Merge pull request #370 from MihailRis/transparency-fix

Fix transparency
This commit is contained in:
MihailRis 2024-11-17 05:35:10 +03:00 committed by GitHub
commit be9bd3e508
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
27 changed files with 430 additions and 121 deletions

View File

@ -39,6 +39,12 @@ Block model type from list:
Integer specifying number of block draw group (render order). Used for semi-transparent blocks.
### *translucent*
Enables translucency support in block textures (examples: water, ice).
Should only be used when needed, as it impacts performance.
Not required for full transparency (grass, flowers).
### *rotation*
Rotation profile (set of available block rotations and behaviour of placing block rotation) from list:

View File

@ -40,6 +40,12 @@
Целое число определяющее номер группы отрисовки данного блока.
Актуально для полупрозрачных блоков - решает проблемы невидимых сторон блоков за этим блоком.
### Полупрозрачность - *translucent*
Включает поддержку полупрозрачности в текстурах блока (примеры: вода, лёд).
Следует использовать только при надобности, так как влияет на производительность.
Не требуется для полной прозрачности (трава, цветы).
### Вращение - *rotation*
Профиль вращения (набор положений, в которые можно установить блок) из списка:

View File

@ -3,5 +3,6 @@
"material": "base:glass",
"draw-group": 2,
"light-passing": true,
"sky-light-passing": true
"sky-light-passing": true,
"translucent": true
}

View File

@ -0,0 +1,7 @@
{
"texture": "ice",
"material": "base:glass",
"draw-group": 4,
"light-passing": true,
"translucent": true
}

View File

@ -6,5 +6,6 @@
"sky-light-passing": false,
"obstacle": false,
"selectable": false,
"replaceable": true
"replaceable": true,
"translucent": true
}

View File

@ -1,6 +1,8 @@
{
"items": [
"bazalt_breaker"
"entities": [
"drop",
"player",
"falling_block"
],
"blocks": [
"dirt",
@ -27,11 +29,10 @@
"lightbulb",
"torch",
"wooden_door",
"coal_ore"
"coal_ore",
"ice"
],
"entities": [
"drop",
"player",
"falling_block"
"items": [
"bazalt_breaker"
]
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.3 KiB

View File

@ -9,14 +9,14 @@ uniform samplerCube u_cubemap;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform bool u_alphaClip;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);
float alpha = a_color.a * tex_color.a;
// anyway it's any alpha-test alternative required
if (alpha < 0.3f)
if (u_alphaClip && alpha < 0.9f)
discard;
f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
min(1.0, pow(depth*u_fogFactor, u_fogCurve)));

View File

@ -35,9 +35,6 @@ inline constexpr int CHUNK_D = 16;
inline constexpr uint VOXEL_USER_BITS = 8;
inline constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;
/// @brief pixel size of an item inventory icon
inline constexpr int ITEM_ICON_SIZE = 48;
/// @brief chunk volume (count of voxels per Chunk)
inline constexpr int CHUNK_VOL = (CHUNK_W * CHUNK_H * CHUNK_D);
@ -53,6 +50,11 @@ inline constexpr uint vox_index(uint x, uint y, uint z, uint w=CHUNK_W, uint d=C
return (y * d + z) * w + x;
}
/// @brief pixel size of an item inventory icon
inline constexpr int ITEM_ICON_SIZE = 48;
inline constexpr int TRANSLUCENT_BLOCKS_SORT_INTERVAL = 8;
inline const std::string SHADERS_FOLDER = "shaders";
inline const std::string TEXTURES_FOLDER = "textures";
inline const std::string FONTS_FOLDER = "fonts";

View File

@ -333,6 +333,7 @@ void ContentLoader::loadBlock(
root.at("inventory-size").get(def.inventorySize);
root.at("tick-interval").get(def.tickInterval);
root.at("overlay-texture").get(def.overlayTexture);
root.at("translucent").get(def.translucent);
if (root.has("fields")) {
def.dataStruct = std::make_unique<StructLayout>();

View File

@ -11,7 +11,7 @@
inline constexpr uint B2D_VERTEX_SIZE = 8;
Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
const vattr attrs[] = {
const VertexAttribute attrs[] = {
{2}, {2}, {4}, {0}
};

View File

@ -12,7 +12,7 @@ inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)
: capacity(capacity) {
const vattr attrs[] = {
const VertexAttribute attrs[] = {
{3}, {2}, {4}, {0}
};

View File

@ -6,7 +6,7 @@
inline constexpr uint LB_VERTEX_SIZE = (3+4);
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
const vattr attrs[] = { {3},{4}, {0} };
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);
index = 0;

View File

@ -4,7 +4,7 @@
int Mesh::meshesCount = 0;
int Mesh::drawCalls = 0;
inline size_t calc_vertex_size(const vattr* attrs) {
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;
@ -19,10 +19,10 @@ Mesh::Mesh(const MeshData& data)
data.indices.size(),
data.attrs.data()) {}
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
ibo(0),
vertices(vertices),
indices(indices)
vertices(0),
indices(0)
{
meshesCount++;
vertexSize = 0;
@ -58,10 +58,9 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertices != 0) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STATIC_DRAW);
}
else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
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);
@ -75,7 +74,7 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
this->indices = indices;
}
void Mesh::draw(unsigned int primitive){
void Mesh::draw(unsigned int primitive) const {
drawCalls++;
glBindVertexArray(vao);
if (ibo != 0) {
@ -87,6 +86,6 @@ void Mesh::draw(unsigned int primitive){
glBindVertexArray(0);
}
void Mesh::draw() {
void Mesh::draw() const {
draw(GL_TRIANGLES);
}

View File

@ -14,8 +14,8 @@ class Mesh {
size_t vertexSize;
public:
Mesh(const MeshData& data);
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs);
Mesh(const float* vertexBuffer, size_t vertices, const vattr* attrs) :
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) {};
~Mesh();
@ -28,10 +28,10 @@ public:
/// @brief Draw mesh with specified primitives type
/// @param primitive primitives type
void draw(unsigned int primitive);
void draw(unsigned int primitive) const;
/// @brief Draw mesh as triangles
void draw();
void draw() const;
/// @brief Total numbers of alive mesh objects
static int meshesCount;

View File

@ -6,7 +6,7 @@
#include "util/Buffer.hpp"
/// @brief Vertex attribute info
struct vattr {
struct VertexAttribute {
ubyte size;
};
@ -14,7 +14,7 @@ struct vattr {
struct MeshData {
util::Buffer<float> vertices;
util::Buffer<int> indices;
util::Buffer<vattr> attrs;
util::Buffer<VertexAttribute> attrs;
MeshData() = default;
@ -24,7 +24,7 @@ struct MeshData {
MeshData(
util::Buffer<float> vertices,
util::Buffer<int> indices,
util::Buffer<vattr> attrs
util::Buffer<VertexAttribute> attrs
) : vertices(std::move(vertices)),
indices(std::move(indices)),
attrs(std::move(attrs)) {}

View File

@ -14,7 +14,7 @@ PostProcessing::PostProcessing() {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {{2}, {0}};
VertexAttribute attrs[] {{2}, {0}};
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
}

View File

@ -12,7 +12,6 @@
#include <glm/glm.hpp>
const uint BlocksRenderer::VERTEX_SIZE = 6;
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
BlocksRenderer::BlocksRenderer(
@ -21,7 +20,7 @@ BlocksRenderer::BlocksRenderer(
const ContentGfxCache& cache,
const EngineSettings& settings
) : content(content),
vertexBuffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
vertexBuffer(std::make_unique<float[]>(capacity * CHUNK_VERTEX_SIZE)),
indexBuffer(std::make_unique<int[]>(capacity)),
vertexOffset(0),
indexOffset(0),
@ -85,7 +84,7 @@ void BlocksRenderer::face(
const glm::vec4(&lights)[4],
const glm::vec4& tint
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@ -125,7 +124,7 @@ void BlocksRenderer::faceAO(
const UVRegion& region,
bool lights
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@ -163,7 +162,7 @@ void BlocksRenderer::face(
glm::vec4 tint,
bool lights
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@ -288,7 +287,7 @@ void BlocksRenderer::blockCustomModel(
const auto& model = cache.getModel(block->rt.id);
for (const auto& mesh : model.meshes) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * mesh.vertices.size() > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * mesh.vertices.size() > capacity) {
overflow = true;
return;
}
@ -433,21 +432,9 @@ glm::vec4 BlocksRenderer::pickSoftLight(
right, up);
}
void BlocksRenderer::render(const voxel* voxels) {
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) {
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;
}
beginEnds[def.drawGroup][1] = i;
}
void BlocksRenderer::render(
const voxel* voxels, int beginEnds[256][2]
) {
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
@ -462,13 +449,13 @@ void BlocksRenderer::render(const voxel* voxels) {
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
continue;
}
if (def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, 0),
cache.getRegion(id, 1),
cache.getRegion(id, 2),
cache.getRegion(id, 3),
cache.getRegion(id, 4),
cache.getRegion(id, 5)
cache.getRegion(id, 0), cache.getRegion(id, 1),
cache.getRegion(id, 2), cache.getRegion(id, 3),
cache.getRegion(id, 4), cache.getRegion(id, 5)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
@ -503,43 +490,185 @@ void BlocksRenderer::render(const voxel* voxels) {
}
}
SortingMeshData BlocksRenderer::renderTranslucent(
const voxel* voxels, int beginEnds[256][2]
) {
SortingMeshData sortingMesh {{}};
AABB aabb {};
bool aabbInit = false;
size_t totalSize = 0;
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
continue;
}
int end = beginEnds[drawGroup][1];
for (int i = begin-1; i <= end; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
continue;
}
if (!def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, 0), cache.getRegion(id, 1),
cache.getRegion(id, 2), cache.getRegion(id, 3),
cache.getRegion(id, 4), cache.getRegion(id, 5)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.model) {
case BlockModel::block:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
break;
case BlockModel::xsprite: {
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,
!def.shadeless, def.ambientOcclusion);
break;
}
case BlockModel::custom: {
blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
default:
break;
}
if (vertexOffset == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<float>(indexSize * CHUNK_VERTEX_SIZE)};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexSize; j++) {
std::memcpy(
entry.vertexData.data() + j * CHUNK_VERTEX_SIZE,
vertexBuffer.get() + indexBuffer[j] * CHUNK_VERTEX_SIZE,
sizeof(float) * CHUNK_VERTEX_SIZE
);
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];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = {vx, vy, vz};
} else {
aabb.addPoint(glm::vec3(vx, vy, vz));
}
vx += chunk->x * CHUNK_W + 0.5f;
vy += 0.5f;
vz += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexOffset = 0;
indexOffset = indexSize = 0;
}
}
// additional powerful optimization
auto size = aabb.size();
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)
};
size_t offset = 0;
for (const auto& entry : sortingMesh.entries) {
std::memcpy(
newEntry.vertexData.data() + offset,
entry.vertexData.data(), entry.vertexData.size() * sizeof(float)
);
offset += entry.vertexData.size();
}
return SortingMeshData {{std::move(newEntry)}};
}
return sortingMesh;
}
void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
this->chunk = chunk;
voxelsBuffer->setPosition(
chunk->x * CHUNK_W - voxelBufferPadding, 0,
chunk->z * CHUNK_D - voxelBufferPadding);
chunks->getVoxels(voxelsBuffer.get(), settings.graphics.backlight.get());
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
if (voxelsBuffer->pickBlockId(
chunk->x * CHUNK_W, 0, chunk->z * CHUNK_D
) == BLOCK_VOID) {
cancelled = true;
return;
}
cancelled = false;
const voxel* voxels = chunk->voxels;
render(voxels);
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) {
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;
}
beginEnds[def.drawGroup][1] = i;
}
cancelled = false;
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
sortingMesh = std::move(renderTranslucent(voxels, beginEnds));
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
render(voxels, beginEnds);
}
MeshData BlocksRenderer::createMesh() {
const vattr attrs[]{ {3}, {2}, {1}, {0} };
return MeshData(
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
util::Buffer<int>(indexBuffer.get(), indexSize),
util::Buffer<vattr>({{3}, {2}, {1}, {0}})
);
ChunkMeshData BlocksRenderer::createMesh() {
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)
)
),
std::move(sortingMesh)};
}
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
ChunkMesh BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
build(chunk, chunks);
const vattr attrs[]{ {3}, {2}, {1}, {0} };
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
return std::make_shared<Mesh>(
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
);
size_t vcount = vertexOffset / CHUNK_VERTEX_SIZE;
return ChunkMesh{std::make_unique<Mesh>(
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, CHUNK_VATTRS
), std::move(sortingMesh)};
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {

View File

@ -12,6 +12,7 @@
#include "voxels/VoxelsVolume.hpp"
#include "graphics/core/MeshData.hpp"
#include "maths/util.hpp"
#include "commons.hpp"
class Content;
class Mesh;
@ -26,7 +27,6 @@ struct UVRegion;
class BlocksRenderer {
static const glm::vec3 SUN_VECTOR;
static const uint VERTEX_SIZE;
const Content& content;
std::unique_ptr<float[]> vertexBuffer;
std::unique_ptr<int[]> indexBuffer;
@ -45,6 +45,8 @@ class BlocksRenderer {
util::PseudoRandom randomizer;
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);
@ -115,7 +117,6 @@ class BlocksRenderer {
bool isOpenForLight(int x, int y, int z) const;
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, ubyte group) const {
auto id = voxelsBuffer->pickBlockId(
@ -135,7 +136,9 @@ class BlocksRenderer {
glm::vec4 pickLight(const glm::ivec3& coord) const;
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
void render(const voxel* voxels);
void render(const voxel* voxels, int beginEnds[256][2]);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
public:
BlocksRenderer(
size_t capacity,
@ -146,8 +149,8 @@ public:
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const Chunks* chunks);
std::shared_ptr<Mesh> render(const Chunk* chunk, const Chunks* chunks);
MeshData createMesh();
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
ChunkMeshData createMesh();
VoxelsVolume* getVoxelsBuffer() const;
bool isCancelled() const {

View File

@ -14,10 +14,6 @@
#include "util/listutil.hpp"
#include "settings.hpp"
#include <iostream>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
static debug::Logger logger("chunks-render");
size_t ChunksRenderer::visibleChunks = 0;
@ -62,7 +58,11 @@ ChunksRenderer::ChunksRenderer(
[&](){return std::make_shared<RendererWorker>(*level, cache, settings);},
[&](RendererResult& result){
if (!result.cancelled) {
meshes[result.key] = std::make_shared<Mesh>(result.meshData);
auto meshData = std::move(result.meshData);
meshes[result.key] = ChunkMesh {
std::make_unique<Mesh>(meshData.mesh),
std::move(meshData.sortingMesh)
};
}
inwork.erase(result.key);
}, settings.graphics.chunkMaxRenderers.get())
@ -78,12 +78,16 @@ ChunksRenderer::ChunksRenderer(
ChunksRenderer::~ChunksRenderer() {
}
std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
const Mesh* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important
) {
chunk->flags.modified = false;
if (important) {
auto mesh = renderer->render(chunk.get(), level.chunks.get());
meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
return mesh;
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
};
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
}
glm::ivec2 key(chunk->x, chunk->z);
if (inwork.find(key) != inwork.end()) {
@ -107,7 +111,9 @@ void ChunksRenderer::clear() {
threadPool.clearQueue();
}
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>& chunk, bool important) {
const Mesh* ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important);
@ -115,19 +121,19 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
if (chunk->flags.modified) {
render(chunk, important);
}
return found->second;
return found->second.mesh.get();
}
void ChunksRenderer::update() {
threadPool.update();
}
bool ChunksRenderer::drawChunk(
const Mesh* ChunksRenderer::retrieveChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
) {
auto chunk = level.chunks->getChunks()[index];
if (chunk == nullptr || !chunk->flags.lighted) {
return false;
return nullptr;
}
float distance = glm::distance(
camera.position,
@ -139,7 +145,7 @@ bool ChunksRenderer::drawChunk(
);
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
if (mesh == nullptr) {
return false;
return nullptr;
}
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
@ -149,13 +155,9 @@ bool ChunksRenderer::drawChunk(
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.isBoxVisible(min, max)) return false;
if (!frustum.isBoxVisible(min, max)) return nullptr;
}
glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model);
mesh->draw();
return true;
return mesh;
}
void ChunksRenderer::drawChunks(
@ -191,11 +193,108 @@ void ChunksRenderer::drawChunks(
bool culling = settings.graphics.frustumCulling.get();
visibleChunks = 0;
//if (GLEW_ARB_multi_draw_indirect && false) {
// TODO: implement Multi Draw Indirect chunks draw
//} else {
for (size_t i = 0; i < indices.size(); i++) {
visibleChunks += drawChunk(indices[i].index, camera, shader, culling);
shader.uniform1i("u_alphaClip", true);
// TODO: minimize draw calls number
for (size_t i = 0; i < indices.size(); i++) {
auto chunk = chunks.getChunks()[indices[i].index];
auto mesh = retrieveChunk(indices[i].index, camera, shader, culling);
if (mesh) {
glm::vec3 coord(
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model);
mesh->draw();
visibleChunks++;
}
//}
}
}
static inline void write_sorting_mesh_entries(
float* 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)
);
buffer += vertexData.size();
}
}
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
const int sortInterval = TRANSLUCENT_BLOCKS_SORT_INTERVAL;
static int frameid = 0;
frameid++;
bool culling = settings.graphics.frustumCulling.get();
const auto& chunks = level.chunks->getChunks();
const auto& cameraPos = camera.position;
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
shader.uniformMatrix("u_model", glm::mat4(1.0f));
shader.uniform1i("u_alphaClip", false);
for (const auto& index : indices) {
const auto& chunk = chunks[index.index];
if (chunk == nullptr || !chunk->flags.lighted) {
continue;
}
const auto& found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end() || found->second.sortingMeshData.entries.empty()) {
continue;
}
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.isBoxVisible(min, max)) continue;
auto& chunkEntries = found->second.sortingMeshData.entries;
if (chunkEntries.size() == 1) {
auto& entry = chunkEntries.at(0);
if (found->second.sortedMesh == nullptr) {
found->second.sortedMesh = std::make_unique<Mesh>(
entry.vertexData.data(),
entry.vertexData.size() / CHUNK_VERTEX_SIZE,
CHUNK_VATTRS
);
}
found->second.sortedMesh->draw();
continue;
}
for (auto& entry : chunkEntries) {
entry.distance = static_cast<long long>(
glm::distance2(entry.position, cameraPos)
);
}
if (found->second.sortedMesh == nullptr ||
(frameid + chunk->x) % sortInterval == 0) {
std::sort(chunkEntries.begin(), chunkEntries.end());
size_t size = 0;
for (const auto& entry : chunkEntries) {
size += entry.vertexData.size();
}
static util::Buffer<float> buffer;
if (buffer.size() < size) {
buffer = util::Buffer<float>(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->draw();
}
}

View File

@ -4,19 +4,21 @@
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp>
#include "voxels/Block.hpp"
#include "voxels/ChunksStorage.hpp"
#include "util/ThreadPool.hpp"
#include "graphics/core/MeshData.hpp"
#include "commons.hpp"
class Mesh;
class Chunk;
class Level;
class Camera;
class Shader;
class Chunks;
class Assets;
class Frustum;
class BlocksRenderer;
@ -35,7 +37,7 @@ struct ChunksSortEntry {
struct RendererResult {
glm::ivec2 key;
bool cancelled;
MeshData meshData;
ChunkMeshData meshData;
};
class ChunksRenderer {
@ -45,12 +47,11 @@ class ChunksRenderer {
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
bool drawChunk(
const Mesh* retrieveChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
);
public:
@ -63,17 +64,19 @@ public:
);
virtual ~ChunksRenderer();
std::shared_ptr<Mesh> render(
const Mesh* render(
const std::shared_ptr<Chunk>& chunk, bool important
);
void unload(const Chunk* chunk);
void clear();
std::shared_ptr<Mesh> getOrRender(
const Mesh* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
);
void drawChunks(const Camera& camera, Shader& shader);
void drawSortedMeshes(const Camera& camera, Shader& shader);
void update();
static size_t visibleChunks;

View File

@ -6,7 +6,7 @@
#include "voxels/Chunks.hpp"
#include "voxels/Chunk.hpp"
static const vattr attrs[] = {
static const VertexAttribute attrs[] = {
{3}, {2}, {3}, {1}, {0}
};

View File

@ -39,7 +39,7 @@ Skybox::Skybox(uint size, Shader& shader)
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {{2}, {0}};
VertexAttribute attrs[] {{2}, {0}};
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
sprites.push_back(skysprite {

View File

@ -164,10 +164,18 @@ void WorldRenderer::renderLevel(
particles->render(camera, delta * !pause);
auto& shader = assets.require<Shader>("main");
auto& linesShader = assets.require<Shader>("lines");
setupWorldShader(shader, camera, settings, fogFactor);
chunks->drawChunks(camera, shader);
if (hudVisible) {
renderLines(camera, linesShader, ctx);
}
shader.use();
chunks->drawSortedMeshes(camera, shader);
if (!pause) {
scripting::on_frontend_render();
}
@ -326,7 +334,6 @@ void WorldRenderer::draw(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
renderLines(camera, linesShader, ctx);
if (player->currentCamera == player->fpCamera) {
renderHands(camera, delta * !pause);
}

View File

@ -0,0 +1,40 @@
#pragma once
#include <vector>
#include <memory>
#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;
class Mesh;
struct SortingMeshEntry {
glm::vec3 position;
util::Buffer<float> vertexData;
long long distance;
inline bool operator<(const SortingMeshEntry& o) const noexcept {
return distance > o.distance;
}
};
struct SortingMeshData {
std::vector<SortingMeshEntry> entries;
};
struct ChunkMeshData {
MeshData mesh;
SortingMeshData sortingMesh;
};
struct ChunkMesh {
std::unique_ptr<Mesh> mesh;
SortingMeshData sortingMeshData;
std::unique_ptr<Mesh> sortedMesh = nullptr;
};

View File

@ -140,6 +140,7 @@ void Block::cloneTo(Block& dst) {
dst.inventorySize = inventorySize;
dst.tickInterval = tickInterval;
dst.overlayTexture = overlayTexture;
dst.translucent = translucent;
if (particles) {
dst.particles = std::make_unique<ParticlesPreset>(*particles);
}

View File

@ -172,6 +172,9 @@ public:
/// @brief Turns off block item generation
bool hidden = false;
/// @brief Block has semi-transparent texture
bool translucent = false;
/// @brief Set of block physical hitboxes
std::vector<AABB> hitboxes;