package world import ( "fmt" "log" "os" "unsafe" "github.com/Edgaru089/gl01/internal/asset" "github.com/Edgaru089/gl01/internal/util/itype" "github.com/go-gl/gl/all-core/gl" ) // Vertex represents a rendering vertex in the global coordinate system. type Vertex struct { World itype.Vec3f // World vertex coordinate Normal itype.Vec3f // Surface normal vector (normalized) Texture itype.Vec2f // World Texture Atlas vertex coordinate Light float32 // Light level of the block (0 ~ 15=blocklight, 16=sunlight) } func (c *Chunk) InitRender() { gl.GenVertexArrays(1, &c.vao) gl.GenBuffers(1, &c.vbo) c.renderChanged = true } func (c *Chunk) FreeRender() { gl.DeleteVertexArrays(1, &c.vao) gl.DeleteBuffers(1, &c.vbo) } // Bind calls glBindVertexArray(vao) and glBindBuffer(vbo). func (c *Chunk) Bind() { gl.BindVertexArray(c.vao) gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo) } // EnableVertexArrayAttrib calls glEnableVertexArrayAttrib(vao, attribId). func (c *Chunk) EnableVertexArrayAttrib(attribId uint32) { c.Bind() gl.EnableVertexAttribArray(attribId) } // a global vertex array for VBO updates //var vertex []Vertex // updateRender should be called with gl.BindBuffer(c.vbo). func (c *Chunk) updateRender() { if c.renderChanged { c.vertex = c.AppendVertex(c.vertex[0:0]) log.Printf("Chunk [%d,%d]: UpdateRender: vertex len of %d*%d = %d", c.X, c.Z, unsafe.Sizeof(Vertex{}), len(c.vertex), int(unsafe.Sizeof(Vertex{}))*len(c.vertex)) f, _ := os.Create("vertex.txt") fmt.Fprint(f, c.vertex) f.Close() gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(c.vertex), gl.Ptr(c.vertex), gl.DYNAMIC_DRAW) c.vbolen = len(c.vertex) c.renderChanged = false } } func (c *Chunk) Render() { gl.BindVertexArray(c.vao) gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo) c.updateRender() gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen)) } // ChunkRenderAppend appends the chunk's global vertex into the array. func (c *Chunk) AppendVertex(arr []Vertex) []Vertex { off := itype.Vec3i{ c.X * ChunkSizeX, 0, c.Z * ChunkSizeZ, } for i := 0; i < ChunkSizeX; i++ { for j := 0; j < ChunkSizeY; j++ { for k := 0; k < ChunkSizeZ; k++ { if c.Id[i][j][k] == 0 { continue } app := GetBlockAppearance(off.Addv(i, j, k), int(c.Id[i][j][k]), int(c.Aux[i][j][k]), nil) switch app.RenderType { case OneTexture: arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr) arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr) arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr) arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr) arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr) arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr) case ThreeTexture: arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr) arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr) arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_top.png", arr) arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_bot.png", arr) arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr) arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr) case SixTexture: arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_x+.png", arr) arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_x-.png", arr) arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_y+.png", arr) arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_y-.png", arr) arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_z+.png", arr) arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_z-.png", arr) case CustomRendering: arr = app.CustomRenderAppend(off.Addv(i, j, k), int(c.Aux[i][j][k]), nil, arr) } } } } return arr } func (c *Chunk) appendFace(face itype.Direction, pos itype.Vec3i, texname string, arr []Vertex) []Vertex { off := pos.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ).ToFloat32() // check if we can skip this face next := pos.Add(itype.DirectionVeci[face]) if next[0] >= 0 && next[1] >= 0 && next[2] >= 0 && next[0] < ChunkSizeX && next[1] < ChunkSizeY && next[2] < ChunkSizeZ && c.Id[next[0]][next[1]][next[2]] != 0 && !GetBlockAppearance( next.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ), int(c.Id[next[0]][next[1]][next[2]]), int(c.Aux[next[0]][next[1]][next[2]]), nil, ).Transparent { // face next to a solid block return arr // skip! } switch face { case itype.XPlus: // X+ arr = append(arr, // Vertex Position Normal Vector(normalized) Texture Coord Light Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 0.7}, Vertex{off.Addv(1, 1, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 0.7}, Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 0.7}, Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 0.7}, Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 0.7}, Vertex{off.Addv(1, 0, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 0.7}, ) case itype.XMinus: // X- arr = append(arr, Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 0.95}, Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 0.95}, Vertex{off.Addv(0, 1, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 0.95}, Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 0.95}, Vertex{off.Addv(0, 0, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 0.95}, Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 0.95}, ) case itype.YPlus: // Y+ arr = append(arr, Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 1}, Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 1}, Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 1}, Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 1}, Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 1}, Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 1}, ) case itype.YMinus: // Y- arr = append(arr, Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 0.6}, Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 0.6}, Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 0.6}, Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 0.6}, Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 0.6}, Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 0.6}, ) case itype.ZPlus: // Z+ arr = append(arr, Vertex{off.Addv(0, 0, 1), itype.Vec2f{0, 1}, 0.85}, Vertex{off.Addv(1, 0, 1), itype.Vec2f{1, 1}, 0.85}, Vertex{off.Addv(0, 1, 1), itype.Vec2f{0, 0}, 0.85}, Vertex{off.Addv(1, 1, 1), itype.Vec2f{1, 0}, 0.85}, Vertex{off.Addv(0, 1, 1), itype.Vec2f{0, 0}, 0.85}, Vertex{off.Addv(1, 0, 1), itype.Vec2f{1, 1}, 0.85}, ) case itype.ZMinus: // Z- arr = append(arr, Vertex{off.Addv(0, 0, 0), itype.Vec2f{1, 1}, 0.85}, Vertex{off.Addv(0, 1, 0), itype.Vec2f{1, 0}, 0.85}, Vertex{off.Addv(1, 1, 0), itype.Vec2f{0, 0}, 0.85}, Vertex{off.Addv(0, 0, 0), itype.Vec2f{1, 1}, 0.85}, Vertex{off.Addv(1, 1, 0), itype.Vec2f{0, 0}, 0.85}, Vertex{off.Addv(1, 0, 0), itype.Vec2f{0, 1}, 0.85}, ) } texrect := asset.WorldTextureAtlas.RectNormalized(texname) for i := len(arr) - 6; i < len(arr); i++ { arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height } return arr }