Merge pull request 'Use Geometry Shader to generate the Mesh' (#5) from vram-reduce into main
Reviewed-on: #5hud
commit
8313ee97bc
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@ -56,7 +56,7 @@ namespace Chunk
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std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
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public:
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GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, numTriangles{0};
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GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0};
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std::atomic<float> unload_timer{0};
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private:
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@ -18,8 +18,8 @@ namespace chunkmesher{
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GLuint numVertices{0};
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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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std::vector<GLfloat> extents;
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std::vector<GLfloat> texinfo;
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};
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oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue();
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@ -19,31 +19,38 @@ public:
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unsigned int ID;
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// constructor generates the shader on the fly
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// ------------------------------------------------------------------------
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Shader(const char *vertexPath, const char *fragmentPath)
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Shader(const char* geometryPath, const char *vertexPath, const char *fragmentPath)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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std::ifstream gShaderFile;
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// ensure ifstream objects can throw exceptions:
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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gShaderFile.open(geometryPath);
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std::stringstream vShaderStream, fShaderStream, gShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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gShaderStream << gShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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gShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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geometryCode = gShaderStream.str();
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}
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catch (std::ifstream::failure &e)
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{
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@ -51,8 +58,9 @@ public:
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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const char *gShaderCode = geometryCode.c_str();
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// 2. compile shaders
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unsigned int vertex, fragment;
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unsigned int vertex, fragment, geometry;
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// vertex shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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@ -63,15 +71,23 @@ public:
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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// geometry shader
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glCompileShader(geometry);
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checkCompileErrors(geometry, "GEOMETRY");
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// shader Program
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glAttachShader(ID, geometry);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(geometry);
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}
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// activate the shader
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// ------------------------------------------------------------------------
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@ -2,29 +2,31 @@
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out vec4 FragColor;
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in vec3 vNormal;
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in vec3 vTexCoord;
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in vec3 TexCoord;
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in vec3 Normal;
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in vec3 FragPos;
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vec3 lightColor = vec3(1.0);
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vec3 lightDir = -normalize(vec3(0.0, 100.0, 0.0) - vec3(32.0));
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float ambientStrength = 0.4;
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float diffuseStrength = 0.45;
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float specularStrength = 0.05;
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float ambientStrength = 0.1;
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float diffuseStrength = 0.8;
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float specularStrength = 0.1;
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uniform vec3 viewPos;
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uniform float u_time;
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uniform sampler2DArray textureArray;
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void main(){
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vec3 vColor = vec3(texture(textureArray, vTexCoord));
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// offset the normal a tiny bit, so that the color of faces opposing lightDir is not completely
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// flat
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vec3 normal = normalize(vNormal);
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float gamma = 2.2;
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// Blinn-Phong lighting
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void main(){
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// Load the texture
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// anti-gamma-correction of the texture. Without this it would be gamma corrected twice!
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vec3 vColor = pow(texture(textureArray, TexCoord).rgb, vec3(gamma));
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vec3 normal = normalize(Normal);
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/* Start of Blinn-Phong lighting */
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// Ambient
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vec3 ambient = lightColor*vColor;
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@ -40,5 +42,5 @@ void main(){
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// Final color
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vec3 color = ambient * ambientStrength + diffuse * diffuseStrength + specular * specularStrength;
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FragColor.rgb = color;
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FragColor.rgb = pow(color, vec3(1.0/gamma));
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}
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@ -0,0 +1,80 @@
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#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT{
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vec3 Extents;
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vec3 Normal;
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float BlockType;
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} gs_in[];
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out vec3 TexCoord;
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out vec3 Normal;
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out vec3 FragPos;
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uniform mat4 view;
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uniform mat4 projection;
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void main(){
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Normal = gs_in[0].Normal;
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TexCoord = vec3(0.0, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position;
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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if(gs_in[0].Extents.x == 0){
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TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.y, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.y, gs_in[0].Extents.z, gs_in[0].BlockType);
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}
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else if(gs_in[0].Extents.y == 0){
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TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.z, gs_in[0].BlockType);
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}
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else{
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TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(0.0, gs_in[0].Extents.y, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.y, gs_in[0].BlockType);
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}
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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@ -1,22 +1,27 @@
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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 aNormal;
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layout (location = 2) in vec3 aTexCoord;
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layout (location = 1) in vec3 aExtents;
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layout (location = 2) in vec2 aInfo;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vNormal;
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out vec3 vTexCoord;
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out vec3 FragPos;
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out VS_OUT {
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vec3 Extents;
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vec3 Normal;
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float BlockType;
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} vs_out;
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void main()
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{
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vTexCoord = aTexCoord;
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vNormal = mat3(transpose(inverse(model))) * aNormal;
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//vNormal = mat3(transpose(inverse(model))) * aNormal;
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vs_out.Extents = aExtents;
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vs_out.BlockType = aInfo.y;
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FragPos = vec3(model*vec4(aPos, 1.0));
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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if(aExtents.x == 0) vs_out.Normal = vec3(1.0 - 2*aInfo.x, 0.0, 0.0);
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else if(aExtents.y == 0) vs_out.Normal = vec3(0.0, 1.0 - 2*aInfo.x, 0.0);
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else vs_out.Normal = vec3(0.0, 0.0, 1.0 - 2*aInfo.x);
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vs_out.Normal = mat3(transpose(inverse(model))) * vs_out.Normal;
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gl_Position = model * vec4(aPos, 1.0);
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}
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@ -28,18 +28,17 @@ namespace Chunk
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void Chunk::createBuffers(){
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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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glGenBuffers(1, &(this->extentsBuffer));
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glGenBuffers(1, &(this->texinfoBuffer));
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}
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void Chunk::deleteBuffers(){
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glDeleteBuffers(1, &(this->colorBuffer));
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glDeleteBuffers(1, &(this->VBO));
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glDeleteBuffers(1, &(this->EBO));
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glDeleteBuffers(1, &(this->VBO));
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glDeleteBuffers(1, &(this->extentsBuffer));
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glDeleteBuffers(1, &(this->texinfoBuffer));
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glDeleteVertexArrays(1, &(this->VAO));
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}
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Block Chunk::getBlock(int x, int y, int z)
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@ -115,8 +115,8 @@ namespace chunkmanager
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if(x > 1023 || y > 1023 || z > 1023) continue;
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const uint32_t index = calculateIndex(x, y, z);
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delete n;
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chunks.erase(index);
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//delete n;
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nUnloaded++;
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}
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}
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@ -41,8 +41,8 @@ void mesh(Chunk::Chunk* chunk)
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mesh_data->numVertices = 0;
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mesh_data->chunk = chunk;
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mesh_data->vertices.clear();
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mesh_data->indices.clear();
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mesh_data->colors.clear();
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mesh_data->extents.clear();
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mesh_data->texinfo.clear();
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// Abort if chunk is empty
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if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)){
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@ -179,13 +179,19 @@ void mesh(Chunk::Chunk* chunk)
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dv[2] = 0;
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dv[v] = h;
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quad(mesh_data, glm::vec3(x[0], x[1], x[2]),
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glm::vec3(x[0] + du[0], x[1] + du[1], x[2] + du[2]),
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glm::vec3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1],
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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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glm::vec3(backFace ? q[0] : -q[0], backFace ? q[1] : -q[1], backFace ? q[2] : -q[2] ),
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mask[n], dim, backFace);
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// bottom left
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mesh_data->vertices.push_back(x[0]); //bottomLeft.x
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mesh_data->vertices.push_back(x[1]); //bottomLeft.y
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mesh_data->vertices.push_back(x[2]); //bottomLeft.z
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// extents, use normals for now
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mesh_data->extents.push_back(du[0] + dv[0]);
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mesh_data->extents.push_back(du[1] + dv[1]);
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mesh_data->extents.push_back(du[2] + dv[2]);
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mesh_data->texinfo.push_back(backFace ? 0.0 : 1.0);
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mesh_data->texinfo.push_back((int)(mask[n]) - 2);
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mesh_data->numVertices++;
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}
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for (l = 0; l < h; ++l)
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@ -228,143 +234,36 @@ void sendtogpu(MeshData* mesh_data)
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(mesh_data->chunk->VAO);
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// position attribute
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glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->VBO);
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glBufferData(GL_ARRAY_BUFFER, mesh_data->vertices.size() * sizeof(GLfloat), &(mesh_data->vertices[0]), GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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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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// normal attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3*
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sizeof(float)));
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glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->extentsBuffer);
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glBufferData(GL_ARRAY_BUFFER, mesh_data->extents.size() * sizeof(GLfloat), &(mesh_data->extents[0]), GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(0));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh_data->chunk->EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh_data->indices.size() * sizeof(GLuint), &(mesh_data->indices[0]), GL_STATIC_DRAW);
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// texcoords attribute
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glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->colorBuffer);
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glBufferData(GL_ARRAY_BUFFER, mesh_data->colors.size() * sizeof(GLfloat), &(mesh_data->colors[0]), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->texinfoBuffer);
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glBufferData(GL_ARRAY_BUFFER, mesh_data->texinfo.size() * sizeof(GLfloat), &(mesh_data->texinfo[0]), GL_STATIC_DRAW);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
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glBindVertexArray(0);
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// save the number of indices of the mesh, it is needed later for drawing
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mesh_data->chunk->numTriangles = (GLuint)(mesh_data->indices.size());
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mesh_data->chunk->numVertices = (GLuint)(mesh_data->numVertices);
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// once data has been sent to the GPU, it can be cleared from system RAM
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mesh_data->vertices.clear();
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mesh_data->indices.clear();
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mesh_data->colors.clear();
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mesh_data->extents.clear();
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mesh_data->texinfo.clear();
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}
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// mark the chunk mesh has loaded on GPU
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mesh_data->chunk->setState(Chunk::CHUNK_STATE_MESH_LOADED, true);
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}
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void quad(MeshData* mesh_data, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight,
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glm::vec3 bottomRight, glm::vec3 normal, Block block, int dim, bool backFace)
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{
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mesh_data->vertices.push_back(bottomLeft.x);
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mesh_data->vertices.push_back(bottomLeft.y);
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mesh_data->vertices.push_back(bottomLeft.z);
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mesh_data->vertices.push_back(normal.x);
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mesh_data->vertices.push_back(normal.y);
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mesh_data->vertices.push_back(normal.z);
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mesh_data->vertices.push_back(bottomRight.x);
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mesh_data->vertices.push_back(bottomRight.y);
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mesh_data->vertices.push_back(bottomRight.z);
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mesh_data->vertices.push_back(normal.x);
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mesh_data->vertices.push_back(normal.y);
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mesh_data->vertices.push_back(normal.z);
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mesh_data->vertices.push_back(topLeft.x);
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mesh_data->vertices.push_back(topLeft.y);
|
||||
mesh_data->vertices.push_back(topLeft.z);
|
||||
mesh_data->vertices.push_back(normal.x);
|
||||
mesh_data->vertices.push_back(normal.y);
|
||||
mesh_data->vertices.push_back(normal.z);
|
||||
|
||||
mesh_data->vertices.push_back(topRight.x);
|
||||
mesh_data->vertices.push_back(topRight.y);
|
||||
mesh_data->vertices.push_back(topRight.z);
|
||||
mesh_data->vertices.push_back(normal.x);
|
||||
mesh_data->vertices.push_back(normal.y);
|
||||
mesh_data->vertices.push_back(normal.z);
|
||||
|
||||
// texcoords
|
||||
if(dim == 0){
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(bottomRight.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(bottomRight.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topLeft.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(topLeft.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topRight.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(topRight.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
}else if(dim == 1){
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(bottomRight.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(bottomRight.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topLeft.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(topLeft.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topRight.z - bottomLeft.z));
|
||||
mesh_data->colors.push_back(abs(topRight.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
}else{
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(0);
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(bottomRight.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(abs(bottomRight.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topLeft.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(abs(topLeft.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
|
||||
mesh_data->colors.push_back(abs(topRight.x - bottomLeft.x));
|
||||
mesh_data->colors.push_back(abs(topRight.y - bottomLeft.y));
|
||||
mesh_data->colors.push_back(((int)block) - 2);
|
||||
}
|
||||
|
||||
if (backFace)
|
||||
{
|
||||
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->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->numVertices += 4;
|
||||
}
|
||||
};
|
||||
|
|
|
@ -58,7 +58,8 @@ int main()
|
|||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
|
||||
//glEnable(GL_FRAMEBUFFER_SRGB); //gamma correction done in fragment shader
|
||||
//glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
|
||||
|
||||
std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ namespace renderer{
|
|||
|
||||
void init(){
|
||||
// Create Shader
|
||||
theShader = new Shader{"shaders/shader-texture.vs", "shaders/shader-texture.fs"};
|
||||
theShader = new Shader{"shaders/shader-texture.gs", "shaders/shader-texture.vs", "shaders/shader-texture.fs"};
|
||||
|
||||
// Create 3d array texture
|
||||
constexpr int layerCount = 3;
|
||||
|
@ -96,14 +96,14 @@ namespace renderer{
|
|||
|
||||
if (!out)
|
||||
{
|
||||
if(c->numTriangles > 0)
|
||||
if(c->numVertices > 0)
|
||||
{
|
||||
theShader->setMat4("model", model);
|
||||
theShader->setMat4("view", theCamera.getView());
|
||||
theShader->setMat4("projection", theCamera.getProjection());
|
||||
|
||||
glBindVertexArray(c->VAO);
|
||||
glDrawElements(GL_TRIANGLES, c->numTriangles , GL_UNSIGNED_INT, 0);
|
||||
glDrawArrays(GL_POINTS, 0, c->numVertices);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
|
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Reference in New Issue