290 lines
11 KiB
Go
290 lines
11 KiB
Go
package world
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import (
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"log"
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"time"
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"unsafe"
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"edgaru089.ink/go/gl01/internal/asset"
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"edgaru089.ink/go/gl01/internal/io"
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"edgaru089.ink/go/gl01/internal/util"
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"edgaru089.ink/go/gl01/internal/util/itype"
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"github.com/go-gl/gl/all-core/gl"
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)
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// Vertex represents a rendering vertex in the global coordinate system.
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type Vertex struct {
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World itype.Vec3f // World vertex coordinate
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Normal itype.Vec3f // Surface normal vector (normalized)
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Texture itype.Vec2f // World Texture Atlas vertex coordinate
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Light float32 // Light level of the block (0 ~ 15=blocklight, 16=sunlight)
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}
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func (c *Chunk) InitRender() {
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gl.GenVertexArrays(1, &c.vao)
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gl.BindVertexArray(c.vao)
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gl.GenBuffers(1, &c.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.World))))
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gl.VertexAttribPointer(1, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Normal))))
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gl.VertexAttribPointer(2, 2, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Texture))))
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gl.VertexAttribPointer(3, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Light))))
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(1)
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gl.EnableVertexAttribArray(2)
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gl.EnableVertexAttribArray(3)
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gl.GenVertexArrays(1, &c.water.vao)
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gl.BindVertexArray(c.water.vao)
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gl.GenBuffers(1, &c.water.vbo)
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gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.World))))
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gl.VertexAttribPointer(1, 3, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Normal))))
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gl.VertexAttribPointer(2, 2, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Texture))))
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gl.VertexAttribPointer(3, 1, gl.FLOAT, false, int32(unsafe.Sizeof(Vertex{})), gl.PtrOffset(int(unsafe.Offsetof(Vertex{}.Light))))
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gl.EnableVertexAttribArray(0)
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gl.EnableVertexAttribArray(1)
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gl.EnableVertexAttribArray(2)
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gl.EnableVertexAttribArray(3)
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c.vertUpdate = make(chan [2][]Vertex, 2)
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c.renderChanged = true
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}
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func (c *Chunk) FreeRender() {
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gl.DeleteVertexArrays(1, &c.vao)
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gl.DeleteBuffers(1, &c.vbo)
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gl.DeleteVertexArrays(1, &c.water.vao)
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gl.DeleteBuffers(1, &c.water.vbo)
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close(c.vertUpdate)
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}
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// Bind calls glBindVertexArray(vao) and glBindBuffer(vbo).
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func (c *Chunk) Bind() {
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gl.BindVertexArray(c.vao)
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gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
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}
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// BindWater binds the semi-transparant layer of the renderer.
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func (c *Chunk) BindWater() {
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gl.BindVertexArray(c.water.vao)
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gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
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}
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// a global vertex array for VBO updates
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//var vertex []Vertex
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// updateRender should be called with gl.BindBuffer(c.vbo).
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func (c *Chunk) updateRender() {
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if c.renderChanged {
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go func() {
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t := time.Now()
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vert, vertWater := c.appendVertex([]Vertex{}, []Vertex{})
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log.Printf("Chunk [%d,%d]: UpdateRender: vertex len of %d*%d = %d in %dms", c.X, c.Z, unsafe.Sizeof(Vertex{}), len(vert), int(unsafe.Sizeof(Vertex{}))*len(vert), time.Since(t).Milliseconds())
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c.vertUpdate <- [2][]Vertex{vert, vertWater}
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}()
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c.renderChanged = false
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}
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select {
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case vert := <-c.vertUpdate:
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gl.BindBuffer(gl.ARRAY_BUFFER, c.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[0]), util.Ptr(vert[0]), gl.DYNAMIC_DRAW)
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gl.BindBuffer(gl.ARRAY_BUFFER, c.water.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, int(unsafe.Sizeof(Vertex{}))*len(vert[1]), util.Ptr(vert[1]), gl.DYNAMIC_DRAW)
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c.vbolen = len(vert[0])
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c.water.vbolen = len(vert[1])
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default: // do nothing
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}
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}
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var checkViewOffset = []itype.Vec3d{
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{0, 0, 0},
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{ChunkSizeX, 0, 0},
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{0, 0, ChunkSizeZ},
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{ChunkSizeX, 0, ChunkSizeZ},
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{0, ChunkSizeY, 0},
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{ChunkSizeX, ChunkSizeY, 0},
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{0, ChunkSizeY, ChunkSizeZ},
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{ChunkSizeX, ChunkSizeY, ChunkSizeZ},
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}
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// checkView checks if the chunk is in the front-facing direction of the view.
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func (c *Chunk) checkView(from, facing itype.Vec3d) bool {
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off := itype.Vec3d{
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float64(c.X * ChunkSizeX),
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0,
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float64(c.Z * ChunkSizeZ),
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}
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for _, check := range checkViewOffset {
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ok := off.Add(check).Add(from.Negative()).Dot(facing) > 0
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if ok {
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return true
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}
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}
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return false
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}
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func (c *Chunk) Render() {
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if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
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return
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}
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c.updateRender()
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c.Bind()
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gl.DrawArrays(gl.TRIANGLES, 0, int32(c.vbolen))
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}
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func (c *Chunk) RenderWater() {
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if !c.checkView(io.ViewPos, io.ViewDir) || !c.checkView(io.RenderPos, io.RenderDir) {
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return
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}
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c.updateRender()
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c.BindWater()
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gl.DrawArrays(gl.TRIANGLES, 0, int32(c.water.vbolen))
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}
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// appendVertex appends the chunk's global vertex into the array.
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func (c *Chunk) appendVertex(arr, arrwater []Vertex) (fin, finwater []Vertex) {
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off := itype.Vec3i{
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c.X * ChunkSizeX,
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0,
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c.Z * ChunkSizeZ,
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}
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for i := 0; i < ChunkSizeX; i++ {
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for j := 0; j < ChunkSizeY; j++ {
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for k := 0; k < ChunkSizeZ; k++ {
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if c.Id[i][j][k] == 0 {
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continue
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}
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app := GetBlockAppearance(off.Addv(i, j, k), int(c.Id[i][j][k]), int(c.Aux[i][j][k]), nil, c.world)
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switch app.RenderType {
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case OneTexture:
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arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+".png", arr)
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case ThreeTexture:
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arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
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arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
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arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_top.png", arr)
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arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_bot.png", arr)
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arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
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arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_side.png", arr)
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case SixTexture:
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arr = c.appendFace(itype.XPlus, itype.Vec3i{i, j, k}, app.Name+"_x+.png", arr)
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arr = c.appendFace(itype.XMinus, itype.Vec3i{i, j, k}, app.Name+"_x-.png", arr)
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arr = c.appendFace(itype.YPlus, itype.Vec3i{i, j, k}, app.Name+"_y+.png", arr)
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arr = c.appendFace(itype.YMinus, itype.Vec3i{i, j, k}, app.Name+"_y-.png", arr)
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arr = c.appendFace(itype.ZPlus, itype.Vec3i{i, j, k}, app.Name+"_z+.png", arr)
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arr = c.appendFace(itype.ZMinus, itype.Vec3i{i, j, k}, app.Name+"_z-.png", arr)
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case CustomRendering:
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arr, arrwater = app.CustomRenderAppend(off.Addv(i, j, k), int(c.Aux[i][j][k]), nil, c.world, arr, arrwater)
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}
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}
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}
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}
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return arr, arrwater
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}
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func (c *Chunk) appendFace(face itype.Direction, pos itype.Vec3i, texname string, arr []Vertex) []Vertex {
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off := pos.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ).ToFloat32()
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// check if we can skip this face
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next := pos.Add(itype.DirectionVeci[face])
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if next[0] >= 0 && next[1] >= 0 && next[2] >= 0 && next[0] < ChunkSizeX && next[1] < ChunkSizeY && next[2] < ChunkSizeZ &&
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c.Id[next[0]][next[1]][next[2]] != 0 &&
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!GetBlockAppearance(
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next.Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ),
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int(c.Id[next[0]][next[1]][next[2]]),
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int(c.Aux[next[0]][next[1]][next[2]]),
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nil, c.world,
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).Transparent { // face next to a solid block
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return arr // skip!
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}
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worldnext := pos.Add(itype.DirectionVeci[face]).Addv(c.X*ChunkSizeX, 0, c.Z*ChunkSizeZ)
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if block := c.world.Block(worldnext); block.Id != 0 && !block.Appearance(worldnext).Transparent {
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return arr // skip!
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}
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switch face {
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case itype.XPlus: // X+
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arr = append(arr,
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// Vertex Position Normal Vector(normalized) Texture Coord Light
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Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(1, 1, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 0, 0), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(1, 1, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 0, 1), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
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)
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case itype.XMinus: // X-
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arr = append(arr,
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(0, 1, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(0, 0, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
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)
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case itype.YPlus: // Y+
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arr = append(arr,
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Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
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)
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case itype.YMinus: // Y-
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arr = append(arr,
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
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)
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case itype.ZPlus: // Z+
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arr = append(arr,
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Vertex{off.Addv(0, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
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Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(0, 1, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 0, 1), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
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)
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case itype.ZMinus: // Z-
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arr = append(arr,
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(0, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
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Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(0, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
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Vertex{off.Addv(1, 1, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
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Vertex{off.Addv(1, 0, 0), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
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)
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}
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texrect := asset.WorldTextureAtlas.RectNormalized(texname)
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for i := len(arr) - 6; i < len(arr); i++ {
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arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width
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arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height
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}
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return arr
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}
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