render: move render_world_helper, remove chunks drawn behind view

This commit is contained in:
Edgaru089 2022-01-27 01:09:45 +08:00
parent d8df67bc20
commit 7b6c16789c
11 changed files with 257 additions and 56 deletions

View File

@ -145,6 +145,12 @@ func (g *Game) Init(win *glfw.Window) {
g.fullscreen = true g.fullscreen = true
} }
win.MakeContextCurrent()
glfw.SwapInterval(1)
}
if key == glfw.KeyF3 {
io.ShowDebugInfo = !io.ShowDebugInfo
} }
} }
}) })
@ -225,6 +231,8 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
g.player.Update(g.world, delta) g.player.Update(g.world, delta)
g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ)) g.view.LookAt(g.player.EyePosition().ToFloat32(), g.rotY, itype.Degrees(g.rotZ))
io.ViewPos = g.player.EyePosition()
io.ViewDir = itype.Vec3d(mgl64.Rotate3DY(float64(g.rotY.Radians())).Mul3(mgl64.Rotate3DZ(float64(itype.Degrees(g.rotZ)))).Mul3x1(mgl64.Vec3{1, 0, 0}))
render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White) render.Framewire.PushBox(g.player.WorldHitbox().ToFloat32(), color.White)

View File

@ -4,4 +4,10 @@ import "edgaru089.ml/go/gl01/internal/util/itype"
var ( var (
DisplaySize itype.Vec2i // Size of the window viewport in pixels. DisplaySize itype.Vec2i // Size of the window viewport in pixels.
// Directions are not always normalized.
ViewPos, ViewDir itype.Vec3d // Position and Direction of the player view.
RenderPos, RenderDir itype.Vec3d // Position and Direction of view for the current render pass. Might be different for e.g. lighting passes
ShowDebugInfo bool // Show debug info (F3 screen)?
) )

View File

@ -0,0 +1,23 @@
#version 330
#define DrawTextureChannels_R (1<<0)
#define DrawTextureChannels_G (1<<1)
#define DrawTextureChannels_B (1<<2)
#define DrawTextureChannels_A (1<<3)
uniform float valueMin, valueMax;
uniform int channels;
uniform sampler2D tex;
in vec2 fragVert;
in vec2 fragTexCoord;
out vec4 outputColor;
void main() {
outputColor = vec4(0, 0, 0, 1);
}

View File

@ -0,0 +1,17 @@
#version 330
uniform vec2 onScreenPos, onScreenSize;
layout (location = 0) in vec2 vert;
layout (location = 1) in vec2 texCoord;
out vec2 fragVert;
out vec2 fragTexCoord;
void main() {
gl_Position = vec4(onScreenPos + onScreenSize * texCoord, 1, 0);
fragVert = texCoord * 2 - vec2(1, 1);
fragTexCoord = texCoord;
}

View File

@ -138,6 +138,8 @@ func (r *WorldRenderer) ResizeDisplay(newSize itype.Vec2i) {
var sun = [3]float32{0.2, 0.4, 0.3} var sun = [3]float32{0.2, 0.4, 0.3}
func (r *WorldRenderer) Render(world *world.World, view *View) { func (r *WorldRenderer) Render(world *world.World, view *View) {
io.RenderPos = io.ViewPos
io.RenderDir = io.ViewDir
// re-generate the G-buffers if the display size changed // re-generate the G-buffers if the display size changed
if r.lastDisplaySize != io.DisplaySize { if r.lastDisplaySize != io.DisplaySize {
@ -169,12 +171,18 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100) lightProjection := mgl32.Ortho(-50, 50, -50, 50, 1, 100)
lightspace := lightProjection.Mul4(lightView) lightspace := lightProjection.Mul4(lightView)
io.RenderPos = lightPos.ToFloat64()
io.RenderDir = view.EyePos.Add(lightPos.Negative()).ToFloat64()
r.depthmap.shader.UseProgram() r.depthmap.shader.UseProgram()
r.depthmap.shader.SetUniformMat4("lightspace", lightspace) r.depthmap.shader.SetUniformMat4("lightspace", lightspace)
world.Render() world.Render()
// 2. Geometry pass, render to G-buffer // 2. Geometry pass, render to G-buffer
io.RenderPos = io.ViewPos
io.RenderDir = io.ViewDir
gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1])) gl.Viewport(0, 0, int32(r.lastDisplaySize[0]), int32(r.lastDisplaySize[1]))
gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo) gl.BindFramebuffer(gl.FRAMEBUFFER, r.gbuffer.fbo)
gl.ClearColor(0, 0, 0, 1) gl.ClearColor(0, 0, 0, 1)
@ -202,5 +210,11 @@ func (r *WorldRenderer) Render(world *world.World, view *View) {
r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0}) r.shader.SetUniformVec4f("fogColor", itype.Vec4f{0.6, 0.8, 1.0, 1.0})
r.shader.SetUniformVec3f("sun", normalSun) r.shader.SetUniformVec3f("sun", normalSun)
r.drawScreenQuad() DrawScreenQuad()
// Show G-buffers?
/*if io.ShowDebugInfo {
DrawTexture(r.gbuffer.pos, itype.Rectf{0.5, 0.5, 0.5, 0.5}, DrawTextureChannels_R|DrawTextureChannels_G|DrawTextureChannels_B, 0, 32)
DrawTexture(r.gbuffer.depth, itype.Rectf{0.5, 0, 0.5, 0.5}, DrawTextureChannels_R, 0, 1)
}*/
} }

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@ -1,54 +0,0 @@
package render
import (
"unsafe"
"github.com/go-gl/gl/all-core/gl"
)
var (
screenQuadVerts = []float32{
-1, -1,
0, 0,
1, -1,
1, 0,
1, 1,
1, 1,
-1, -1,
0, 0,
1, 1,
1, 1,
-1, 1,
0, 1,
}
screenQuadVAO uint32
screenQuadVBO uint32
)
func initScreenQuad() {
gl.GenBuffers(1, &screenQuadVBO)
gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
gl.GenVertexArrays(1, &screenQuadVAO)
gl.BindVertexArray(screenQuadVAO)
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
gl.EnableVertexAttribArray(0)
gl.EnableVertexAttribArray(1)
}
// drawScreenQuad draws a Quad covering the entire screen.
//
// Attribute: vert: [ -1.0 --> 1.0]
func (r *WorldRenderer) drawScreenQuad() {
if screenQuadVAO == 0 {
initScreenQuad()
}
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.CULL_FACE)
gl.BindVertexArray(screenQuadVAO)
gl.DrawArrays(gl.TRIANGLES, 0, 6)
}

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@ -0,0 +1,122 @@
package render
import (
_ "embed"
"unsafe"
"edgaru089.ml/go/gl01/internal/util/itype"
"github.com/go-gl/gl/all-core/gl"
)
var (
screenQuadVerts = []float32{
-1, -1,
0, 0,
1, -1,
1, 0,
1, 1,
1, 1,
-1, -1,
0, 0,
1, 1,
1, 1,
-1, 1,
0, 1,
}
screenQuadVAO uint32
screenQuadVBO uint32
drawTextureShader *Shader // Shader for dumping textures to screen
)
func initScreenQuad() {
gl.GenBuffers(1, &screenQuadVBO)
gl.BindBuffer(gl.ARRAY_BUFFER, screenQuadVBO)
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(float32(0)))*len(screenQuadVerts), gl.Ptr(screenQuadVerts), gl.STATIC_DRAW)
gl.GenVertexArrays(1, &screenQuadVAO)
gl.BindVertexArray(screenQuadVAO)
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
gl.EnableVertexAttribArray(0)
gl.EnableVertexAttribArray(1)
}
// DrawScreenQuad draws a Quad covering the entire screen with the current binding shader.
//
// Attribute: (location=0) vert: [ -1.0 --> 1.0]
// (location=1) texCoord: [ 0 --> 1]
func DrawScreenQuad() {
if screenQuadVAO == 0 {
initScreenQuad()
}
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.CULL_FACE)
gl.BindVertexArray(screenQuadVAO)
gl.DrawArrays(gl.TRIANGLES, 0, 6)
}
// DrawTextureChannels specifies the channels in RGBA to be drawn.
type DrawTextureChannels int
const (
DrawTextureChannels_R DrawTextureChannels = 1 << iota
DrawTextureChannels_G
DrawTextureChannels_B
DrawTextureChannels_A
)
var (
//go:embed drawtexture.vert
drawTextureShaderVert string
//go:embed drawtexture.frag
drawTextureShaderFrag string
)
func initDrawTexture() {
var err error
drawTextureShader, err = NewShader(drawTextureShaderVert, drawTextureShaderFrag)
if err != nil {
panic(err)
}
gl.BindFragDataLocation(drawTextureShader.Handle(), 0, gl.Str("outputColor\x00"))
}
// DrawTexture dumps the contents of a Texture onto the portion of the screen.
// It disables depth test and cull face.
//
// onScreen is specified in [-1, 1] size.
//
// If only one channel is specified, that channel is drawn in black and white.
// Otherwise, R/G/B are drawn in their specified channels and A is ignored.
//
// The texture values from vauleRange is mapped to [0, 1] linearly.
//
// TODO: This does not work. Maybe something wrong with the shaders or blending
func DrawTexture(texture uint32, onScreen itype.Rectf, channels DrawTextureChannels, valueMin, valueMax float32) {
if screenQuadVAO == 0 {
initScreenQuad()
}
if drawTextureShader == nil {
initDrawTexture()
}
drawTextureShader.UseProgram()
drawTextureShader.SetUniformVec2f("onScreenPos", onScreen.MinPoint())
drawTextureShader.SetUniformVec2f("onScreenSize", onScreen.Size())
drawTextureShader.SetUniformFloat("valueMin", valueMin)
drawTextureShader.SetUniformFloat("valueMax", valueMax)
drawTextureShader.SetUniformInt("channels", int32(channels))
drawTextureShader.SetUniformTextureHandle("tex", texture)
drawTextureShader.BindTextures()
gl.Disable(gl.DEPTH_TEST)
gl.Disable(gl.CULL_FACE)
gl.BindVertexArray(screenQuadVAO)
gl.DrawArrays(gl.TRIANGLES, 0, 6)
}

View File

@ -66,6 +66,11 @@ func NewTextureRGBA(image *image.RGBA) *Texture {
return &Texture{tex: tex} return &Texture{tex: tex}
} }
// NewTextureFromHandle creates a new *Texture from an existing OpenGL handle.
func NewTextureFromHandle(handle uint32) *Texture {
return &Texture{tex: handle}
}
// updateFilters updates the MIN/MAG_FILTER parameters of the texture based on t.smooth and t.hasMipmap. // updateFilters updates the MIN/MAG_FILTER parameters of the texture based on t.smooth and t.hasMipmap.
// //
// It does not bind the texture; the caller has to do that // It does not bind the texture; the caller has to do that

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@ -14,12 +14,36 @@ type Rectf struct {
Width, Height float32 Width, Height float32
} }
func (r Rectf) MinPoint() Vec2f {
return Vec2f{r.Left, r.Top}
}
func (r Rectf) MaxPoint() Vec2f {
return Vec2f{r.Left + r.Width, r.Top + r.Height}
}
func (r Rectf) Size() Vec2f {
return Vec2f{r.Width, r.Height}
}
// Rectd is a 2D rectangle with float64 coordinates. // Rectd is a 2D rectangle with float64 coordinates.
type Rectd struct { type Rectd struct {
Left, Top float64 Left, Top float64
Width, Height float64 Width, Height float64
} }
func (r Rectd) MinPoint() Vec2d {
return Vec2d{r.Left, r.Top}
}
func (r Rectd) MaxPoint() Vec2d {
return Vec2d{r.Left + r.Width, r.Top + r.Height}
}
func (r Rectd) Size() Vec2d {
return Vec2d{r.Width, r.Height}
}
// Boxi is a 3D box with int coordinates. // Boxi is a 3D box with int coordinates.
type Boxi struct { type Boxi struct {
OffX, OffY, OffZ int OffX, OffY, OffZ int

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@ -79,6 +79,10 @@ func (v Vec2f) ToFloat64() Vec2d {
// Vec3f is a three-element float vector // Vec3f is a three-element float vector
type Vec3f [3]float32 type Vec3f [3]float32
func (v Vec3f) Negative() Vec3f {
return Vec3f{-v[0], -v[1], -v[2]}
}
func (v Vec3f) Add(add Vec3f) Vec3f { func (v Vec3f) Add(add Vec3f) Vec3f {
return Vec3f{v[0] + add[0], v[1] + add[1], v[2] + add[2]} return Vec3f{v[0] + add[0], v[1] + add[1], v[2] + add[2]}
} }

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@ -6,6 +6,7 @@ import (
"unsafe" "unsafe"
"edgaru089.ml/go/gl01/internal/asset" "edgaru089.ml/go/gl01/internal/asset"
"edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/util/itype"
"github.com/go-gl/gl/all-core/gl" "github.com/go-gl/gl/all-core/gl"
) )
@ -67,14 +68,45 @@ func (c *Chunk) updateRender() {
select { select {
case vert := <-c.vertUpdate: case vert := <-c.vertUpdate:
log.Printf("Chunk [%d,%d]: received len=%d", c.X, c.Z, len(vert))
gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert), gl.Ptr(vert), gl.DYNAMIC_DRAW) gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert), gl.Ptr(vert), gl.DYNAMIC_DRAW)
c.vbolen = len(vert) c.vbolen = len(vert)
default: // do nothing default: // do nothing
} }
} }
var checkViewOffset = []itype.Vec3d{
{0, 0, 0},
{ChunkSizeX, 0, 0},
{0, 0, ChunkSizeZ},
{ChunkSizeX, 0, ChunkSizeZ},
{0, ChunkSizeY, 0},
{ChunkSizeX, ChunkSizeY, 0},
{0, ChunkSizeY, ChunkSizeZ},
{ChunkSizeX, ChunkSizeY, ChunkSizeZ},
}
// checkView checks if the chunk is in the front-facing direction of the view.
func (c *Chunk) checkView(from, facing itype.Vec3d) bool {
off := itype.Vec3d{
float64(c.X * ChunkSizeX),
0,
float64(c.Z * ChunkSizeZ),
}
for _, check := range checkViewOffset {
ok := off.Add(check).Add(from.Negative()).Dot(facing) > 0
if ok {
return true
}
}
return false
}
func (c *Chunk) Render() { func (c *Chunk) Render() {
if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
return
}
c.Bind() c.Bind()
c.updateRender() c.updateRender()
gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen)) gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))