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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs3
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs37
-rw-r--r--src/RendererSection.cpp118
-rw-r--r--src/RendererSection.hpp8
-rw-r--r--src/RendererSectionData.cpp29
-rw-r--r--src/RendererSectionData.hpp10
6 files changed, 97 insertions, 108 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index bd2a2d7..314e47b 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,7 +1,6 @@
#version 330 core
in VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
vec2 Light;
@@ -47,4 +46,4 @@ void main() {
color = vec4(color.rgb * faceLight, color.a);
fragColor = color;
-} \ No newline at end of file
+}
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index e054dd8..e1f01fc 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -1,15 +1,13 @@
#version 330 core
-layout (location = 3) in vec4 position[4];
-layout (location = 2) in vec2 UvCoordinates;
-layout (location = 11) in vec4 Texture;
-layout (location = 12) in vec3 color;
-layout (location = 13) in vec2 light;
-layout (location = 14) in float TextureLayer;
-layout (location = 15) in float TextureFrames;
+layout (location = 0) in vec4 position[4];
+layout (location = 4) in vec2 uv[4];
+layout (location = 8) in float uvLayer;
+layout (location = 9) in vec2 animation;
+layout (location = 10) in vec3 color;
+layout (location = 11) in vec2 light;
out VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
vec2 Light;
@@ -18,27 +16,10 @@ out VS_OUT {
uniform float GlobalTime;
uniform mat4 projView;
-vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
- float h = TextureAtlasCoords.w;
- vec2 transformed = vec2(x, 1 - y - h) + UvCoords * TextureAtlasCoords.zw;
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-void main()
-{
+void main() {
gl_Position = projView * position[gl_VertexID];
-
- vec4 texturePos = Texture;
- float frameHeight = texturePos.w / TextureFrames;
- float currentFrame = mod(GlobalTime * 4.0f, TextureFrames);
- currentFrame = trunc(currentFrame);
- texturePos.w = frameHeight;
- texturePos.y = texturePos.y + currentFrame * frameHeight;
-
- vs_out.UvPosition = UvCoordinates;
- vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer);
vs_out.Color = color;
vs_out.Light = light;
+ vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
+ vs_out.Texture.y -= animation.x * trunc(mod(GlobalTime * 4.0f, animation.y));
}
diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp
index e19043d..df8d3c7 100644
--- a/src/RendererSection.cpp
+++ b/src/RendererSection.cpp
@@ -7,37 +7,17 @@
#include "Renderer.hpp"
#include "RendererSectionData.hpp"
-const GLfloat uv_coords[] = {
- 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f,
-
-};
-
-const GLuint magicUniqueConstant = 88375;
-GLuint RendererSection::VboUvs = magicUniqueConstant;
-
RendererSection::RendererSection(const RendererSectionData &data) {
OPTICK_EVENT();
- if (VboUvs == magicUniqueConstant) {
- glGenBuffers(1, &VboUvs);
-
- //Cube UVs
- glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
- glBufferData(GL_ARRAY_BUFFER, sizeof(uv_coords), uv_coords, GL_STATIC_DRAW);
-
- LOG(INFO) << "Created VBOs with UVs (" << VboUvs << ") for faces";
- }
glGenVertexArrays(1, &Vao);
-
+
glGenBuffers(VBOCOUNT, Vbo);
glBindVertexArray(Vao);
{
//Cube vertices
- GLuint VertAttribPos = 3;
+ GLuint VertAttribPos = 0;
glBindBuffer(GL_ARRAY_BUFFER, Vbo[POSITIONS]);
glVertexAttribPointer(VertAttribPos, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(VertAttribPos);
@@ -54,50 +34,63 @@ RendererSection::RendererSection(const RendererSectionData &data) {
glVertexAttribPointer(VertAttribPos + 3, 4, GL_FLOAT, GL_FALSE, 4 * 4 * sizeof(GLfloat), (void*)(3 * 4 * sizeof(GLfloat)));
glEnableVertexAttribArray(VertAttribPos + 3);
glVertexAttribDivisor(VertAttribPos + 3, 1);
+ glCheckError();
- //Cube UVs
- GLuint UvAttribPos = 2;
- glBindBuffer(GL_ARRAY_BUFFER, VboUvs);
- glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
+ //Cube uvs
+ GLuint UvAttribPos = 4;
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[UVS]);
+ glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, 4 * 2 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(UvAttribPos);
+ glVertexAttribDivisor(UvAttribPos, 1);
+
+ glVertexAttribPointer(UvAttribPos + 1, 2, GL_FLOAT, GL_FALSE, 4 * 2 * sizeof(GLfloat), (void*)(1 * 2 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(UvAttribPos + 1);
+ glVertexAttribDivisor(UvAttribPos + 1, 1);
+
+ glVertexAttribPointer(UvAttribPos + 2, 2, GL_FLOAT, GL_FALSE, 4 * 2 * sizeof(GLfloat), (void*)(2 * 2 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(UvAttribPos + 2);
+ glVertexAttribDivisor(UvAttribPos + 2, 1);
- //Textures
- GLuint textureAttribPos = 11;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[TEXTURES]);
- glVertexAttribPointer(textureAttribPos, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(textureAttribPos);
- glVertexAttribDivisor(textureAttribPos, 1);
+ glVertexAttribPointer(UvAttribPos + 3, 2, GL_FLOAT, GL_FALSE, 4 * 2 * sizeof(GLfloat), (void*)(3 * 2 * sizeof(GLfloat)));
+ glEnableVertexAttribArray(UvAttribPos + 3);
+ glVertexAttribDivisor(UvAttribPos + 3, 1);
glCheckError();
- //TextureLayers
- GLuint layerAttribPos = 14;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LAYERS]);
- glVertexAttribPointer(layerAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(layerAttribPos);
- glVertexAttribDivisor(layerAttribPos, 1);
- glCheckError();
-
- //TextureFrames
- GLuint framesAttribPos = 15;
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[FRAMES]);
- glVertexAttribPointer(framesAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(GLfloat), nullptr);
- glEnableVertexAttribArray(framesAttribPos);
- glVertexAttribDivisor(framesAttribPos, 1);
- glCheckError();
+ //Uv Layer
+ GLuint uvLayerAttribPos = 8;
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[UVLAYERS]);
+ glVertexAttribPointer(uvLayerAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(GLfloat), nullptr);
+ glEnableVertexAttribArray(uvLayerAttribPos);
+ glVertexAttribDivisor(uvLayerAttribPos, 1);
+ glCheckError();
+
+ //Animation
+ GLuint animationAttribPos = 9;
+ glCheckError();
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[ANIMATIONS]);
+ glCheckError();
+ glVertexAttribPointer(animationAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
+ glCheckError();
+ glEnableVertexAttribArray(animationAttribPos);
+ glCheckError();
+ glVertexAttribDivisor(animationAttribPos, 1);
+ glCheckError();
//Color
- GLuint colorAttribPos = 12;
+ GLuint colorAttribPos = 10;
glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]);
glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(colorAttribPos);
glVertexAttribDivisor(colorAttribPos, 1);
+ glCheckError();
//Light
- GLuint lightAttribPos = 13;
+ GLuint lightAttribPos = 11;
glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]);
glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(lightAttribPos);
glVertexAttribDivisor(lightAttribPos, 1);
+ glCheckError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@@ -150,28 +143,29 @@ size_t RendererSection::GetHash() {
void RendererSection::UpdateData(const RendererSectionData & data) {
OPTICK_EVENT();
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[TEXTURES]);
- glBufferData(GL_ARRAY_BUFFER, data.textures.size() * sizeof(glm::vec4), data.textures.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LAYERS]);
- glBufferData(GL_ARRAY_BUFFER, data.textureLayers.size() * 1* sizeof(GLfloat), data.textureLayers.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[POSITIONS]);
+ glBufferData(GL_ARRAY_BUFFER, data.positions.size() * sizeof(glm::vec4), data.positions.data(), GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[UVS]);
+ glBufferData(GL_ARRAY_BUFFER, data.uvs.size() * sizeof(glm::vec2), data.uvs.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[FRAMES]);
- glBufferData(GL_ARRAY_BUFFER, data.textureFrames.size() * 1 * sizeof(GLfloat), data.textureFrames.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[UVLAYERS]);
+ glBufferData(GL_ARRAY_BUFFER, data.uvLayers.size() * sizeof(GLfloat), data.uvLayers.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[POSITIONS]);
- glBufferData(GL_ARRAY_BUFFER, data.positions.size() * sizeof(glm::vec4), data.positions.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[ANIMATIONS]);
+ glBufferData(GL_ARRAY_BUFFER, data.animations.size() * sizeof(glm::vec2), data.animations.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]);
- glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[COLORS]);
+ glBufferData(GL_ARRAY_BUFFER, data.colors.size() * sizeof(glm::vec3), data.colors.data(), GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]);
- glBufferData(GL_ARRAY_BUFFER, data.lights.size() * sizeof(glm::vec2), data.lights.data(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbo[LIGHTS]);
+ glBufferData(GL_ARRAY_BUFFER, data.lights.size() * sizeof(glm::vec2), data.lights.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glCheckError();
- numOfFaces = data.textures.size();
+ numOfFaces = data.animations.size();
sectionPos = data.sectionPos;
hash = data.hash;
}
diff --git a/src/RendererSection.hpp b/src/RendererSection.hpp
index dd01c49..9bb55e3 100644
--- a/src/RendererSection.hpp
+++ b/src/RendererSection.hpp
@@ -11,9 +11,9 @@ class RendererSectionData;
class RendererSection {
enum Vbos {
POSITIONS = 0,
- TEXTURES,
- LAYERS,
- FRAMES,
+ UVS,
+ UVLAYERS,
+ ANIMATIONS,
COLORS,
LIGHTS,
VBOCOUNT,
@@ -21,8 +21,6 @@ class RendererSection {
GLuint Vao = { 0 };
GLuint Vbo[VBOCOUNT] = { 0 };
- static GLuint VboUvs;
-
size_t hash;
Vector sectionPos;
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index eabfee2..78e2239 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -15,6 +15,15 @@ inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId,
return blockIdData[y * 256 + z * 16 + x];
}
+glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords, float frames) {
+ float x = TextureAtlasCoords.x;
+ float y = TextureAtlasCoords.y;
+ float w = TextureAtlasCoords.z;
+ float h = TextureAtlasCoords.w / frames;
+ glm::vec2 transformed = glm::vec2(x, 1 - y - h) + UvCoords * glm::vec2(w, h);
+ return transformed;
+}
+
void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) {
for (const auto &face : model.faces) {
glm::vec2 lightness;
@@ -37,16 +46,22 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
continue;
lightness = glm::vec2(light.face[faceDirection], skyLight.face[faceDirection]);
}
+
glm::mat4 transformed = transform * model.transform * face.transform;
data.positions.push_back(transformed * glm::vec4(0, 0, 0, 1));
data.positions.push_back(transformed * glm::vec4(0, 0, 1, 1));
data.positions.push_back(transformed * glm::vec4(1, 0, 1, 1));
data.positions.push_back(transformed * glm::vec4(1, 0, 0, 1));
- data.textures.push_back(face.texture);
- data.textureLayers.push_back(face.layer);
- data.textureFrames.push_back(face.frames);
- data.lights.push_back(lightness);
+
+ data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames));
+ data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames));
+ data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(1, 1), face.frames));
+ data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(0, 1), face.frames));
+
+ data.uvLayers.push_back(face.layer);
+ data.animations.push_back(glm::vec2(face.texture.w / face.frames, face.frames));
data.colors.push_back(face.color);
+ data.lights.push_back(lightness);
}
}
@@ -139,10 +154,12 @@ RendererSectionData ParseSection(const SectionsData &sections) {
}
}
}
- data.textures.shrink_to_fit();
- data.textureLayers.shrink_to_fit();
data.positions.shrink_to_fit();
+ data.uvs.shrink_to_fit();
+ data.uvLayers.shrink_to_fit();
+ data.animations.shrink_to_fit();
data.colors.shrink_to_fit();
+ data.lights.shrink_to_fit();
return data;
}
diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp
index 3062d0c..7b30e44 100644
--- a/src/RendererSectionData.hpp
+++ b/src/RendererSectionData.hpp
@@ -31,11 +31,11 @@ struct SectionsData {
};
struct RendererSectionData {
- std::vector<glm::vec4> positions;
- std::vector<glm::vec4> textures;
- std::vector<float> textureLayers;
- std::vector<float> textureFrames;
- std::vector<glm::vec3> colors;
+ std::vector<glm::vec4> positions; //4 per instance
+ std::vector<glm::vec2> uvs; //4 per instance
+ std::vector<float> uvLayers;
+ std::vector<glm::vec2> animations;
+ std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
size_t hash = 0;
Vector sectionPos;