colors and fake lightning

intervalmaps-array-y
EmaMaker 2022-11-10 22:46:47 +01:00
parent 3a649836e5
commit 768312a9dd
3 changed files with 66 additions and 17 deletions

View File

@ -28,11 +28,12 @@ private:
// GLuint indices[(CHUNK_VOLUME)*8]{};
// int vIndex{}, iIndex{};
std::vector<GLfloat> vertices;
std::vector<GLfloat> colors;
std::vector<GLuint> indices;
glm::mat4 model = glm::mat4(1.0f);
GLuint VAO{}, VBO{}, EBO{};
GLuint VAO, VBO, EBO, colorBuffer;
Shader *theShader;
};

View File

@ -1,5 +1,6 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 view;
@ -9,6 +10,6 @@ out vec4 vColor;
void main()
{
vColor = vec4(aPos, 1.0f);
vColor = vec4(aColor, 1.0f);
gl_Position = projection * view * model * vec4(aPos, 1.0);
}

75
src/chunkmesh.cpp Normal file → Executable file
View File

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