chunkEntries) {
|
||||
const auto& vertexData = entry.vertexData;
|
||||
std::memcpy(
|
||||
buffer,
|
||||
vertexData.data(),
|
||||
vertexData.size() * sizeof(float)
|
||||
vertexData.size() * sizeof(ChunkVertex)
|
||||
);
|
||||
buffer += vertexData.size();
|
||||
}
|
||||
@ -288,10 +288,10 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
|
||||
if (chunkEntries.size() == 1) {
|
||||
auto& entry = chunkEntries.at(0);
|
||||
if (found->second.sortedMesh == nullptr) {
|
||||
found->second.sortedMesh = std::make_unique<Mesh>(
|
||||
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
|
||||
entry.vertexData.data(),
|
||||
entry.vertexData.size() / CHUNK_VERTEX_SIZE,
|
||||
CHUNK_VATTRS
|
||||
entry.vertexData.size(),
|
||||
ChunkVertex::ATTRIBUTES
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
@ -310,13 +310,13 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
|
||||
size += entry.vertexData.size();
|
||||
}
|
||||
|
||||
static util::Buffer<float> buffer;
|
||||
static util::Buffer<ChunkVertex> buffer;
|
||||
if (buffer.size() < size) {
|
||||
buffer = util::Buffer<float>(size);
|
||||
buffer = util::Buffer<ChunkVertex>(size);
|
||||
}
|
||||
write_sorting_mesh_entries(buffer.data(), chunkEntries);
|
||||
found->second.sortedMesh = std::make_unique<Mesh>(
|
||||
buffer.data(), size / CHUNK_VERTEX_SIZE, CHUNK_VATTRS
|
||||
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
|
||||
buffer.data(), size, ChunkVertex::ATTRIBUTES
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
|
||||
@ -1,6 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <queue>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
@ -9,12 +8,10 @@
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/hash.hpp>
|
||||
|
||||
#include "voxels/Block.hpp"
|
||||
#include "util/ThreadPool.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "commons.hpp"
|
||||
|
||||
class Mesh;
|
||||
template<typename VertexStructure> class Mesh;
|
||||
class Chunk;
|
||||
class Level;
|
||||
class Camera;
|
||||
@ -52,7 +49,7 @@ class ChunksRenderer {
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
std::vector<ChunksSortEntry> indices;
|
||||
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
|
||||
const Mesh* retrieveChunk(
|
||||
const Mesh<ChunkVertex>* retrieveChunk(
|
||||
size_t index, const Camera& camera, Shader& shader, bool culling
|
||||
);
|
||||
public:
|
||||
@ -66,13 +63,13 @@ public:
|
||||
);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
const Mesh* render(
|
||||
const Mesh<ChunkVertex>* render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
);
|
||||
void unload(const Chunk* chunk);
|
||||
void clear();
|
||||
|
||||
const Mesh* getOrRender(
|
||||
const Mesh<ChunkVertex>* getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
);
|
||||
void drawChunks(const Camera& camera, Shader& shader);
|
||||
|
||||
@ -6,18 +6,15 @@
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
|
||||
static const VertexAttribute attrs[] = {
|
||||
{3}, {2}, {3}, {1}, {0}
|
||||
};
|
||||
|
||||
MainBatch::MainBatch(size_t capacity)
|
||||
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
|
||||
capacity(capacity),
|
||||
index(0),
|
||||
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)) {
|
||||
: buffer(std::make_unique<MainBatchVertex[]>(capacity)),
|
||||
capacity(capacity),
|
||||
index(0),
|
||||
mesh(std::make_unique<Mesh<MainBatchVertex>>(buffer.get(), 0, MainBatchVertex::ATTRIBUTES)) {
|
||||
|
||||
const ubyte pixels[] = {
|
||||
255, 255, 255, 255,
|
||||
255, 255, 255, 255,
|
||||
};
|
||||
ImageData image(ImageFormat::rgba8888, 1, 1, pixels);
|
||||
blank = Texture::from(&image);
|
||||
@ -25,7 +22,7 @@ MainBatch::MainBatch(size_t capacity)
|
||||
|
||||
MainBatch::~MainBatch() = default;
|
||||
|
||||
void MainBatch::setTexture(const Texture* texture) {
|
||||
void MainBatch::setTexture(const Texture *texture) {
|
||||
if (texture == nullptr) {
|
||||
texture = blank.get();
|
||||
}
|
||||
@ -33,10 +30,10 @@ void MainBatch::setTexture(const Texture* texture) {
|
||||
flush();
|
||||
}
|
||||
this->texture = texture;
|
||||
region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
|
||||
region = UVRegion{0.0f, 0.0f, 1.0f, 1.0f};
|
||||
}
|
||||
|
||||
void MainBatch::setTexture(const Texture* texture, const UVRegion& region) {
|
||||
void MainBatch::setTexture(const Texture *texture, const UVRegion ®ion) {
|
||||
setTexture(texture);
|
||||
this->region = region;
|
||||
}
|
||||
@ -49,7 +46,7 @@ void MainBatch::flush() {
|
||||
texture = blank.get();
|
||||
}
|
||||
texture->bind();
|
||||
mesh->reload(buffer.get(), index / VERTEX_SIZE);
|
||||
mesh->reload(buffer.get(), index);
|
||||
mesh->draw();
|
||||
index = 0;
|
||||
}
|
||||
@ -60,76 +57,76 @@ void MainBatch::begin() {
|
||||
}
|
||||
|
||||
void MainBatch::prepare(int vertices) {
|
||||
if (index + VERTEX_SIZE * vertices > capacity * VERTEX_SIZE) {
|
||||
if (index * vertices > capacity) {
|
||||
flush();
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec4 MainBatch::sampleLight(
|
||||
const glm::vec3& pos, const Chunks& chunks, bool backlight
|
||||
const glm::vec3 &pos, const Chunks &chunks, bool backlight
|
||||
) {
|
||||
light_t light = chunks.getLight(
|
||||
std::floor(pos.x),
|
||||
std::floor(std::min(CHUNK_H-1.0f, pos.y)),
|
||||
std::floor(pos.z));
|
||||
std::floor(pos.x),
|
||||
std::floor(std::min(CHUNK_H - 1.0f, pos.y)),
|
||||
std::floor(pos.z));
|
||||
light_t minIntensity = backlight ? 1 : 0;
|
||||
return glm::vec4(
|
||||
glm::max(Lightmap::extract(light, 0), minIntensity) / 15.0f,
|
||||
glm::max(Lightmap::extract(light, 1), minIntensity) / 15.0f,
|
||||
glm::max(Lightmap::extract(light, 2), minIntensity) / 15.0f,
|
||||
glm::max(Lightmap::extract(light, 3), minIntensity) / 15.0f
|
||||
);
|
||||
return {
|
||||
(float) glm::max(Lightmap::extract(light, 0), minIntensity) / 15.0f,
|
||||
(float) glm::max(Lightmap::extract(light, 1), minIntensity) / 15.0f,
|
||||
(float) glm::max(Lightmap::extract(light, 2), minIntensity) / 15.0f,
|
||||
(float) glm::max(Lightmap::extract(light, 3), minIntensity) / 15.0f
|
||||
};
|
||||
}
|
||||
|
||||
inline glm::vec4 do_tint(float value) {
|
||||
return glm::vec4(value, value, value, 1.0f);
|
||||
return {value, value, value, 1.0f};
|
||||
}
|
||||
|
||||
void MainBatch::cube(
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4& tint,
|
||||
bool shading
|
||||
const glm::vec3 &coord,
|
||||
const glm::vec3 &size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4 &tint,
|
||||
bool shading
|
||||
) {
|
||||
const glm::vec3 X(1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 Y(0.0f, 1.0f, 0.0f);
|
||||
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
|
||||
|
||||
quad(
|
||||
coord + Z * size.z * 0.5f,
|
||||
X, Y, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.8) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[5]
|
||||
coord + Z * size.z * 0.5f,
|
||||
X, Y, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.8) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[5]
|
||||
);
|
||||
quad(
|
||||
coord - Z * size.z * 0.5f,
|
||||
-X, Y, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[4]
|
||||
coord - Z * size.z * 0.5f,
|
||||
-X, Y, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[4]
|
||||
);
|
||||
quad(
|
||||
coord + Y * size.y * 0.5f,
|
||||
-X, Z, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(1.0f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[3]
|
||||
coord + Y * size.y * 0.5f,
|
||||
-X, Z, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(1.0f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[3]
|
||||
);
|
||||
quad(
|
||||
coord - Y * size.y * 0.5f,
|
||||
X, Z, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(0.7f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[2]
|
||||
coord - Y * size.y * 0.5f,
|
||||
X, Z, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(0.7f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[2]
|
||||
);
|
||||
quad(
|
||||
coord + X * size.x * 0.5f,
|
||||
-Z, Y, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.8f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
coord + X * size.x * 0.5f,
|
||||
-Z, Y, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.8f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
);
|
||||
quad(
|
||||
coord - X * size.x * 0.5f,
|
||||
Z, Y, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
coord - X * size.x * 0.5f,
|
||||
Z, Y, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
);
|
||||
}
|
||||
|
||||
@ -1,30 +1,47 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <stdint.h>
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "maths/UVRegion.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
|
||||
template<typename VertexStructure>
|
||||
class Mesh;
|
||||
class Texture;
|
||||
class Chunks;
|
||||
|
||||
struct MainBatchVertex {
|
||||
glm::vec3 position;
|
||||
glm::vec2 uv;
|
||||
glm::vec3 tint;
|
||||
std::array<uint8_t,4> color;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] = {
|
||||
{GL_FLOAT, false, 3},
|
||||
{GL_FLOAT, false, 2},
|
||||
{GL_FLOAT, false, 3},
|
||||
{GL_UNSIGNED_BYTE, true, 4},
|
||||
{0}
|
||||
};
|
||||
};
|
||||
|
||||
class MainBatch {
|
||||
std::unique_ptr<float[]> const buffer;
|
||||
std::unique_ptr<MainBatchVertex[]> const buffer;
|
||||
size_t const capacity;
|
||||
size_t index;
|
||||
|
||||
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
|
||||
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Mesh<MainBatchVertex>> mesh;
|
||||
std::unique_ptr<Texture> blank;
|
||||
|
||||
const Texture* texture = nullptr;
|
||||
public:
|
||||
/// xyz, uv, color, compressed lights
|
||||
static inline constexpr uint VERTEX_SIZE = 9;
|
||||
|
||||
MainBatch(size_t capacity);
|
||||
|
||||
@ -47,27 +64,16 @@ public:
|
||||
const glm::vec4& light,
|
||||
const glm::vec3& tint
|
||||
) {
|
||||
float* buffer = this->buffer.get();
|
||||
buffer[index++] = pos.x;
|
||||
buffer[index++] = pos.y;
|
||||
buffer[index++] = pos.z;
|
||||
buffer[index++] = uv.x * region.getWidth() + region.u1;
|
||||
buffer[index++] = uv.y * region.getHeight() + region.v1;
|
||||
buffer[index++] = tint.x;
|
||||
buffer[index++] = tint.y;
|
||||
buffer[index++] = tint.z;
|
||||
MainBatchVertex* buffer = this->buffer.get();
|
||||
buffer[index].position = pos;
|
||||
buffer[index].uv = {uv.x * region.getWidth() + region.u1,uv.y * region.getHeight() + region.v1};
|
||||
buffer[index].tint = tint;
|
||||
|
||||
union {
|
||||
float floating;
|
||||
uint32_t integer;
|
||||
} compressed;
|
||||
|
||||
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
|
||||
|
||||
buffer[index++] = compressed.floating;
|
||||
buffer[index].color[0] = static_cast<uint8_t>(light.r * 255);
|
||||
buffer[index].color[1] = static_cast<uint8_t>(light.g * 255);
|
||||
buffer[index].color[2] = static_cast<uint8_t>(light.b * 255);
|
||||
buffer[index].color[3] = static_cast<uint8_t>(light.a * 255);
|
||||
index++;
|
||||
}
|
||||
|
||||
inline void quad(
|
||||
|
||||
@ -1,14 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include "maths/UVRegion.hpp"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
#include <unordered_map>
|
||||
|
||||
class Mesh;
|
||||
template<typename VertexStructure> class Mesh;
|
||||
class Texture;
|
||||
class Chunks;
|
||||
class Assets;
|
||||
|
||||
@ -24,10 +24,10 @@
|
||||
const int STARS_COUNT = 3000;
|
||||
const int STARS_SEED = 632;
|
||||
|
||||
Skybox::Skybox(uint size, Shader& shader)
|
||||
: size(size),
|
||||
shader(shader),
|
||||
batch3d(std::make_unique<Batch3D>(4096))
|
||||
Skybox::Skybox(uint size, Shader& shader)
|
||||
: size(size),
|
||||
shader(shader),
|
||||
batch3d(std::make_unique<Batch3D>(4096))
|
||||
{
|
||||
auto cubemap = std::make_unique<Cubemap>(size, size, ImageFormat::rgb888);
|
||||
|
||||
@ -35,12 +35,16 @@ Skybox::Skybox(uint size, Shader& shader)
|
||||
glGenFramebuffers(1, &fboid);
|
||||
fbo = std::make_unique<Framebuffer>(fboid, 0, std::move(cubemap));
|
||||
|
||||
float vertices[] {
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
|
||||
SkyboxVertex vertices[]{
|
||||
{{-1.0f, -1.0f}},
|
||||
{{-1.0f, 1.0f}},
|
||||
{{1.0f, 1.0f}},
|
||||
{{-1.0f, -1.0f}},
|
||||
{{1.0f, 1.0f}},
|
||||
{{1.0f, -1.0f}}
|
||||
};
|
||||
VertexAttribute attrs[] {{2}, {0}};
|
||||
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
|
||||
|
||||
mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6, SkyboxVertex::ATTRIBUTES);
|
||||
|
||||
sprites.push_back(skysprite {
|
||||
"misc/moon",
|
||||
@ -95,11 +99,11 @@ void Skybox::drawStars(float angle, float opacity) {
|
||||
}
|
||||
|
||||
void Skybox::draw(
|
||||
const DrawContext& pctx,
|
||||
const Camera& camera,
|
||||
const Assets& assets,
|
||||
const DrawContext& pctx,
|
||||
const Camera& camera,
|
||||
const Assets& assets,
|
||||
float daytime,
|
||||
float fog)
|
||||
float fog)
|
||||
{
|
||||
const glm::uvec2& viewport = pctx.getViewport();
|
||||
|
||||
@ -116,7 +120,7 @@ void Skybox::draw(
|
||||
|
||||
float angle = daytime * glm::pi<float>() * 2.0f;
|
||||
float opacity = glm::pow(1.0f-fog, 7.0f);
|
||||
|
||||
|
||||
for (auto& sprite : sprites) {
|
||||
batch3d->texture(assets.get<Texture>(sprite.texture));
|
||||
|
||||
@ -129,7 +133,7 @@ void Skybox::draw(
|
||||
if (!sprite.emissive) {
|
||||
tint *= 0.6f+std::cos(angle)*0.4;
|
||||
}
|
||||
batch3d->sprite(pos, glm::vec3(0, 0, 1),
|
||||
batch3d->sprite(pos, glm::vec3(0, 0, 1),
|
||||
up, 1, 1, UVRegion(), tint);
|
||||
}
|
||||
|
||||
@ -153,7 +157,7 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
|
||||
cubemap->bind();
|
||||
shader.use();
|
||||
t *= glm::pi<float>()*2.0f;
|
||||
|
||||
|
||||
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
|
||||
shader.uniform1i("u_quality", quality);
|
||||
shader.uniform1f("u_mie", mie);
|
||||
@ -171,7 +175,7 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
|
||||
}
|
||||
prevMie = mie;
|
||||
prevT = t;
|
||||
|
||||
|
||||
cubemap->unbind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
@ -190,7 +194,7 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
|
||||
{0.0f, 1.0f, 0.0f},
|
||||
{0.0f, 1.0f, 0.0f},
|
||||
{0.0f, 0.0f, -1.0f},
|
||||
|
||||
|
||||
{0.0f, 0.0f, 1.0f},
|
||||
{0.0f, 1.0f, 0.0f},
|
||||
{0.0f, 1.0f, 0.0f},
|
||||
@ -200,7 +204,7 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
|
||||
{1.0f, 0.0f, 0.0f},
|
||||
{-1.0f, 0.0f, 0.0f},
|
||||
{0.0f, -1.0f, 0.0f},
|
||||
|
||||
|
||||
{0.0f, 1.0f, 0.0f},
|
||||
{0.0f, 0.0f, -1.0f},
|
||||
{0.0f, 0.0f, 1.0f},
|
||||
|
||||
@ -6,17 +6,23 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include "typedefs.hpp"
|
||||
#include "maths/fastmaths.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
|
||||
class Mesh;
|
||||
template<typename VertexStructure> class Mesh;
|
||||
class Shader;
|
||||
class Assets;
|
||||
class Camera;
|
||||
class Batch3D;
|
||||
class Shader;
|
||||
class Cubemap;
|
||||
class Framebuffer;
|
||||
class DrawContext;
|
||||
|
||||
struct SkyboxVertex {
|
||||
glm::vec2 position;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] {{GL_FLOAT,false,2}, {0}};
|
||||
};
|
||||
|
||||
struct skysprite {
|
||||
std::string texture;
|
||||
float phase;
|
||||
@ -32,7 +38,7 @@ class Skybox {
|
||||
FastRandom random;
|
||||
glm::vec3 lightDir;
|
||||
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Mesh<SkyboxVertex>> mesh;
|
||||
std::unique_ptr<Batch3D> batch3d;
|
||||
std::vector<skysprite> sprites;
|
||||
int frameid = 0;
|
||||
|
||||
@ -1,25 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <GL/glew.h>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "util/Buffer.hpp"
|
||||
|
||||
/// @brief Chunk mesh vertex attributes
|
||||
inline const VertexAttribute CHUNK_VATTRS[]{ {3}, {2}, {1}, {0} };
|
||||
/// @brief Chunk mesh vertex size divided by sizeof(float)
|
||||
inline constexpr int CHUNK_VERTEX_SIZE = 6;
|
||||
|
||||
|
||||
/// @brief Chunk mesh vertex format
|
||||
#pragma pack(push, 2)
|
||||
struct ChunkVertex {
|
||||
glm::vec3 position;
|
||||
glm::vec2 uv;
|
||||
std::array<uint8_t, 4> color;
|
||||
|
||||
static constexpr VertexAttribute ATTRIBUTES[] = {
|
||||
{GL_FLOAT, false, 3},
|
||||
{GL_FLOAT, false, 2},
|
||||
{GL_UNSIGNED_BYTE, true, 4},
|
||||
{0}
|
||||
};
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
/// @brief Chunk mesh vertex attributes
|
||||
|
||||
template<typename VertexStructure>
|
||||
class Mesh;
|
||||
|
||||
struct SortingMeshEntry {
|
||||
glm::vec3 position;
|
||||
util::Buffer<float> vertexData;
|
||||
util::Buffer<ChunkVertex> vertexData;
|
||||
long long distance;
|
||||
|
||||
inline bool operator<(const SortingMeshEntry& o) const noexcept {
|
||||
inline bool operator<(const SortingMeshEntry &o) const noexcept {
|
||||
return distance > o.distance;
|
||||
}
|
||||
};
|
||||
@ -29,12 +47,12 @@ struct SortingMeshData {
|
||||
};
|
||||
|
||||
struct ChunkMeshData {
|
||||
MeshData mesh;
|
||||
MeshData<ChunkVertex> mesh;
|
||||
SortingMeshData sortingMesh;
|
||||
};
|
||||
|
||||
struct ChunkMesh {
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Mesh<ChunkVertex> > mesh;
|
||||
SortingMeshData sortingMeshData;
|
||||
std::unique_ptr<Mesh> sortedMesh = nullptr;
|
||||
std::unique_ptr<Mesh<ChunkVertex> > sortedMesh = nullptr;
|
||||
};
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user