Chunks meshes indexing

This commit is contained in:
@clasher113 2023-11-20 09:16:07 +02:00
parent 45d90cc693
commit cd3cf70710
4 changed files with 111 additions and 81 deletions

View File

@ -17,60 +17,69 @@ using glm::vec4;
#define VERTEX_SIZE 9
BlocksRenderer::BlocksRenderer(size_t capacity) : offset(0), capacity(capacity) {
buffer = new float[capacity];
BlocksRenderer::BlocksRenderer(size_t capacity) : vertexOffset(0), indexOffset(0), indexSize(0), capacity(capacity) {
vertexBuffer = new float[capacity];
indexBuffer = new int[capacity];
voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
}
BlocksRenderer::~BlocksRenderer() {
delete voxelsBuffer;
delete[] buffer;
delete[] vertexBuffer;
delete[] indexBuffer;
}
void BlocksRenderer::vertex(const vec3& coord,
float u, float v,
const vec4& light) {
buffer[offset++] = coord.x;
buffer[offset++] = coord.y;
buffer[offset++] = coord.z;
vertexBuffer[vertexOffset++] = coord.x;
vertexBuffer[vertexOffset++] = coord.y;
vertexBuffer[vertexOffset++] = coord.z;
buffer[offset++] = u;
buffer[offset++] = v;
vertexBuffer[vertexOffset++] = u;
vertexBuffer[vertexOffset++] = v;
buffer[offset++] = light.r;
buffer[offset++] = light.g;
buffer[offset++] = light.b;
buffer[offset++] = light.a;
vertexBuffer[vertexOffset++] = light.r;
vertexBuffer[vertexOffset++] = light.g;
vertexBuffer[vertexOffset++] = light.b;
vertexBuffer[vertexOffset++] = light.a;
}
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::face(const vec3& coord, float w, float h,
const vec3& axisX,
const vec3& axisY,
const UVRegion& region,
const vec4 (&lights)[4],
const vec4(&lights)[4],
const vec4& tint) {
if (offset + VERTEX_SIZE * 6 > capacity) {
if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
overflow = true;
return;
}
vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
index(0, 1, 3, 0, 2, 3);
}
void BlocksRenderer::face(const vec3& coord, float w, float h,
const vec3& axisX,
const vec3& axisY,
const UVRegion& region,
const vec4 (&lights)[4],
const vec4(&lights)[4],
const vec4& tint,
bool rotated) {
if (offset + VERTEX_SIZE * 6 > capacity) {
if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
overflow = true;
return;
}
@ -78,23 +87,19 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
vertex(coord, region.u2, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v2, lights[1] * tint);
vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint);
vertex(coord, region.u2, region.v1, lights[0] * tint);
vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint);
vertex(coord + axisY * h, region.u1, region.v1, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
}
else {
vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
}
}
void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion (&texfaces)[6]) {
void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) {
vec4 lights[]{ vec4(),vec4(),vec4(),vec4() };
face(coord, size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[0], lights);
@ -111,7 +116,7 @@ inline vec4 do_tint(float value) {
return vec4(value);
}
void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion (&texfaces)[6], ubyte group) {
void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion(&texfaces)[6], ubyte group) {
vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
if (isOpen(x, y, z + 1, group)) {
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f));
@ -138,8 +143,8 @@ void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRe
void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const UVRegion& texface1, const UVRegion& texface2, float spread) {
vec4 lights[]{
pickSoftLight(x, y+1, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y+1, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}) };
@ -148,23 +153,23 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U
float xs = ((float)(char)rand / 512) * spread;
float zs = ((float)(char)(rand >> 8) / 512) * spread;
const float w = size.x/1.41f;
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
const float w = size.x / 1.41f;
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
}
void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion (&texfaces_)[6], const Block* block, ubyte states) {
void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) {
ubyte group = block->drawGroup;
UVRegion texfaces[6];
int rot = 0;
@ -296,7 +301,7 @@ inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
const uint id = def.textureFaces[face];
float u = (id % atlas_size) * uvsize;
float v = 1.0f - (id / atlas_size + 1) * uvsize;
return UVRegion(u+us, v+us, u + uvsize - us, v + uvsize - us);
return UVRegion(u + us, v + us, u + uvsize - us, v + uvsize - us);
}
void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
@ -342,12 +347,13 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
chunks->getVoxels(voxelsBuffer);
overflow = false;
offset = 0;
vertexOffset = 0;
indexOffset = indexSize = 0;
const voxel* voxels = chunk->voxels;
render(voxels, atlas_size);
const vattr attrs[]{ {3}, {2}, {4}, {0} };
Mesh* mesh = new Mesh(buffer, offset / VERTEX_SIZE, attrs);
Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / VERTEX_SIZE, indexBuffer, indexSize, attrs);
return mesh;
}

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@ -15,43 +15,46 @@ class VoxelsVolume;
class ChunksStorage;
class BlocksRenderer {
float* buffer;
size_t offset;
float* vertexBuffer;
int* indexBuffer;
size_t vertexOffset;
size_t indexOffset, indexSize;
size_t capacity;
bool overflow = false;
const Chunk* chunk = nullptr;
VoxelsVolume* voxelsBuffer;
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4 (&lights)[4],
const glm::vec4& tint);
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 face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4 (&lights)[4],
const glm::vec4(&lights)[4],
const glm::vec4& tint);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint,
bool rotated);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4 (&lights)[4]) {
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4(&lights)[4]) {
face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f));
}
void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion (&faces)[6]);
void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion (&faces)[6], ubyte group);
void blockCubeShaded(int x, int y, int z, const glm::vec3& size, const UVRegion (&faces)[6], const Block* block, ubyte states);
void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion(&faces)[6]);
void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], ubyte group);
void blockCubeShaded(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
bool isOpenForLight(int x, int y, int z) const;

View File

@ -3,28 +3,25 @@
int Mesh::meshesCount = 0;
Mesh::Mesh(const float* buffer, size_t vertices, const vattr* attrs) : vertices(vertices){
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
vertices(vertices),
indices(indices),
ibo(0)
{
meshesCount++;
vertexSize = 0;
for (int i = 0; attrs[i].size; i++){
for (int i = 0; attrs[i].size; i++) {
vertexSize += attrs[i].size;
}
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (buffer){
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
} else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
}
reload(vertexBuffer, vertices, indexBuffer, indices);
// attributes
int offset = 0;
for (int i = 0; attrs[i].size; i++){
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);
@ -38,18 +35,38 @@ Mesh::~Mesh(){
meshesCount--;
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
if (ibo != 0) glDeleteBuffers(1, &ibo);
}
void Mesh::reload(const float* buffer, size_t vertices){
void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
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);
}
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){
glBindVertexArray(vao);
glDrawArrays(primitive, 0, vertices);
if (ibo != 0) {
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
}
else {
glDrawArrays(primitive, 0, vertices);
}
glBindVertexArray(0);
}

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@ -11,13 +11,17 @@ struct vattr {
class Mesh {
unsigned int vao;
unsigned int vbo;
unsigned int ibo;
size_t vertices;
size_t indices;
size_t vertexSize;
public:
Mesh(const float* buffer, size_t vertices, const vattr* attrs);
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(vertexBuffer, vertices, nullptr, 0, attrs) {};
~Mesh();
void reload(const float* buffer, size_t vertices);
void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
void draw(unsigned int primitive);
void draw();