diff --git a/include/chunk.hpp b/include/chunk.hpp index 569a006..e29f226 100644 --- a/include/chunk.hpp +++ b/include/chunk.hpp @@ -56,7 +56,7 @@ namespace Chunk std::unique_ptr getBlocksArray(int* len) { return (this->blocks.toArray(len)); } public: - GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, numVertices{0}; + GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, numTriangles{0}; std::atomic unload_timer{0}; private: diff --git a/include/chunkmesher.hpp b/include/chunkmesher.hpp index ff26f4d..ab5ea3e 100644 --- a/include/chunkmesher.hpp +++ b/include/chunkmesher.hpp @@ -15,6 +15,8 @@ namespace chunkmesher{ struct MeshData{ Chunk::Chunk* chunk; + GLuint numVertices{0}; + std::vector vertices; std::vector colors; std::vector indices; diff --git a/src/chunkmesher.cpp b/src/chunkmesher.cpp index b787d73..000111a 100755 --- a/src/chunkmesher.cpp +++ b/src/chunkmesher.cpp @@ -36,7 +36,7 @@ void mesh(Chunk::Chunk* chunk) */ // Cleanup previous data - chunk->numVertices = 0; + mesh_data->numVertices = 0; mesh_data->chunk = chunk; mesh_data->vertices.clear(); mesh_data->indices.clear(); @@ -202,7 +202,7 @@ void mesh(Chunk::Chunk* chunk) void sendtogpu(MeshData* mesh_data) { - if (mesh_data->chunk->numVertices > 0) + if (mesh_data->numVertices > 0) { if(mesh_data->chunk->VAO == 0) mesh_data->chunk->createBuffers(); @@ -234,7 +234,7 @@ void sendtogpu(MeshData* mesh_data) glBindVertexArray(0); // save the number of indices of the mesh, it is needed later for drawing - mesh_data->chunk->numVertices = (GLuint)(mesh_data->indices.size()); + mesh_data->chunk->numTriangles = (GLuint)(mesh_data->indices.size()); // once data has been sent to the GPU, it can be cleared from system RAM mesh_data->vertices.clear(); @@ -330,22 +330,22 @@ void quad(MeshData* mesh_data, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec if (backFace) { - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 2); - mesh_data->indices.push_back(mesh_data->chunk->numVertices); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 1); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 1); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 3); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 2); + mesh_data->indices.push_back(mesh_data->numVertices + 2); + mesh_data->indices.push_back(mesh_data->numVertices); + mesh_data->indices.push_back(mesh_data->numVertices + 1); + mesh_data->indices.push_back(mesh_data->numVertices + 1); + mesh_data->indices.push_back(mesh_data->numVertices + 3); + mesh_data->indices.push_back(mesh_data->numVertices + 2); } else { - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 2); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 3); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 1); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 1); - mesh_data->indices.push_back(mesh_data->chunk->numVertices); - mesh_data->indices.push_back(mesh_data->chunk->numVertices + 2); + mesh_data->indices.push_back(mesh_data->numVertices + 2); + mesh_data->indices.push_back(mesh_data->numVertices + 3); + mesh_data->indices.push_back(mesh_data->numVertices + 1); + mesh_data->indices.push_back(mesh_data->numVertices + 1); + mesh_data->indices.push_back(mesh_data->numVertices); + mesh_data->indices.push_back(mesh_data->numVertices + 2); } - mesh_data->chunk->numVertices += 4; + mesh_data->numVertices += 4; } }; diff --git a/src/renderer.cpp b/src/renderer.cpp index 84fb7a2..290bbe3 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp @@ -62,8 +62,6 @@ namespace renderer{ } for(auto& c : chunks_torender){ - if(! (c->getState(Chunk::CHUNK_STATE_MESHED))) continue; - float dist = glm::distance(c->getPosition(), cameraChunkPos); if(dist <= static_cast(RENDER_DISTANCE)){ if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue; @@ -95,7 +93,7 @@ namespace renderer{ if (!out) { - if(c->numVertices > 0) + if(c->numTriangles > 0) { // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode theShader->setMat4("model", model); @@ -103,7 +101,7 @@ namespace renderer{ theShader->setMat4("projection", theCamera.getProjection()); glBindVertexArray(c->VAO); - glDrawElements(GL_TRIANGLES, c->numVertices , GL_UNSIGNED_INT, 0); + glDrawElements(GL_TRIANGLES, c->numTriangles , GL_UNSIGNED_INT, 0); glBindVertexArray(0); } }