refactor chunk meshing routine
parent
54c7fa172f
commit
950c43b163
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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}, normalsBuffer{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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@ -18,9 +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> normals;
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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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@ -28,20 +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->normalsBuffer));
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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->normalsBuffer));
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glDeleteBuffers(1, &(this->VBO));
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glDeleteBuffers(1, &(this->EBO));
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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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@ -41,9 +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->normals.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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@ -180,13 +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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@ -229,9 +234,6 @@ 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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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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// 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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@ -239,48 +241,29 @@ void sendtogpu(MeshData* mesh_data)
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glEnableVertexAttribArray(0);
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// normal attribute
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glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->normalsBuffer);
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glBufferData(GL_ARRAY_BUFFER, mesh_data->normals.size() * sizeof(GLfloat), &(mesh_data->normals[0]), GL_STATIC_DRAW);
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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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// 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, 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->numVertices);
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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->normals.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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// bottom left
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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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// extents, use normals for now
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mesh_data->normals.push_back(abs(topRight.x - bottomLeft.x));
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mesh_data->normals.push_back(abs(topRight.y - bottomLeft.y));
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mesh_data->normals.push_back(abs(topRight.z - bottomLeft.z));
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mesh_data->colors.push_back(backFace ? 0.0 : 1.0);
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mesh_data->colors.push_back(((int)block) - 2);
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mesh_data->numVertices++;
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}
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};
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@ -58,7 +58,8 @@ int main()
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
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//glEnable(GL_FRAMEBUFFER_SRGB); //gamma correction done in fragment shader
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//glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
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std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
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@ -96,14 +96,14 @@ namespace renderer{
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if (!out)
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{
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if(c->numTriangles > 0)
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if(c->numVertices > 0)
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{
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theShader->setMat4("model", model);
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theShader->setMat4("view", theCamera.getView());
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theShader->setMat4("projection", theCamera.getProjection());
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glBindVertexArray(c->VAO);
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glDrawArrays(GL_POINTS, 0, c->numTriangles);
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glDrawArrays(GL_POINTS, 0, c->numVertices);
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glBindVertexArray(0);
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}
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}
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