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

@ -17,31 +17,42 @@ using glm::vec4;
#define VERTEX_SIZE 9 #define VERTEX_SIZE 9
BlocksRenderer::BlocksRenderer(size_t capacity) : offset(0), capacity(capacity) { BlocksRenderer::BlocksRenderer(size_t capacity) : vertexOffset(0), indexOffset(0), indexSize(0), capacity(capacity) {
buffer = new float[capacity]; vertexBuffer = new float[capacity];
indexBuffer = new int[capacity];
voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2); voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
} }
BlocksRenderer::~BlocksRenderer() { BlocksRenderer::~BlocksRenderer() {
delete voxelsBuffer; delete voxelsBuffer;
delete[] buffer; delete[] vertexBuffer;
delete[] indexBuffer;
} }
void BlocksRenderer::vertex(const vec3& coord, void BlocksRenderer::vertex(const vec3& coord,
float u, float v, float u, float v,
const vec4& light) { const vec4& light) {
buffer[offset++] = coord.x; vertexBuffer[vertexOffset++] = coord.x;
buffer[offset++] = coord.y; vertexBuffer[vertexOffset++] = coord.y;
buffer[offset++] = coord.z; vertexBuffer[vertexOffset++] = coord.z;
buffer[offset++] = u; vertexBuffer[vertexOffset++] = u;
buffer[offset++] = v; vertexBuffer[vertexOffset++] = v;
buffer[offset++] = light.r; vertexBuffer[vertexOffset++] = light.r;
buffer[offset++] = light.g; vertexBuffer[vertexOffset++] = light.g;
buffer[offset++] = light.b; vertexBuffer[vertexOffset++] = light.b;
buffer[offset++] = light.a; 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, void BlocksRenderer::face(const vec3& coord, float w, float h,
@ -50,17 +61,15 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
const UVRegion& region, const UVRegion& region,
const vec4(&lights)[4], const vec4(&lights)[4],
const vec4& tint) { const vec4& tint) {
if (offset + VERTEX_SIZE * 6 > capacity) { if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
overflow = true; overflow = true;
return; return;
} }
vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v1, lights[1] * 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 + 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); 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, void BlocksRenderer::face(const vec3& coord, float w, float h,
@ -70,7 +79,7 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
const vec4(&lights)[4], const vec4(&lights)[4],
const vec4& tint, const vec4& tint,
bool rotated) { bool rotated) {
if (offset + VERTEX_SIZE * 6 > capacity) { if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
overflow = true; overflow = true;
return; return;
} }
@ -78,19 +87,15 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
vertex(coord, region.u2, region.v1, lights[0] * tint); vertex(coord, region.u2, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v2, lights[1] * 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 + 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); vertex(coord + axisY * h, region.u1, region.v1, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
} }
else { else {
vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v1, lights[1] * 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 + 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); vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
} }
} }
@ -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); voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
chunks->getVoxels(voxelsBuffer); chunks->getVoxels(voxelsBuffer);
overflow = false; overflow = false;
offset = 0; vertexOffset = 0;
indexOffset = indexSize = 0;
const voxel* voxels = chunk->voxels; const voxel* voxels = chunk->voxels;
render(voxels, atlas_size); render(voxels, atlas_size);
const vattr attrs[]{ {3}, {2}, {4}, {0} }; 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; return mesh;
} }

View File

@ -15,8 +15,10 @@ class VoxelsVolume;
class ChunksStorage; class ChunksStorage;
class BlocksRenderer { class BlocksRenderer {
float* buffer; float* vertexBuffer;
size_t offset; int* indexBuffer;
size_t vertexOffset;
size_t indexOffset, indexSize;
size_t capacity; size_t capacity;
bool overflow = false; bool overflow = false;
@ -25,6 +27,7 @@ class BlocksRenderer {
VoxelsVolume* voxelsBuffer; VoxelsVolume* voxelsBuffer;
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light); 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, void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX, const glm::vec3& axisX,

View File

@ -3,7 +3,11 @@
int Mesh::meshesCount = 0; 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++; meshesCount++;
vertexSize = 0; vertexSize = 0;
for (int i = 0; attrs[i].size; i++) { for (int i = 0; attrs[i].size; i++) {
@ -13,14 +17,7 @@ Mesh::Mesh(const float* buffer, size_t vertices, const vattr* attrs) : vertices(
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
glBindVertexArray(vao); reload(vertexBuffer, vertices, indexBuffer, indices);
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);
}
// attributes // attributes
int offset = 0; int offset = 0;
@ -38,18 +35,38 @@ Mesh::~Mesh(){
meshesCount--; meshesCount--;
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo); 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); glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo); 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->vertices = vertices;
this->indices = indices;
} }
void Mesh::draw(unsigned int primitive){ void Mesh::draw(unsigned int primitive){
glBindVertexArray(vao); glBindVertexArray(vao);
if (ibo != 0) {
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
}
else {
glDrawArrays(primitive, 0, vertices); glDrawArrays(primitive, 0, vertices);
}
glBindVertexArray(0); glBindVertexArray(0);
} }

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@ -11,13 +11,17 @@ struct vattr {
class Mesh { class Mesh {
unsigned int vao; unsigned int vao;
unsigned int vbo; unsigned int vbo;
unsigned int ibo;
size_t vertices; size_t vertices;
size_t indices;
size_t vertexSize; size_t vertexSize;
public: 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(); ~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(unsigned int primitive);
void draw(); void draw();