Merge pull request #521 from MihailRis/render-update

Render update
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MihailRis 2025-04-30 18:37:56 +03:00 committed by GitHub
commit 76fb2e42d3
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54 changed files with 926 additions and 802 deletions

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@ -45,6 +45,16 @@
}
],
"buildPresets": [
{
"name": "Debug build",
"configurePreset": "default-vs-msvc-windows",
"configuration": "Debug"
},
{
"name": "Release build",
"configurePreset": "default-vs-msvc-windows",
"configuration": "Release"
},
{
"name": "default-vs-msvc-windows",
"configurePreset": "default-vs-msvc-windows",

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@ -3,7 +3,7 @@
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in float v_light;
layout (location = 3) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
@ -31,8 +31,7 @@ void main() {
vec3 pos3d = modelpos.xyz - u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb;
vec3 light = v_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
@ -41,7 +40,7 @@ void main() {
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color;
a_color.a = u_opacity;
float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));

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@ -1,28 +1,17 @@
#ifndef COMMONS_GLSL_
#define COMMONS_GLSL_
#include <constants>
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
result.r = ((compressed >> 24) & 0xFF) / 255.f;
result.g = ((compressed >> 16) & 0xFF) / 255.f;
result.b = ((compressed >> 8) & 0xFF) / 255.f;
result.a = (compressed & 0xFF) / 255.f;
return result;
}
vec3 pick_sky_color(samplerCube cubemap) {
vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
skyLightColor *= SKY_LIGHT_TINT;
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
skyLightColor = min(vec3(1.0f), skyLightColor * SKY_LIGHT_MUL);
skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
return skyLightColor;
}
vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
return modelPos;
}

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@ -7,10 +7,13 @@ out vec4 f_color;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform bool u_alphaClip;
uniform bool u_debugLights;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
if (u_debugLights)
tex_color.rgb = vec3(1.0);
float alpha = a_color.a * tex_color.a;
if (u_alphaClip) {
if (alpha < 0.2f)

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@ -2,7 +2,7 @@
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in float v_light;
layout (location = 2) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
@ -27,13 +27,12 @@ uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
void main() {
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec4 modelpos = u_model * vec4(v_position, 1.0f);
vec3 pos3d = modelpos.xyz-u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
vec3 light = v_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
@ -41,7 +40,7 @@ void main() {
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float depth = (a_distance / 256.0);

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@ -257,12 +257,12 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
}
}
for (const auto& [_, def] : content->blocks.getDefs()) {
if (!def->modelName.empty() &&
def->modelName.find(':') == std::string::npos) {
if (!def->model.name.empty() &&
def->model.name.find(':') == std::string::npos) {
loader.add(
AssetType::MODEL,
MODELS_FOLDER + "/" + def->modelName,
def->modelName
MODELS_FOLDER + "/" + def->model.name,
def->model.name
);
}
}

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@ -1,13 +1,12 @@
#include "png.hpp"
#include <png.h>
#include <GL/glew.h>
#include <iostream>
#include "debug/Logger.hpp"
#include "io/io.hpp"
#include "graphics/core/GLTexture.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/ImageData.hpp"
static debug::Logger logger("png-coder");
@ -206,7 +205,7 @@ std::unique_ptr<ImageData> png::load_image(const ubyte* bytes, size_t size) {
std::unique_ptr<Texture> png::load_texture(const ubyte* bytes, size_t size) {
auto image = load_image(bytes, size);
auto texture = GLTexture::from(image.get());
auto texture = Texture::from(image.get());
texture->setNearestFilter();
return texture;
}

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@ -28,7 +28,7 @@ std::unique_ptr<Content> ContentBuilder::build() {
// Generating runtime info
def.rt.id = blockDefsIndices.size();
def.rt.emissive = *reinterpret_cast<uint32_t*>(def.emission);
def.rt.solid = def.model == BlockModel::block;
def.rt.solid = def.model.type == BlockModelType::BLOCK;
def.rt.extended = def.size.x > 1 || def.size.y > 1 || def.size.z > 1;
const float EPSILON = 0.01f;

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@ -86,20 +86,23 @@ template<> void ContentUnitLoader<Block>::loadUnit(
}
// block model
std::string modelTypeName = BlockModelMeta.getNameString(def.model);
auto& model = def.model;
std::string modelTypeName = BlockModelTypeMeta.getNameString(model.type);
root.at("model").get(modelTypeName);
root.at("model-name").get(def.modelName);
if (BlockModelMeta.getItem(modelTypeName, def.model)) {
if (def.model == BlockModel::custom && def.customModelRaw == nullptr) {
root.at("model-name").get(def.model.name);
if (BlockModelTypeMeta.getItem(modelTypeName, model.type)) {
if (model.type == BlockModelType::CUSTOM && def.model.customRaw == nullptr) {
if (root.has("model-primitives")) {
def.customModelRaw = root["model-primitives"];
} else if (def.modelName.empty()) {
throw std::runtime_error(name + ": no 'model-primitives' or 'model-name' found");
def.model.customRaw = root["model-primitives"];
} else if (def.model.name.empty()) {
throw std::runtime_error(
name + ": no 'model-primitives' or 'model-name' found"
);
}
}
} else if (!modelTypeName.empty()) {
logger.error() << "unknown model: " << modelTypeName;
def.model = BlockModel::none;
model.type = BlockModelType::NONE;
}
std::string cullingModeName = CullingModeMeta.getNameString(def.culling);
@ -171,9 +174,9 @@ template<> void ContentUnitLoader<Block>::loadUnit(
"block " + util::quote(def.name) + ": invalid block size"
);
}
if (def.model == BlockModel::block &&
if (model.type == BlockModelType::BLOCK &&
(def.size.x != 1 || def.size.y != 1 || def.size.z != 1)) {
def.model = BlockModel::aabb;
model.type = BlockModelType::AABB;
def.hitboxes = {AABB(def.size)};
}
}

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@ -19,7 +19,7 @@ void corecontent::setup(Input& input, ContentBuilder& builder) {
block.skyLightPassing = true;
block.obstacle = false;
block.selectable = false;
block.model = BlockModel::none;
block.model.type = BlockModelType::NONE;
block.pickingItem = CORE_EMPTY;
}
{

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@ -203,7 +203,8 @@ void Engine::updateHotkeys() {
if (input->jpressed(Keycode::F2)) {
saveScreenshot();
}
if (input->jpressed(Keycode::F8)) {
if (input->pressed(Keycode::LEFT_CONTROL) && input->pressed(Keycode::F3) &&
input->jpressed(Keycode::U)) {
gui->toggleDebug();
}
if (input->jpressed(Keycode::F11)) {

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@ -35,10 +35,10 @@ void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
sideregions[def.rt.id * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
}
}
if (def.model == BlockModel::custom) {
auto model = assets.require<model::Model>(def.modelName);
if (def.model.type == BlockModelType::CUSTOM) {
auto model = assets.require<model::Model>(def.model.name);
// temporary dirty fix tbh
if (def.modelName.find(':') == std::string::npos) {
if (def.model.name.find(':') == std::string::npos) {
for (auto& mesh : model.meshes) {
size_t pos = mesh.texture.find(':');
if (pos == std::string::npos) {

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@ -93,11 +93,11 @@ std::shared_ptr<UINode> create_debug_panel(
panel->add(create_label(gui, []() { return L"fps: "+fpsString;}));
panel->add(create_label(gui, []() {
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
return L"meshes: " + std::to_wstring(MeshStats::meshesCount);
}));
panel->add(create_label(gui, []() {
int drawCalls = Mesh::drawCalls;
Mesh::drawCalls = 0;
int drawCalls = MeshStats::drawCalls;
MeshStats::drawCalls = 0;
return L"draw-calls: " + std::to_wstring(drawCalls);
}));
panel->add(create_label(gui, []() {

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@ -184,16 +184,21 @@ void LevelScreen::saveWorldPreview() {
void LevelScreen::updateHotkeys() {
auto& settings = engine.getSettings();
if (input.jpressed(Keycode::O)) {
settings.graphics.frustumCulling.toggle();
}
if (input.jpressed(Keycode::F1)) {
hudVisible = !hudVisible;
}
if (input.jpressed(Keycode::F3)) {
debug = !debug;
hud->setDebug(debug);
renderer->setDebug(debug);
if (!input.pressed(Keycode::LEFT_CONTROL)) {
if (input.jpressed(Keycode::F3)) {
debug = !debug;
hud->setDebug(debug);
renderer->setDebug(debug);
}
} else if (input.pressed(Keycode::F3)) {
if (input.jpressed(Keycode::L)) {
renderer->toggleLightsDebug();
} else if (input.jpressed(Keycode::O)) {
settings.graphics.frustumCulling.toggle();
}
}
}

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@ -4,19 +4,12 @@
#include "gl_util.hpp"
#include "maths/UVRegion.hpp"
#include <GL/glew.h>
#include <cmath>
inline constexpr uint B2D_VERTEX_SIZE = 8;
Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
const VertexAttribute attrs[] = {
{2}, {2}, {4}, {0}
};
buffer = std::make_unique<float[]>(capacity * B2D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<Batch2DVertex[]>(capacity );
mesh = std::make_unique<Mesh<Batch2DVertex>>(buffer.get(), 0);
index = 0;
const ubyte pixels[] = {
@ -51,28 +44,20 @@ void Batch2D::vertex(
float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = u * region.getWidth() + region.u1;
buffer[index++] = v * region.getHeight() + region.v1;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = {x, y};
buffer[index].uv = {u * region.getWidth() + region.u1, v * region.getHeight() + region.v1};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch2D::vertex(
glm::vec2 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = uvpoint.x * region.getWidth() + region.u1;
buffer[index++] = uvpoint.y * region.getHeight() + region.v1;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = point;
buffer[index].uv = {uvpoint.x * region.getWidth() + region.u1, uvpoint.y * region.getHeight() + region.v1};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch2D::texture(const Texture* new_texture){
@ -99,14 +84,14 @@ void Batch2D::setRegion(UVRegion region) {
}
void Batch2D::point(float x, float y, float r, float g, float b, float a){
if (index + 6*B2D_VERTEX_SIZE >= capacity)
if (index + 6 >= capacity)
flush();
setPrimitive(DrawPrimitive::point);
vertex(x, y, 0, 0, r,g,b,a);
}
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::line);
@ -119,7 +104,7 @@ void Batch2D::rect(float x, float y, float w, float h){
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@ -142,7 +127,7 @@ void Batch2D::rect(
bool flippedY,
glm::vec4 tint
) {
if (index + 6 * B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@ -230,14 +215,14 @@ void Batch2D::rect(
}
void Batch2D::lineRect(float x, float y, float w, float h) {
if (index + 8 * B2D_VERTEX_SIZE >= capacity) {
if (index + 8 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::line);
vertex(x, y, 0.0f, 0.0f, color.r, color.g, color.b, color.a);
vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
vertex(x+w, y+h, 1.0f, 1.0f, color.r, color.g, color.b, color.a);
@ -253,7 +238,7 @@ void Batch2D::rect(
float u, float v, float tx, float ty,
float r, float g, float b, float a
){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@ -271,7 +256,7 @@ void Batch2D::parallelogram(
float u, float v, float tx, float ty,
float r, float g, float b, float a
){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@ -292,7 +277,7 @@ void Batch2D::rect(
float r3, float g3, float b3,
float r4, float g4, float b4, int sh
){
if (index + 30*B2D_VERTEX_SIZE >= capacity) {
if (index + 30 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@ -378,7 +363,7 @@ void Batch2D::sprite(
void Batch2D::flush() {
if (index == 0)
return;
mesh->reload(buffer.get(), index / B2D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw(gl::to_glenum(primitive));
index = 0;
}

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@ -1,19 +1,32 @@
#pragma once
#include <memory>
#include <stdlib.h>
#include <glm/glm.hpp>
#include "commons.hpp"
#include "maths/UVRegion.hpp"
#include "MeshData.hpp"
template<typename VertexStructure>
class Mesh;
class Texture;
struct Batch2DVertex {
glm::vec2 position;
glm::vec2 uv;
glm::vec4 color;
static constexpr VertexAttribute ATTRIBUTES[] {
{VertexAttribute::Type::FLOAT, false, 2},
{VertexAttribute::Type::FLOAT, false, 2},
{VertexAttribute::Type::FLOAT, false, 4},
{{}, 0}};
};
class Batch2D : public Flushable {
std::unique_ptr<float[]> buffer;
std::unique_ptr<Batch2DVertex[]> buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Mesh<Batch2DVertex>> mesh;
std::unique_ptr<Texture> blank;
size_t index;
glm::vec4 color;

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@ -3,21 +3,15 @@
#include "Mesh.hpp"
#include "Texture.hpp"
#include <GL/glew.h>
#include "typedefs.hpp"
#include "maths/UVRegion.hpp"
/// xyz, uv, rgba
inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)
Batch3D::Batch3D(size_t capacity)
: capacity(capacity) {
const VertexAttribute attrs[] = {
{3}, {2}, {4}, {0}
};
buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<Batch3DVertex[]>(capacity);
mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0);
index = 0;
const ubyte pixels[] = {
@ -40,69 +34,54 @@ void Batch3D::vertex(
float x, float y, float z, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = {x, y, z};
buffer[index].uv = {u, v};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::vertex(
glm::vec3 coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x;
buffer[index++] = coord.y;
buffer[index++] = coord.z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = coord;
buffer[index].uv = {u, v};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::vertex(
glm::vec3 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = point;
buffer[index].uv = uvpoint;
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::face(
const glm::vec3& coord,
const glm::vec3& coord,
float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE * 6 > capacity) {
if (index + 6 >= capacity) {
flush();
}
vertex(coord, region.u1, region.v1,
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w, region.u2, region.v1,
vertex(coord + axisX * w, region.u2, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord, region.u1, region.v1,
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisY * h, region.u1, region.v2,
vertex(coord + axisY * h, region.u1, region.v2,
tint.r, tint.g, tint.b, tint.a);
}
@ -134,18 +113,18 @@ void Batch3D::sprite(
}
void Batch3D::sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
const glm::vec4& color
){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B3D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
@ -194,17 +173,17 @@ 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 +200,41 @@ 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 +243,27 @@ 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;
}

View File

@ -2,19 +2,33 @@
#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[] {
{VertexAttribute::Type::FLOAT, false, 3},
{VertexAttribute::Type::FLOAT, false, 2},
{VertexAttribute::Type::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};

View File

@ -4,7 +4,7 @@
#include <GL/glew.h>
Cubemap::Cubemap(uint width, uint height, ImageFormat imageFormat)
: GLTexture(0, width, height)
: Texture(0, width, height)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_CUBE_MAP, id);

View File

@ -1,9 +1,9 @@
#pragma once
#include "GLTexture.hpp"
#include "Texture.hpp"
/// @brief Cubemap texture
class Cubemap : public GLTexture {
class Cubemap : public Texture {
public:
Cubemap(uint width, uint height, ImageFormat format);

View File

@ -1,7 +1,7 @@
#include "Framebuffer.hpp"
#include <GL/glew.h>
#include "GLTexture.hpp"
#include "Texture.hpp"
Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
: fbo(fbo), depth(depth), texture(std::move(texture))
@ -25,7 +25,7 @@ static std::unique_ptr<Texture> create_texture(int width, int height, int format
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
return std::make_unique<GLTexture>(tex, width, height);
return std::make_unique<Texture>(tex, width, height);
}
Framebuffer::Framebuffer(uint width, uint height, bool alpha)

View File

@ -1,101 +0,0 @@
#include "GLTexture.hpp"
#include "gl_util.hpp"
#include <GL/glew.h>
#include <stdexcept>
#include <memory>
uint Texture::MAX_RESOLUTION = 1024; // Window.initialize overrides it
GLTexture::GLTexture(uint id, uint width, uint height)
: Texture(width, height), id(id) {
}
GLTexture::GLTexture(const ubyte* data, uint width, uint height, ImageFormat imageFormat)
: Texture(width, height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = gl::to_glenum(imageFormat);
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data)
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}
GLTexture::~GLTexture() {
glDeleteTextures(1, &id);
}
void GLTexture::bind() const {
glBindTexture(GL_TEXTURE_2D, id);
}
void GLTexture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
void GLTexture::reload(const ImageData& image) {
width = image.getWidth();
height = image.getHeight();
reload(image.getData());
}
void GLTexture::reload(const ubyte* data) {
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<ImageData> GLTexture::readData() {
auto data = std::make_unique<ubyte[]>(width * height * 4);
glBindTexture(GL_TEXTURE_2D, id);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return std::make_unique<ImageData>(
ImageFormat::rgba8888, width, height, std::move(data)
);
}
void GLTexture::setNearestFilter() {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void GLTexture::setMipMapping(bool flag, bool pixelated) {
bind();
if (flag) {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR_MIPMAP_NEAREST
);
} else {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR
);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<GLTexture> GLTexture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();
void* data = image->getData();
return std::make_unique<GLTexture>(static_cast<ubyte*>(data), width, height, image->getFormat());
}
uint GLTexture::getId() const {
return id;
}

View File

@ -1,31 +0,0 @@
#pragma once
#include "Texture.hpp"
class GLTexture : public Texture {
protected:
uint id;
public:
GLTexture(uint id, uint width, uint height);
GLTexture(const ubyte* data, uint width, uint height, ImageFormat format);
virtual ~GLTexture();
virtual void bind() const override;
virtual void unbind() const override;
virtual void reload(const ubyte* data);
void setNearestFilter();
virtual void reload(const ImageData& image) override;
virtual void setMipMapping(bool flag, bool pixelated) override;
virtual std::unique_ptr<ImageData> readData() override;
virtual uint getId() const override;
virtual UVRegion getUVRegion() const override {
return UVRegion(0.0f, 0.0f, 1.0f, 1.0f);
}
static std::unique_ptr<GLTexture> from(const ImageData* image);
};

View File

@ -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);
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;
}

View File

@ -5,12 +5,24 @@
#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[] {
{VertexAttribute::Type::FLOAT, false, 3},
{VertexAttribute::Type::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:

View File

@ -1,93 +1,4 @@
#include "Mesh.hpp"
#include <assert.h>
#include <GL/glew.h>
#include "graphics/core/Mesh.hpp"
int Mesh::meshesCount = 0;
int Mesh::drawCalls = 0;
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;

View File

@ -1,39 +1,54 @@
#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 vertexSize;
size_t vertexCount;
size_t indexCount;
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
);
Mesh(const VertexStructure* vertexBuffer, size_t vertices)
: Mesh<VertexStructure>(vertexBuffer, vertices, nullptr, 0) {};
~Mesh();
/// @brief Update GL vertex and index buffers data without changing VAO attributes
/// @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;
/// @brief Draw mesh as triangles
void draw() const;
/// @brief Total numbers of alive mesh objects
static int meshesCount;
static int drawCalls;
};
#include "graphics/core/Mesh.inl"

124
src/graphics/core/Mesh.inl Normal file
View File

@ -0,0 +1,124 @@
#pragma once
#include "MeshData.hpp"
#include "gl_util.hpp"
inline constexpr size_t calc_size(const VertexAttribute attrs[]) {
size_t vertexSize = 0;
for (int i = 0; attrs[i].count; i++) {
vertexSize += attrs[i].size();
}
return vertexSize;
}
template <typename VertexStructure>
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
: Mesh(
data.vertices.data(),
data.vertices.size(),
data.indices.data(),
data.indices.size()
) {
}
template <typename VertexStructure>
Mesh<VertexStructure>::Mesh(
const VertexStructure* vertexBuffer,
size_t vertices,
const uint32_t* indexBuffer,
size_t indices
)
: vao(0), vbo(0), ibo(0), vertexCount(0), indexCount(0) {
static_assert(
calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
);
const auto& attrs = VertexStructure::ATTRIBUTES;
MeshStats::meshesCount++;
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,
gl::to_glenum(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 * sizeof(VertexStructure),
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);
}

View File

@ -1,19 +1,46 @@
#pragma once
#include <vector>
#include <stdexcept>
#include "typedefs.hpp"
#include "util/Buffer.hpp"
/// @brief Vertex attribute info
struct VertexAttribute {
ubyte size;
enum class Type {
FLOAT,
INT, UNSIGNED_INT,
SHORT, UNSIGNED_SHORT,
BYTE, UNSIGNED_BYTE
};
Type type = Type::FLOAT;
bool normalized = false;
ubyte count = 0;
[[nodiscard]] constexpr uint32_t size() const {
switch (type) {
case Type::FLOAT:
return count * sizeof(float);
case Type::UNSIGNED_INT:
case Type::INT:
return count * sizeof(int32_t);
case Type::UNSIGNED_SHORT:
case Type::SHORT:
return count * sizeof(int16_t);
case Type::UNSIGNED_BYTE:
case Type::BYTE:
return count * sizeof(int8_t);
}
return 0;
}
};
/// @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 +49,8 @@ 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)),

View File

@ -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);
}
PostProcessing::~PostProcessing() = default;

View File

@ -2,14 +2,24 @@
#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[] {
{VertexAttribute::Type::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 +28,7 @@ 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);

View File

@ -1,6 +1,103 @@
#include "Texture.hpp"
#include "GLTexture.hpp"
#include "gl_util.hpp"
#include <GL/glew.h>
#include <stdexcept>
#include <memory>
uint Texture::MAX_RESOLUTION = 1024; // Window.initialize overrides it
Texture::Texture(uint id, uint width, uint height)
: id(id), width(width), height(height) {
}
Texture::Texture(const ubyte* data, uint width, uint height, ImageFormat imageFormat)
: width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format = gl::to_glenum(imageFormat);
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data)
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
glDeleteTextures(1, &id);
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::reload(const ImageData& image) {
width = image.getWidth();
height = image.getHeight();
reload(image.getData());
}
void Texture::reload(const ubyte* data) {
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<ImageData> Texture::readData() {
auto data = std::make_unique<ubyte[]>(width * height * 4);
glBindTexture(GL_TEXTURE_2D, id);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return std::make_unique<ImageData>(
ImageFormat::rgba8888, width, height, std::move(data)
);
}
void Texture::setNearestFilter() {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::setMipMapping(bool flag, bool pixelated) {
bind();
if (flag) {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR_MIPMAP_NEAREST
);
} else {
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
pixelated ? GL_NEAREST : GL_LINEAR
);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
std::unique_ptr<Texture> Texture::from(const ImageData* image) {
return GLTexture::from(image);
uint width = image->getWidth();
uint height = image->getHeight();
void* data = image->getData();
return std::make_unique<Texture>(
static_cast<ubyte*>(data), width, height, image->getFormat()
);
}
uint Texture::getId() const {
return id;
}

View File

@ -8,33 +8,39 @@
class Texture {
protected:
uint id;
uint width;
uint height;
Texture(uint width, uint height) : width(width), height(height) {}
public:
static uint MAX_RESOLUTION;
Texture(uint id, uint width, uint height);
Texture(const ubyte* data, uint width, uint height, ImageFormat format);
virtual ~Texture();
virtual ~Texture() {}
virtual void bind() const;
virtual void unbind() const;
void reload(const ubyte* data);
virtual void bind() const = 0;
virtual void unbind() const = 0;
void setNearestFilter();
virtual void reload(const ImageData& image) = 0;
void reload(const ImageData& image);
virtual std::unique_ptr<ImageData> readData() = 0;
void setMipMapping(bool flag, bool pixelated);
virtual uint getWidth() const {
std::unique_ptr<ImageData> readData();
uint getId() const;
UVRegion getUVRegion() const {
return UVRegion(0.0f, 0.0f, 1.0f, 1.0f);
}
uint getWidth() const {
return width;
}
virtual uint getHeight() const {
uint getHeight() const {
return height;
}
virtual UVRegion getUVRegion() const = 0;
virtual uint getId() const = 0;
virtual void setMipMapping(bool flag, bool pixelated) = 0;
static std::unique_ptr<Texture> from(const ImageData* image);
static uint MAX_RESOLUTION;
};

View File

@ -1,5 +1,5 @@
#include "TextureAnimation.hpp"
#include "GLTexture.hpp"
#include "Texture.hpp"
#include "Framebuffer.hpp"
#include <GL/glew.h>

View File

@ -2,6 +2,7 @@
#include "commons.hpp"
#include "ImageData.hpp"
#include "MeshData.hpp"
#include <GL/glew.h>
@ -23,4 +24,25 @@ namespace gl {
};
return primitives[static_cast<int>(primitive)];
}
inline GLenum to_glenum(VertexAttribute::Type type) {
using Type = VertexAttribute::Type;
switch (type) {
case Type::FLOAT:
return GL_FLOAT;
case Type::UNSIGNED_INT:
return GL_UNSIGNED_INT;
case Type::INT:
return GL_INT;
case Type::UNSIGNED_SHORT:
return GL_UNSIGNED_SHORT;
case Type::SHORT:
return GL_SHORT;
case Type::UNSIGNED_BYTE:
return GL_UNSIGNED_BYTE;
case Type::BYTE:
return GL_BYTE;
}
return 0;
}
}

View File

@ -44,8 +44,8 @@ void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
}
if (vox->id != BLOCK_VOID) {
const auto& def = level.content.getIndices()->blocks.require(vox->id);
switch (def.model) {
case BlockModel::block:
switch (def.model.type) {
case BlockModelType::BLOCK:
batch->cube(
glm::vec3(wrapper.position) + glm::vec3(0.5f),
glm::vec3(1.01f),
@ -54,7 +54,7 @@ void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
false
);
break;
case BlockModel::aabb: {
case BlockModelType::AABB: {
const auto& aabb =
(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
: def.hitboxes)

View File

@ -32,17 +32,17 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
cache.getRegion(id, 4), cache.getRegion(id, 5)};
glm::vec3 offset(0.1f, 0.5f, 0.1f);
switch (def.model) {
case BlockModel::none:
switch (def.model.type) {
case BlockModelType::NONE:
// something went wrong...
break;
case BlockModel::block:
case BlockModelType::BLOCK:
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
batch.blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def.rt.emissive);
batch.flush();
break;
case BlockModel::aabb:
case BlockModelType::AABB:
{
glm::vec3 hitbox {};
for (const auto& box : def.hitboxes) {
@ -60,7 +60,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
}
batch.flush();
break;
case BlockModel::custom:{
case BlockModelType::CUSTOM:{
glm::vec3 pmul = glm::vec3(size * 0.63f);
glm::vec3 hitbox = glm::vec3(1.0f);
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
@ -78,7 +78,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
}
break;
}
case BlockModel::xsprite: {
case BlockModelType::XSPRITE: {
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
batch.sprite(

View File

@ -9,7 +9,8 @@
#include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp"
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.2275f,0.9388f,-0.1005f);
const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
BlocksRenderer::BlocksRenderer(
size_t capacity,
@ -17,18 +18,18 @@ BlocksRenderer::BlocksRenderer(
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;
}
@ -129,7 +122,7 @@ void BlocksRenderer::faceAO(
float s = 0.5f;
if (lights) {
float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
d = 0.7f + d * 0.3f;
d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
auto axisX = glm::normalize(X);
auto axisY = glm::normalize(Y);
@ -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;
}
@ -167,7 +160,7 @@ void BlocksRenderer::face(
float s = 0.5f;
if (lights) {
float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
d = 0.7f + d * 0.3f;
d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
tint *= d;
}
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
@ -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
@ -272,6 +265,19 @@ void BlocksRenderer::blockAABB(
}
}
static bool is_aligned(const glm::vec3& v, float e = 1e-6f) {
if (std::abs(v.y) < e && std::abs(v.z) < e && std::abs(v.x) > e) {
return true;
}
if (std::abs(v.x) < e && std::abs(v.z) < e && std::abs(v.y) > e) {
return true;
}
if (std::abs(v.x) < e && std::abs(v.y) < e && std::abs(v.z) > e) {
return true;
}
return false;
}
void BlocksRenderer::blockCustomModel(
const glm::ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
) {
@ -289,32 +295,44 @@ 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;
}
for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
mesh.vertices[triangle * 3 + 1].coord;
r = r.x * X + r.y * Y + r.z * Z;
r = glm::normalize(r);
const auto& v0 = mesh.vertices[triangle * 3];
auto n = v0.normal.x * X + v0.normal.y * Y + v0.normal.z * Z;
if (!isOpen(glm::floor(coord + n * 1e-4f), *block) && is_aligned(n)) {
continue;
}
float d = glm::dot(n, SUN_VECTOR);
d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
glm::vec3 t = glm::cross(r, n);
for (int i = 0; i < 3; i++) {
const auto& vertex = mesh.vertices[triangle * 3 + i];
auto n = vertex.normal.x * X + vertex.normal.y * Y +
vertex.normal.z * Z;
float d = glm::dot(n, SUN_VECTOR);
d = 0.8f + d * 0.2f;
const auto& vcoord = vertex.coord - 0.5f;
vertexAO(
glm::vec4 aoColor {1.0f, 1.0f, 1.0f, 1.0f};
if (ao) {
auto p = coord + vcoord.x * X + vcoord.y * Y +
vcoord.z * Z + r * 0.5f + t * 0.5f + n * 0.5f;
aoColor = pickSoftLight(p.x, p.y, p.z, glm::ivec3(r), glm::ivec3(t));
}
this->vertex(
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
vertex.uv.x,
vertex.uv.y,
glm::vec4(d, d, d, d),
glm::cross(r, n),
r,
n
glm::vec4(d, d, d, d) * aoColor
);
indexBuffer[indexSize++] = indexOffset++;
indexBuffer[indexCount++] = vertexOffset++;
}
}
}
@ -322,9 +340,9 @@ 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 +358,7 @@ 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 +401,8 @@ 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 +416,7 @@ 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 +444,8 @@ 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);
}
@ -460,23 +478,23 @@ void BlocksRenderer::render(
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:
switch (def.model.type) {
case BlockModelType::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),
case BlockModelType::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,
case BlockModelType::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,
case BlockModelType::CUSTOM: {
blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
@ -523,30 +541,30 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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:
switch (def.model.type) {
case BlockModelType::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),
case BlockModelType::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,
case BlockModelType::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,
case BlockModelType::CUSTOM: {
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 +573,50 @@ 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 +648,7 @@ 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 +657,37 @@ 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
), std::move(sortingMesh)};
}

View File

@ -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,

View File

@ -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 +288,8 @@ 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>(
entry.vertexData.data(),
entry.vertexData.size() / CHUNK_VERTEX_SIZE,
CHUNK_VATTRS
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
entry.vertexData.data(), entry.vertexData.size()
);
}
found->second.sortedMesh->draw();
@ -310,13 +308,13 @@ 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
);
}
found->second.sortedMesh->draw();

View File

@ -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);

View File

@ -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)) {
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 &region) {
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]
);
}

View File

@ -1,30 +1,46 @@
#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[] = {
{VertexAttribute::Type::FLOAT, false, 3},
{VertexAttribute::Type::FLOAT, false, 2},
{VertexAttribute::Type::FLOAT, false, 3},
{VertexAttribute::Type::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 +63,16 @@ 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(

View File

@ -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;

View File

@ -50,16 +50,16 @@ static inline UVRegion get_region_for(
void ModelsGenerator::prepare(Content& content, Assets& assets) {
for (auto& [name, def] : content.blocks.getDefs()) {
if (def->model == BlockModel::custom && def->modelName.empty()) {
if (def->model.type == BlockModelType::CUSTOM && def->model.name.empty()) {
assets.store(
std::make_unique<model::Model>(
loadCustomBlockModel(
def->customModelRaw, assets, !def->shadeless
def->model.customRaw, assets, !def->shadeless
)
),
name + ".model"
);
def->modelName = def->name + ".model";
def->model.name = def->name + ".model";
}
}
for (auto& [name, def] : content.items.getDefs()) {
@ -74,7 +74,7 @@ void ModelsGenerator::prepare(Content& content, Assets& assets) {
model::Model ModelsGenerator::fromCustom(
const Assets& assets,
const std::vector<BoxModel>& modelBoxes,
const std::vector<AABB>& modelBoxes,
const std::vector<std::string>& modelTextures,
const std::vector<glm::vec3>& points,
bool lighting
@ -95,32 +95,30 @@ model::Model ModelsGenerator::fromCustom(
modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces
);
}
glm::vec3 norm {0, 1, 0};
for (size_t i = 0; i < points.size() / 4; i++) {
auto texture = modelTextures[modelBoxes.size() * 6 + i];
const glm::vec3& v0 = points[i * 4];
const glm::vec3& v1 = points[i * 4 + 1];
const glm::vec3& v2 = points[i * 4 + 2];
const glm::vec3& v3 = points[i * 4 + 3];
glm::vec3 edge1 = v1 - v0;
glm::vec3 edge2 = v2 - v0;
glm::vec3 norm = glm::cross(edge1, edge2);
norm = glm::normalize(norm);
auto& mesh = model.addMesh(texture);
mesh.lighting = lighting;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back(
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 1], glm::vec2(reg.u2, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 3], glm::vec2(reg.u1, reg.v2), norm}
);
mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
mesh.vertices.push_back({v1, glm::vec2(reg.u2, reg.v1), norm});
mesh.vertices.push_back({v2, glm::vec2(reg.u2, reg.v2), norm});
mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
mesh.vertices.push_back({v2, glm::vec2(reg.u2, reg.v2), norm});
mesh.vertices.push_back({v3, glm::vec2(reg.u1, reg.v2), norm});
}
return model;
}
@ -131,12 +129,12 @@ model::Model ModelsGenerator::generate(
if (def.iconType == ItemIconType::BLOCK) {
auto model = assets.require<model::Model>("block");
const auto& blockDef = content.blocks.require(def.icon);
if (blockDef.model == BlockModel::xsprite) {
if (blockDef.model.type == BlockModelType::XSPRITE) {
return create_flat_model(
"blocks:" + blockDef.textureFaces.at(0), assets
);
} else if (blockDef.model == BlockModel::custom) {
model = assets.require<model::Model>(blockDef.modelName);
} else if (blockDef.model.type == BlockModelType::CUSTOM) {
model = assets.require<model::Model>(blockDef.model.name);
for (auto& mesh : model.meshes) {
mesh.scale(glm::vec3(0.2f));
}
@ -144,8 +142,8 @@ model::Model ModelsGenerator::generate(
}
for (auto& mesh : model.meshes) {
mesh.lighting = !blockDef.shadeless;
switch (blockDef.model) {
case BlockModel::aabb: {
switch (blockDef.model.type) {
case BlockModelType::AABB: {
glm::vec3 size = blockDef.hitboxes.at(0).size();
float m = glm::max(size.x, glm::max(size.y, size.z));
m = glm::min(1.0f, m);

View File

@ -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);
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},

View File

@ -6,17 +6,25 @@
#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[] {
{VertexAttribute::Type::FLOAT, false, 2},
{{}, 0}};
};
struct skysprite {
std::string texture;
float phase;
@ -32,7 +40,7 @@ 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;

View File

@ -1,6 +1,5 @@
#include "WorldRenderer.hpp"
#include <GL/glew.h>
#include <assert.h>
#include <algorithm>
@ -119,6 +118,7 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_gamma", settings.graphics.gamma.get());
shader.uniform1f("u_fogFactor", fogFactor);
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader.uniform1i("u_debugLights", lightsDebug);
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
@ -443,6 +443,10 @@ void WorldRenderer::setDebug(bool flag) {
debug = flag;
}
void WorldRenderer::toggleLightsDebug() {
lightsDebug = !lightsDebug;
}
Weather& WorldRenderer::getWeather() {
return weather;
}

View File

@ -48,6 +48,7 @@ class WorldRenderer {
float timer = 0.0f;
bool debug = false;
bool lightsDebug = false;
/// @brief Render block selection lines
void renderBlockSelection();
@ -107,5 +108,7 @@ public:
void setDebug(bool flag);
void toggleLightsDebug();
Weather& getWeather();
};

View File

@ -1,25 +1,36 @@
#pragma once
#include <vector>
#include <array>
#include <memory>
#include <glm/vec2.hpp>
#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
struct ChunkVertex {
glm::vec3 position;
glm::vec2 uv;
std::array<uint8_t, 4> color;
static constexpr VertexAttribute ATTRIBUTES[] = {
{VertexAttribute::Type::FLOAT, false, 3},
{VertexAttribute::Type::FLOAT, false, 2},
{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
{{}, 0}};
};
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 +40,12 @@ 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;
};

View File

@ -312,7 +312,7 @@ static int l_get_textures(lua::State* L) {
static int l_get_model(lua::State* L) {
if (auto def = require_block(L)) {
return lua::pushlstring(L, BlockModelMeta.getName(def->model));
return lua::pushlstring(L, BlockModelTypeMeta.getName(def->model.type));
}
return 0;
}

View File

@ -143,7 +143,6 @@ void Block::cloneTo(Block& dst) {
if (particles) {
dst.particles = std::make_unique<ParticlesPreset>(*particles);
}
dst.customModelRaw = customModelRaw;
}
static std::set<std::string, std::less<>> RESERVED_BLOCK_FIELDS {

View File

@ -81,25 +81,35 @@ struct BlockRotProfile {
static inline std::string PANE_NAME = "pane";
};
enum class BlockModel {
enum class BlockModelType {
/// @brief invisible
none,
NONE,
/// @brief default cube shape
block,
BLOCK,
/// @brief X-shape (grass)
xsprite,
XSPRITE,
/// @brief box shape sized as block hitbox
aabb,
AABB,
/// @brief custom model defined in json
custom
CUSTOM
};
VC_ENUM_METADATA(BlockModel)
{"none", BlockModel::none},
{"block", BlockModel::block},
{"X", BlockModel::xsprite},
{"aabb", BlockModel::aabb},
{"custom", BlockModel::custom},
struct BlockModel {
BlockModelType type = BlockModelType::BLOCK;
/// @brief Custom model raw data
dv::value customRaw = nullptr;
/// @brief Custom model name (generated or an asset)
std::string name = "";
};
VC_ENUM_METADATA(BlockModelType)
{"none", BlockModelType::NONE},
{"block", BlockModelType::BLOCK},
{"X", BlockModelType::XSPRITE},
{"aabb", BlockModelType::AABB},
{"custom", BlockModelType::CUSTOM},
VC_ENUM_END
enum class CullingMode {
@ -114,8 +124,6 @@ VC_ENUM_METADATA(CullingMode)
{"disabled", CullingMode::DISABLED},
VC_ENUM_END
using BoxModel = AABB;
/// @brief Common kit of block properties applied to groups of blocks
struct BlockMaterial : Serializable {
std::string name;
@ -154,13 +162,8 @@ public:
/// @brief Influences visible block sides for transparent blocks
uint8_t drawGroup = 0;
/// @brief Block model type
BlockModel model = BlockModel::block;
/// @brief Custom model raw data
dv::value customModelRaw = nullptr;
std::string modelName = "";
/// @brief Block model
BlockModel model {};
/// @brief Culling mode
CullingMode culling = CullingMode::DEFAULT;

View File

@ -10,7 +10,6 @@
#include "coders/byte_utils.hpp"
#include "content/Content.hpp"
#include "world/files/WorldFiles.hpp"
#include "graphics/core/Mesh.hpp"
#include "lighting/Lightmap.hpp"
#include "maths/aabb.hpp"
#include "maths/rays.hpp"