colors and fake lightning
parent
3a649836e5
commit
768312a9dd
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@ -28,11 +28,12 @@ private:
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// GLuint indices[(CHUNK_VOLUME)*8]{};
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// int vIndex{}, iIndex{};
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> colors;
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std::vector<GLuint> indices;
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glm::mat4 model = glm::mat4(1.0f);
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GLuint VAO{}, VBO{}, EBO{};
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GLuint VAO, VBO, EBO, colorBuffer;
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Shader *theShader;
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};
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@ -1,5 +1,6 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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uniform mat4 model;
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uniform mat4 view;
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@ -9,6 +10,6 @@ out vec4 vColor;
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void main()
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{
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vColor = vec4(aPos, 1.0f);
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vColor = vec4(aColor, 1.0f);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@ -9,6 +9,7 @@
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ChunkMesh::ChunkMesh()
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{
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// std::cout << "CHUNK MESH " << std::endl;
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}
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ChunkMesh::ChunkMesh(Chunk::Chunk *c)
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@ -16,11 +17,14 @@ ChunkMesh::ChunkMesh(Chunk::Chunk *c)
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this->chunk = c;
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glGenVertexArrays(1, &(this->VAO));
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glGenBuffers(1, &(this->colorBuffer));
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glGenBuffers(1, &(this->VBO));
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glGenBuffers(1, &(this->EBO));
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this->theShader = new Shader{"shaders/shader.vs", "shaders/shader.fs"};
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this->model = glm::translate(model, (float)CHUNK_SIZE * c->getPosition());
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// std::cout << "CHUNK MESH " << c << std::endl;
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}
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void ChunkMesh::mesh()
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@ -93,7 +97,7 @@ void ChunkMesh::mesh()
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{
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for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++)
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{
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Block b1 = (x[dim] > 0) ? /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]*/ blocks[utils::coord3DTo1D(x[0], x[1], x[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] : Block::NULLBLK;
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Block b1 = (x[dim] >= 0) ? /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]*/ blocks[utils::coord3DTo1D(x[0], x[1], x[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)] : Block::NULLBLK;
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Block b2 = (x[dim] < CHUNK_SIZE - 1)
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? /*blocks[SpaceFilling::HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]]*/ blocks[utils::coord3DTo1D(x[0] + q[0], x[1] + q[1], x[2] + q[2], CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE)]
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: Block::NULLBLK;
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@ -105,25 +109,19 @@ void ChunkMesh::mesh()
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// Additionally checking whether b1 and b2 are AIR or Block::NULLBLK allows face culling,
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// thus not rendering faces that cannot be seen
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if (b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2)
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mask[n++] = Block::NULLBLK;
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else
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{
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// Removing the control for Block::NULLBLK disables chunk borders
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// TODO: disable chunk borders only if facing a chunk with a full side
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if (backFace)
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mask[n++] = b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK;
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else
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mask[n++] = b2 == Block::AIR || b2 == Block::NULLBLK ? b1 : Block::NULLBLK;
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}
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// Removing the control for Block::NULLBLK disables chunk borders
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// This can be surely refactored in something that isn't such a big one-liner
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mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK
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: backFace ? b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK
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: b2 == Block::AIR || b2 == Block::NULLBLK ? b1 : Block::NULLBLK;
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}
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}
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x[dim]++;
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n = 0;
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// Actually generate the mesh from the mask.
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// This is the same thing I used in my old crappy voxel engine
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// Actually generate the mesh from the mask. This is the
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// same
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// thing I used in my old crappy voxel engine
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for (j = 0; j < CHUNK_SIZE; j++)
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{
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for (i = 0; i < CHUNK_SIZE;)
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@ -172,6 +170,7 @@ void ChunkMesh::mesh()
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x[2] + du[2] + dv[2]),
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glm::vec3(x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]),
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mask[n], backFace);
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// System.out.println(Arrays.toString(chunk.chunkNode.getChildren().toArray()));
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}
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for (l = 0; l < h; ++l)
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@ -215,6 +214,12 @@ void ChunkMesh::mesh()
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
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glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLfloat), &(colors[0]), GL_STATIC_DRAW);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glBindVertexArray(0);
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}
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}
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@ -238,6 +243,7 @@ void ChunkMesh::draw()
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void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight, glm::vec3 bottomRight, Block block, bool backFace)
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{
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vertices.push_back(bottomLeft.x);
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vertices.push_back(bottomLeft.y);
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vertices.push_back(bottomLeft.z);
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@ -274,4 +280,45 @@ void ChunkMesh::quad(glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight
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indices.push_back(i);
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indices.push_back(i + 2);
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}
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GLfloat r, g, b;
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switch (block)
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{
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case Block::STONE:
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r = 0.588f;
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g = 0.588f;
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b = 0.588f;
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break;
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case Block::GRASS:
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r = 0.05f;
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g = 0.925f;
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b = 0.0f;
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break;
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case Block::DIRT:
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r = 0.176f;
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g = 0.282f;
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b = 0.169f;
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break;
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default:
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r = 0.0f;
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g = 0.0f;
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b = 0.0f;
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break;
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}
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if ((bottomLeft.z == bottomRight.z && bottomRight.z == topLeft.z && topLeft.z == topRight.z))
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{
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r += 0.1f;
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g += 0.1f;
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if (g >= 1.0f)
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g = 1.0f;
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b += 0.1f;
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}
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for (int i = 0; i < 4; i++)
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{
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colors.push_back(r);
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colors.push_back(g);
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colors.push_back(b);
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}
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}
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Loading…
Reference in New Issue