mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8
This commit is contained in:
@@ -123,6 +123,7 @@ add_executable(${PROJECT_NAME}
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src/gameplay/river_worm.cpp
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src/gameplay/river_worm.cpp
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src/gameplay/river_path.cpp
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src/gameplay/river_path.cpp
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src/block.cpp
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src/block.cpp
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src/gameplay/vertex_data.cpp
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)
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)
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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@@ -1,5 +1,7 @@
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id = 0
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id = 0
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = true
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is_gas = true
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is_gas = true
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is_liquid = false
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is_liquid = false
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is_passable = true
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is_passable = true
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@@ -1,5 +1,7 @@
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id = 2
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id = 2
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 9
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id = 9
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is_blend = false
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is_cross_plane = true
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is_cross_plane = true
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is_discard = true
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = true
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is_passable = true
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@@ -1,5 +1,7 @@
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id = 1
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id = 1
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 6
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id = 6
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = true
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 5
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id = 5
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 4
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id = 4
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 8
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id = 8
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 3
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id = 3
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is_blend = false
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = false
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is_liquid = false
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is_passable = false
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is_passable = false
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@@ -5,3 +5,5 @@ is_gas = false
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is_passable = false
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is_passable = false
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is_cross_plane = false
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is_cross_plane = false
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is_transparent = false
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is_transparent = false
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is_discard = false
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is_blend = false
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@@ -1,5 +1,7 @@
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id = 7
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id = 7
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is_blend = true
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is_cross_plane = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_gas = false
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is_liquid = true
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is_liquid = true
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is_passable = true
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is_passable = true
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28
assets/shaders/block_accumulation_f_shader.glsl
Normal file
28
assets/shaders/block_accumulation_f_shader.glsl
Normal file
@@ -0,0 +1,28 @@
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#version 460
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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in vec2 tc;
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flat in int tex_layer;
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in float v_depth;
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layout (binding = 0) uniform sampler2DArray samp;
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float weight(float z, float a) {
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float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
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return a * clamp(intermediate, 1e-2, 3e2);
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}
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void main() {
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vec4 color = texture(samp, vec3(tc, tex_layer));
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float alpha = color.a;
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if (alpha < 1e-4) discard;
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float w = weight(v_depth, alpha);
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accum = vec4(color.rgb * alpha * w, alpha * w);
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reveal = alpha;
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}
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21
assets/shaders/block_accumulation_v_shader.glsl
Normal file
21
assets/shaders/block_accumulation_v_shader.glsl
Normal file
@@ -0,0 +1,21 @@
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#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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out float v_depth;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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vec4 view_pos = mv_matrix * vec4(pos, 1.0);
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gl_Position = proj_matrix * view_pos;
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tc = texCoord;
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tex_layer = int(layer);
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v_depth = -view_pos.z;
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}
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19
assets/shaders/block_composite_f_shader.glsl
Normal file
19
assets/shaders/block_composite_f_shader.glsl
Normal file
@@ -0,0 +1,19 @@
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#version 460
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uniform sampler2D u_accumTex;
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uniform sampler2D u_revealTex;
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in vec2 TexCoord;
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out vec4 FragColor;
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void main() {
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vec4 a = texture(u_accumTex, TexCoord);
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float r = texture(u_revealTex, TexCoord).r;
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if (a.a < 1e-4) discard;
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vec3 color = a.rgb / max(a.a, 1e-5);
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float transmittance = r;
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float opacity = 1.0 - transmittance;
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FragColor = vec4(color * opacity, opacity);
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}
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11
assets/shaders/block_composite_v_shader.glsl
Normal file
11
assets/shaders/block_composite_v_shader.glsl
Normal file
@@ -0,0 +1,11 @@
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#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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out vec2 TexCoord;
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void main() {
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gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
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TexCoord = texCoord;
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}
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@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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color = texture(samp, vec3(tc, tex_layer));
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if (color.a < 0.1) {
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if (color.a < 0.8) {
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discard;
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discard;
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}
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}
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//color = varyingColor;
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//color = varyingColor;
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@@ -47,11 +47,16 @@ struct BlockData {
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bool is_passable = false;
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bool is_passable = false;
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bool is_cross_plane = false;
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bool is_cross_plane = false;
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bool is_transparent = false;
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bool is_transparent = false;
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bool is_discard = false;
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bool is_blend = false;
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BlockData(BlockType b_id, std::string_view b_name, bool liquid,
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BlockData(BlockType b_id, std::string_view b_name, bool liquid,
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bool passable, bool cross_plane, bool transparent, bool gas)
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bool passable, bool cross_plane, bool transparent, bool gas,
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bool discard, bool blend)
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: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
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: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
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is_passable(passable), is_cross_plane(cross_plane),
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is_passable(passable), is_cross_plane(cross_plane),
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is_transparent(transparent) {}
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is_transparent(transparent), is_discard(discard), is_blend(blend) {}
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};
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};
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class BlockManager {
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class BlockManager {
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@@ -69,6 +74,10 @@ public:
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static bool is_cross_plane(BlockType id);
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static bool is_cross_plane(BlockType id);
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static bool is_transparent(BlockType id);
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static bool is_transparent(BlockType id);
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static bool is_passable(BlockType id);
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static bool is_passable(BlockType id);
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static bool is_discard(BlockType id);
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static bool is_blend(BlockType id);
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static BlockType cross_plane_index(BlockType id);
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static BlockType cross_plane_index(BlockType id);
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private:
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private:
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@@ -4,7 +4,7 @@
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/chunk_pos.hpp"
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#include "Cubed/gameplay/chunk_pos.hpp"
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/gameplay/vertex_data.hpp"
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|
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#include <atomic>
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#include <atomic>
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#include <mutex>
|
#include <mutex>
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@@ -17,13 +17,10 @@ private:
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static constexpr int SIZE_X = CHUNK_SIZE;
|
static constexpr int SIZE_X = CHUNK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUNK_SIZE;
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static constexpr int SIZE_Z = CHUNK_SIZE;
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|
static constexpr int VERTEX_DATA_SUM = 4;
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std::atomic<bool> m_dirty{false};
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std::atomic<bool> m_dirty{false};
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std::atomic<bool> m_need_upload{true};
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std::atomic<bool> m_need_upload{true};
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std::atomic<bool> m_is_on_gen_vertex_data{false};
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std::atomic<bool> m_is_on_gen_vertex_data{false};
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std::atomic<size_t> m_normal_vertices_sum = 0;
|
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std::atomic<size_t> m_cross_vertices_sum = 0;
|
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std::atomic<size_t> m_transparent_vertices_sum = 0;
|
|
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std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
|
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
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std::mutex m_vertexs_data_mutex;
|
std::mutex m_vertexs_data_mutex;
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|
|
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@@ -34,12 +31,14 @@ private:
|
|||||||
HeightMapArray m_heightmap;
|
HeightMapArray m_heightmap;
|
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// the index is a array of block id
|
// the index is a array of block id
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std::vector<BlockType> m_blocks;
|
std::vector<BlockType> m_blocks;
|
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GLuint m_normal_vbo = 0;
|
|
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GLuint m_cross_plane_vbo = 0;
|
/*
|
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GLuint m_transparent_normal_vbo = 0;
|
0 - normal
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std::vector<Vertex> m_normal_vertices;
|
1 - cross_plane
|
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std::vector<Vertex> m_cross_plane_vertices;
|
2 - normal_discard
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std::vector<Vertex> m_transparent_normal_vertices;
|
3 - transparent and blend
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||||||
|
*/
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|
std::vector<VertexData> m_vertex_data;
|
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float frequency = 0.01f;
|
float frequency = 0.01f;
|
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float height = 80;
|
float height = 80;
|
||||||
unsigned m_seed = 0;
|
unsigned m_seed = 0;
|
||||||
@@ -47,9 +46,10 @@ private:
|
|||||||
BiomeConditions m_conditions;
|
BiomeConditions m_conditions;
|
||||||
|
|
||||||
void clear_dirty();
|
void clear_dirty();
|
||||||
void gen_normal_vertices(
|
void gen_vertices(
|
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const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
|
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
|
||||||
void gen_cross_plane_vertices();
|
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
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|
BlockType id);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Chunk(World& world, ChunkPos chunk_pos);
|
Chunk(World& world, ChunkPos chunk_pos);
|
||||||
@@ -107,8 +107,11 @@ public:
|
|||||||
GLuint get_cross_vbo() const;
|
GLuint get_cross_vbo() const;
|
||||||
size_t get_cross_vertices_sum() const;
|
size_t get_cross_vertices_sum() const;
|
||||||
|
|
||||||
GLuint get_transparent_vbo() const;
|
GLuint get_normal_discard_vbo() const;
|
||||||
size_t get_transparent_vertices_sum() const;
|
size_t get_normal_discard_vertices_sum() const;
|
||||||
|
|
||||||
|
GLuint get_normal_blend_vbo() const;
|
||||||
|
size_t get_normal_blend_vertices_sum() const;
|
||||||
|
|
||||||
bool is_dirty() const;
|
bool is_dirty() const;
|
||||||
void mark_dirty();
|
void mark_dirty();
|
||||||
|
|||||||
24
include/Cubed/gameplay/vertex_data.hpp
Normal file
24
include/Cubed/gameplay/vertex_data.hpp
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "Cubed/primitive_data.hpp"
|
||||||
|
|
||||||
|
#include <atomic>
|
||||||
|
#include <glad/glad.h>
|
||||||
|
#include <vector>
|
||||||
|
namespace Cubed {
|
||||||
|
class World;
|
||||||
|
struct VertexData {
|
||||||
|
std::vector<Vertex> m_vertices;
|
||||||
|
GLuint m_vbo = 0;
|
||||||
|
std::atomic<std::size_t> m_sum{0};
|
||||||
|
World& m_world;
|
||||||
|
VertexData(World& world);
|
||||||
|
~VertexData();
|
||||||
|
VertexData(const VertexData&) = delete;
|
||||||
|
VertexData(VertexData&&) noexcept;
|
||||||
|
VertexData& operator=(const VertexData&) = delete;
|
||||||
|
VertexData& operator=(VertexData&&) noexcept;
|
||||||
|
|
||||||
|
void upload();
|
||||||
|
void update_sum();
|
||||||
|
};
|
||||||
|
} // namespace Cubed
|
||||||
@@ -19,8 +19,10 @@ struct ChunkRenderSnapshot {
|
|||||||
size_t normal_vertices_count;
|
size_t normal_vertices_count;
|
||||||
GLuint cross_vbo;
|
GLuint cross_vbo;
|
||||||
size_t cross_vertices_count;
|
size_t cross_vertices_count;
|
||||||
GLuint transparent_vbo;
|
GLuint normal_discard_vbo;
|
||||||
size_t transparent_vertices_count;
|
size_t normal_discard_vertices_count;
|
||||||
|
GLuint normal_blend_vbo;
|
||||||
|
size_t normal_blend_vertices_count;
|
||||||
glm::vec3 center;
|
glm::vec3 center;
|
||||||
glm::vec3 half_extents;
|
glm::vec3 half_extents;
|
||||||
};
|
};
|
||||||
@@ -90,9 +92,6 @@ public:
|
|||||||
|
|
||||||
Player& get_player(const std::string& name);
|
Player& get_player(const std::string& name);
|
||||||
void init_world();
|
void init_world();
|
||||||
bool is_aabb_in_frustum(const glm::vec3& center,
|
|
||||||
const glm::vec3& half_extents);
|
|
||||||
|
|
||||||
int get_block(const glm::ivec3& block_pos) const;
|
int get_block(const glm::ivec3& block_pos) const;
|
||||||
bool is_solid(const glm::ivec3& block_pos) const;
|
bool is_solid(const glm::ivec3& block_pos) const;
|
||||||
bool can_pass_block(const glm::ivec3& block_pos) const;
|
bool can_pass_block(const glm::ivec3& block_pos) const;
|
||||||
@@ -100,9 +99,6 @@ public:
|
|||||||
static ChunkPos chunk_pos(int world_x, int world_z);
|
static ChunkPos chunk_pos(int world_x, int world_z);
|
||||||
|
|
||||||
void need_gen();
|
void need_gen();
|
||||||
void render(const glm::mat4& mvp_matrix,
|
|
||||||
const TextureManager& texture_manager,
|
|
||||||
const glm::vec3& camera_pos);
|
|
||||||
|
|
||||||
void set_block(const glm::ivec3& pos, unsigned id);
|
void set_block(const glm::ivec3& pos, unsigned id);
|
||||||
void update(float delta_time);
|
void update(float delta_time);
|
||||||
@@ -121,6 +117,8 @@ public:
|
|||||||
|
|
||||||
CaveCarver& cave_carcer();
|
CaveCarver& cave_carcer();
|
||||||
RiverWorm& river_worm();
|
RiverWorm& river_worm();
|
||||||
|
std::vector<glm::vec4>& planes();
|
||||||
|
std::vector<ChunkRenderSnapshot>& render_snapshots();
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ class World;
|
|||||||
class DevPanel;
|
class DevPanel;
|
||||||
class Renderer {
|
class Renderer {
|
||||||
public:
|
public:
|
||||||
constexpr static int NUM_VAO = 6;
|
constexpr static int NUM_VAO = 7;
|
||||||
|
|
||||||
Renderer(const Camera& camera, World& world,
|
Renderer(const Camera& camera, World& world,
|
||||||
const TextureManager& texture_manager, DevPanel& dev_panel);
|
const TextureManager& texture_manager, DevPanel& dev_panel);
|
||||||
@@ -40,6 +40,9 @@ private:
|
|||||||
|
|
||||||
float m_delta_time = 0.0f;
|
float m_delta_time = 0.0f;
|
||||||
|
|
||||||
|
float m_width = 0.0f;
|
||||||
|
float m_height = 0.0f;
|
||||||
|
|
||||||
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
|
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
|
||||||
|
|
||||||
GLuint m_mv_loc = 0;
|
GLuint m_mv_loc = 0;
|
||||||
@@ -55,6 +58,10 @@ private:
|
|||||||
GLuint m_screen_texture = 0;
|
GLuint m_screen_texture = 0;
|
||||||
GLuint m_depth_render_buffer = 0;
|
GLuint m_depth_render_buffer = 0;
|
||||||
|
|
||||||
|
GLuint m_oit_fbo = 0;
|
||||||
|
GLuint m_accum_texture = 0;
|
||||||
|
GLuint m_reveal_texture = 0;
|
||||||
|
GLuint m_oit_depth_render_buffer = 0;
|
||||||
GLuint m_quad_vbo = 0;
|
GLuint m_quad_vbo = 0;
|
||||||
|
|
||||||
glm::mat4 m_ui_proj;
|
glm::mat4 m_ui_proj;
|
||||||
|
|||||||
@@ -9,6 +9,9 @@ void extract_frustum_planes(const glm::mat4& mvp_matrix,
|
|||||||
std::vector<glm::vec4>& planes);
|
std::vector<glm::vec4>& planes);
|
||||||
|
|
||||||
float smootherstep(float edge0, float edge1, float x);
|
float smootherstep(float edge0, float edge1, float x);
|
||||||
|
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
|
||||||
|
const std::vector<glm::vec4>& planes);
|
||||||
|
|
||||||
} // namespace Math
|
} // namespace Math
|
||||||
|
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
@@ -90,6 +90,21 @@ bool BlockManager::is_passable(BlockType id) {
|
|||||||
return m_datas[id].is_passable;
|
return m_datas[id].is_passable;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool BlockManager::is_discard(BlockType id) {
|
||||||
|
if (id >= sums()) {
|
||||||
|
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||||
|
return m_datas[0].is_discard;
|
||||||
|
}
|
||||||
|
return m_datas[id].is_discard;
|
||||||
|
}
|
||||||
|
bool BlockManager::is_blend(BlockType id) {
|
||||||
|
if (id >= sums()) {
|
||||||
|
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
|
||||||
|
return m_datas[0].is_blend;
|
||||||
|
}
|
||||||
|
return m_datas[id].is_blend;
|
||||||
|
}
|
||||||
|
|
||||||
void BlockManager::init() {
|
void BlockManager::init() {
|
||||||
fs::path data_path{block_data_dir};
|
fs::path data_path{block_data_dir};
|
||||||
|
|
||||||
@@ -125,8 +140,11 @@ void BlockManager::init() {
|
|||||||
auto is_cross_plane = safe_get_value(block, "is_cross_plane", false);
|
auto is_cross_plane = safe_get_value(block, "is_cross_plane", false);
|
||||||
auto is_transparent = safe_get_value(block, "is_transparent", false);
|
auto is_transparent = safe_get_value(block, "is_transparent", false);
|
||||||
auto is_gas = safe_get_value(block, "is_gas", false);
|
auto is_gas = safe_get_value(block, "is_gas", false);
|
||||||
|
auto is_discard = safe_get_value(block, "is_discard", false);
|
||||||
|
auto is_blend = safe_get_value(block, "is_blend", false);
|
||||||
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
|
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
|
||||||
*is_cross_plane, *is_transparent, *is_gas);
|
*is_cross_plane, *is_transparent, *is_gas,
|
||||||
|
*is_discard, *is_blend);
|
||||||
}
|
}
|
||||||
std::sort(
|
std::sort(
|
||||||
m_datas.begin(), m_datas.end(),
|
m_datas.begin(), m_datas.end(),
|
||||||
|
|||||||
@@ -9,65 +9,36 @@
|
|||||||
namespace Cubed {
|
namespace Cubed {
|
||||||
|
|
||||||
Chunk::Chunk(World& world, ChunkPos chunk_pos)
|
Chunk::Chunk(World& world, ChunkPos chunk_pos)
|
||||||
: m_chunk_pos(chunk_pos), m_world(world) {}
|
: m_chunk_pos(chunk_pos), m_world(world) {
|
||||||
|
for (int i = 0; i < VERTEX_DATA_SUM; i++) {
|
||||||
Chunk::~Chunk() {
|
m_vertex_data.emplace_back(m_world);
|
||||||
if (m_normal_vbo != 0) {
|
|
||||||
m_world.push_delete_vbo(m_normal_vbo);
|
|
||||||
}
|
|
||||||
if (m_cross_plane_vbo != 0) {
|
|
||||||
m_world.push_delete_vbo(m_cross_plane_vbo);
|
|
||||||
}
|
|
||||||
if (m_transparent_normal_vbo != 0) {
|
|
||||||
m_world.push_delete_vbo(m_transparent_normal_vbo);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Chunk::~Chunk() {}
|
||||||
|
|
||||||
Chunk::Chunk(Chunk&& other) noexcept
|
Chunk::Chunk(Chunk&& other) noexcept
|
||||||
: m_dirty(other.is_dirty()), m_need_upload(other.m_need_upload.load()),
|
: m_dirty(other.is_dirty()), m_need_upload(other.m_need_upload.load()),
|
||||||
m_is_on_gen_vertex_data(other.m_is_on_gen_vertex_data.load()),
|
m_is_on_gen_vertex_data(other.m_is_on_gen_vertex_data.load()),
|
||||||
m_normal_vertices_sum(other.m_normal_vertices_sum.load()),
|
|
||||||
m_cross_vertices_sum(other.m_cross_vertices_sum.load()),
|
|
||||||
m_transparent_vertices_sum(other.m_transparent_vertices_sum.load()),
|
|
||||||
m_biome(other.m_biome.load()), m_chunk_pos(std::move(other.m_chunk_pos)),
|
m_biome(other.m_biome.load()), m_chunk_pos(std::move(other.m_chunk_pos)),
|
||||||
m_world(other.m_world), m_heightmap(std::move(other.m_heightmap)),
|
m_world(other.m_world), m_heightmap(std::move(other.m_heightmap)),
|
||||||
m_blocks(std::move(other.m_blocks)), m_normal_vbo(other.m_normal_vbo),
|
m_blocks(std::move(other.m_blocks)),
|
||||||
m_cross_plane_vbo(other.m_cross_plane_vbo),
|
m_vertex_data(std::move(other.m_vertex_data)), m_seed(other.m_seed),
|
||||||
m_transparent_normal_vbo(other.m_transparent_normal_vbo),
|
m_conditions(other.m_conditions) {}
|
||||||
m_normal_vertices(std::move(other.m_normal_vertices)),
|
|
||||||
m_cross_plane_vertices(std::move(other.m_cross_plane_vertices)),
|
|
||||||
m_transparent_normal_vertices(
|
|
||||||
std::move(other.m_transparent_normal_vertices)),
|
|
||||||
m_seed(other.m_seed), m_conditions(other.m_conditions) {
|
|
||||||
other.m_normal_vbo = 0;
|
|
||||||
other.m_cross_plane_vbo = 0;
|
|
||||||
other.m_transparent_normal_vbo = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Chunk& Chunk::operator=(Chunk&& other) noexcept {
|
Chunk& Chunk::operator=(Chunk&& other) noexcept {
|
||||||
// Logger::info("other Chunk pos {} {} in Chunk& Chunk::operator=(Chunk&&
|
// Logger::info("other Chunk pos {} {} in Chunk& Chunk::operator=(Chunk&&
|
||||||
// other) this {}", other.m_chunk_pos.x, other.m_chunk_pos.z,
|
// other) this {}", other.m_chunk_pos.x, other.m_chunk_pos.z,
|
||||||
// static_cast<const void*>(&other));
|
// static_cast<const void*>(&other));
|
||||||
m_normal_vbo = other.m_normal_vbo;
|
|
||||||
other.m_normal_vbo = 0;
|
|
||||||
m_cross_plane_vbo = other.m_cross_plane_vbo;
|
|
||||||
m_transparent_normal_vbo = other.m_transparent_normal_vbo;
|
|
||||||
other.m_transparent_normal_vbo = 0;
|
|
||||||
other.m_cross_plane_vbo = 0;
|
|
||||||
m_chunk_pos = std::move(other.m_chunk_pos);
|
m_chunk_pos = std::move(other.m_chunk_pos);
|
||||||
m_heightmap = std::move(other.m_heightmap);
|
m_heightmap = std::move(other.m_heightmap);
|
||||||
m_blocks = std::move(other.m_blocks);
|
m_blocks = std::move(other.m_blocks);
|
||||||
m_dirty = other.is_dirty();
|
m_dirty = other.is_dirty();
|
||||||
m_normal_vertices = std::move(other.m_normal_vertices);
|
m_vertex_data = std::move(other.m_vertex_data);
|
||||||
m_cross_plane_vertices = std::move(other.m_cross_plane_vertices);
|
|
||||||
m_transparent_normal_vertices =
|
|
||||||
std::move(other.m_transparent_normal_vertices);
|
|
||||||
m_biome = other.m_biome.load();
|
m_biome = other.m_biome.load();
|
||||||
m_is_on_gen_vertex_data = other.m_is_on_gen_vertex_data.load();
|
m_is_on_gen_vertex_data = other.m_is_on_gen_vertex_data.load();
|
||||||
m_need_upload = other.m_need_upload.load();
|
m_need_upload = other.m_need_upload.load();
|
||||||
m_normal_vertices_sum = other.m_normal_vertices_sum.load();
|
|
||||||
m_cross_vertices_sum = other.m_cross_vertices_sum.load();
|
|
||||||
m_transparent_vertices_sum = other.m_transparent_vertices_sum.load();
|
|
||||||
m_seed = other.m_seed;
|
m_seed = other.m_seed;
|
||||||
m_conditions = other.m_conditions;
|
m_conditions = other.m_conditions;
|
||||||
return *this;
|
return *this;
|
||||||
@@ -139,29 +110,41 @@ void Chunk::gen_vertex_data(
|
|||||||
}
|
}
|
||||||
m_is_on_gen_vertex_data = true;
|
m_is_on_gen_vertex_data = true;
|
||||||
std::lock_guard lk(m_vertexs_data_mutex);
|
std::lock_guard lk(m_vertexs_data_mutex);
|
||||||
gen_normal_vertices(neighbor_block);
|
|
||||||
gen_cross_plane_vertices();
|
for (auto& data : m_vertex_data) {
|
||||||
|
data.m_vertices.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
gen_vertices(neighbor_block);
|
||||||
|
for (auto& data : m_vertex_data) {
|
||||||
|
data.update_sum();
|
||||||
|
}
|
||||||
m_need_upload = true;
|
m_need_upload = true;
|
||||||
m_is_on_gen_vertex_data = false;
|
m_is_on_gen_vertex_data = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint Chunk::get_normal_vbo() const { return m_normal_vbo; }
|
GLuint Chunk::get_normal_vbo() const { return m_vertex_data[0].m_vbo; }
|
||||||
|
|
||||||
size_t Chunk::get_normal_vertices_sum() const {
|
size_t Chunk::get_normal_vertices_sum() const {
|
||||||
if (m_normal_vertices_sum == 0) {
|
if (m_vertex_data[0].m_sum == 0) {
|
||||||
Logger::warn("m_normal_vertices_sum is 0");
|
Logger::warn("m_normal_vertices_sum is 0");
|
||||||
}
|
}
|
||||||
return m_normal_vertices_sum.load();
|
return m_vertex_data[0].m_sum.load();
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint Chunk::get_cross_vbo() const { return m_cross_plane_vbo; }
|
GLuint Chunk::get_cross_vbo() const { return m_vertex_data[1].m_vbo; }
|
||||||
size_t Chunk::get_cross_vertices_sum() const {
|
size_t Chunk::get_cross_vertices_sum() const {
|
||||||
return m_cross_vertices_sum.load();
|
return m_vertex_data[1].m_sum.load();
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint Chunk::get_transparent_vbo() const { return m_transparent_normal_vbo; }
|
GLuint Chunk::get_normal_discard_vbo() const { return m_vertex_data[2].m_vbo; }
|
||||||
size_t Chunk::get_transparent_vertices_sum() const {
|
size_t Chunk::get_normal_discard_vertices_sum() const {
|
||||||
return m_transparent_vertices_sum.load();
|
return m_vertex_data[2].m_sum.load();
|
||||||
|
}
|
||||||
|
|
||||||
|
GLuint Chunk::get_normal_blend_vbo() const { return m_vertex_data[3].m_vbo; }
|
||||||
|
size_t Chunk::get_normal_blend_vertices_sum() const {
|
||||||
|
return m_vertex_data[3].m_sum.load();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Chunk::gen_phase_one() {
|
void Chunk::gen_phase_one() {
|
||||||
@@ -235,33 +218,12 @@ void Chunk::upload_to_gpu() {
|
|||||||
|
|
||||||
ASSERT(is_need_upload());
|
ASSERT(is_need_upload());
|
||||||
|
|
||||||
if (m_normal_vbo == 0) {
|
std::lock_guard lk(m_vertexs_data_mutex);
|
||||||
glGenBuffers(1, &m_normal_vbo);
|
|
||||||
|
for (auto& data : m_vertex_data) {
|
||||||
|
data.upload();
|
||||||
}
|
}
|
||||||
|
|
||||||
std::lock_guard lk(m_vertexs_data_mutex);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_normal_vbo);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, m_normal_vertices.size() * sizeof(Vertex),
|
|
||||||
m_normal_vertices.data(), GL_DYNAMIC_DRAW);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
if (m_cross_plane_vertices.size() != 0) {
|
|
||||||
if (m_cross_plane_vbo == 0) {
|
|
||||||
glGenBuffers(1, &m_cross_plane_vbo);
|
|
||||||
}
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_cross_plane_vbo);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER,
|
|
||||||
m_cross_plane_vertices.size() * sizeof(Vertex),
|
|
||||||
m_cross_plane_vertices.data(), GL_DYNAMIC_DRAW);
|
|
||||||
}
|
|
||||||
if (m_transparent_normal_vertices.size() != 0) {
|
|
||||||
if (m_transparent_normal_vbo == 0) {
|
|
||||||
glGenBuffers(1, &m_transparent_normal_vbo);
|
|
||||||
}
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_transparent_normal_vbo);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER,
|
|
||||||
m_transparent_normal_vertices.size() * sizeof(Vertex),
|
|
||||||
m_transparent_normal_vertices.data(), GL_DYNAMIC_DRAW);
|
|
||||||
}
|
|
||||||
// after fininshed it, can use
|
// after fininshed it, can use
|
||||||
clear_dirty();
|
clear_dirty();
|
||||||
m_need_upload = false;
|
m_need_upload = false;
|
||||||
@@ -300,10 +262,8 @@ unsigned Chunk::seed() const {
|
|||||||
|
|
||||||
BiomeConditions& Chunk::conditions() { return m_conditions; }
|
BiomeConditions& Chunk::conditions() { return m_conditions; }
|
||||||
|
|
||||||
void Chunk::gen_normal_vertices(
|
void Chunk::gen_vertices(
|
||||||
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
|
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
|
||||||
m_normal_vertices.clear();
|
|
||||||
m_transparent_normal_vertices.clear();
|
|
||||||
static const glm::ivec3 DIR[6] = {{0, 0, 1}, {1, 0, 0}, {0, 0, -1},
|
static const glm::ivec3 DIR[6] = {{0, 0, 1}, {1, 0, 0}, {0, 0, -1},
|
||||||
{-1, 0, 0}, {0, 1, 0}, {0, -1, 0}};
|
{-1, 0, 0}, {0, 1, 0}, {0, -1, 0}};
|
||||||
|
|
||||||
@@ -399,6 +359,10 @@ void Chunk::gen_normal_vertices(
|
|||||||
if (neighbor_culled) {
|
if (neighbor_culled) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
if (BlockManager::is_cross_plane(cur_id)) {
|
||||||
|
gen_cross_plane_vertices(world_x, world_y, world_z,
|
||||||
|
cur_id);
|
||||||
|
}
|
||||||
for (int i = 0; i < 6; i++) {
|
for (int i = 0; i < 6; i++) {
|
||||||
Vertex vex = {
|
Vertex vex = {
|
||||||
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||||
@@ -410,55 +374,57 @@ void Chunk::gen_normal_vertices(
|
|||||||
|
|
||||||
};
|
};
|
||||||
if (BlockManager::is_transparent(cur_id)) {
|
if (BlockManager::is_transparent(cur_id)) {
|
||||||
m_transparent_normal_vertices.emplace_back(vex);
|
if (BlockManager::is_discard(cur_id) &&
|
||||||
|
BlockManager::is_blend(cur_id)) {
|
||||||
|
Logger::warn(
|
||||||
|
"Block id {} is both discard and blend is "
|
||||||
|
"must only one can true !!!",
|
||||||
|
cur_id);
|
||||||
|
}
|
||||||
|
if (BlockManager::is_discard(cur_id)) {
|
||||||
|
m_vertex_data[2].m_vertices.emplace_back(vex);
|
||||||
|
} else if (BlockManager::is_blend(cur_id)) {
|
||||||
|
m_vertex_data[3].m_vertices.emplace_back(vex);
|
||||||
} else {
|
} else {
|
||||||
m_normal_vertices.emplace_back(vex);
|
Logger::warn("Id {} is transparent but not "
|
||||||
|
"discard or blend",
|
||||||
|
cur_id);
|
||||||
|
m_vertex_data[3].m_vertices.emplace_back(vex);
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
m_vertex_data[0].m_vertices.emplace_back(vex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_normal_vertices_sum = m_normal_vertices.size();
|
|
||||||
m_transparent_vertices_sum = m_transparent_normal_vertices.size();
|
|
||||||
}
|
}
|
||||||
void Chunk::gen_cross_plane_vertices() {
|
void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z,
|
||||||
|
BlockType id) {
|
||||||
m_cross_plane_vertices.clear();
|
|
||||||
|
|
||||||
for (int x = 0; x < SIZE_X; x++) {
|
|
||||||
for (int y = 0; y < SIZE_Y; y++) {
|
|
||||||
for (int z = 0; z < SIZE_Z; z++) {
|
|
||||||
int world_x = x + m_chunk_pos.x * CHUNK_SIZE;
|
|
||||||
int world_z = z + m_chunk_pos.z * CHUNK_SIZE;
|
|
||||||
int world_y = y;
|
|
||||||
int id = m_blocks[index(x, y, z)];
|
|
||||||
|
|
||||||
if (!BlockManager::is_cross_plane(id)) {
|
if (!BlockManager::is_cross_plane(id)) {
|
||||||
continue;
|
Logger::warn("Block {} {} {} id {} is not cross plane", world_x,
|
||||||
|
world_y, world_z, id);
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
for (int face = 0; face < 2; face++) {
|
for (int face = 0; face < 2; face++) {
|
||||||
for (int i = 0; i < 6; i++) {
|
for (int i = 0; i < 6; i++) {
|
||||||
Vertex vex = {CROSS_VERTICES_POS[face][i][0] +
|
Vertex vex = {
|
||||||
(float)world_x * 1.0f,
|
CROSS_VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||||
CROSS_VERTICES_POS[face][i][1] +
|
CROSS_VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
|
||||||
(float)world_y * 1.0f,
|
CROSS_VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
|
||||||
CROSS_VERTICES_POS[face][i][2] +
|
|
||||||
(float)world_z * 1.0f,
|
|
||||||
CROSS_TEX_COORDS[face][i][0],
|
CROSS_TEX_COORDS[face][i][0],
|
||||||
CROSS_TEX_COORDS[face][i][1],
|
CROSS_TEX_COORDS[face][i][1],
|
||||||
static_cast<float>(
|
static_cast<float>(BlockManager::cross_plane_index(id))
|
||||||
BlockManager::cross_plane_index(id))
|
|
||||||
|
|
||||||
};
|
};
|
||||||
m_cross_plane_vertices.emplace_back(vex);
|
m_vertex_data[1].m_vertices.emplace_back(vex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
m_cross_vertices_sum = m_cross_plane_vertices.size();
|
|
||||||
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
|
||||||
|
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
|
|||||||
39
src/gameplay/vertex_data.cpp
Normal file
39
src/gameplay/vertex_data.cpp
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
#include "Cubed/gameplay/vertex_data.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/world.hpp"
|
||||||
|
|
||||||
|
namespace Cubed {
|
||||||
|
VertexData::VertexData(World& world) : m_world(world) {}
|
||||||
|
VertexData::~VertexData() {
|
||||||
|
if (m_vbo != 0) {
|
||||||
|
m_world.push_delete_vbo(m_vbo);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
VertexData::VertexData(VertexData&& o) noexcept
|
||||||
|
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo),
|
||||||
|
m_sum(o.m_sum.load()), m_world(o.m_world) {
|
||||||
|
o.m_vbo = 0;
|
||||||
|
o.m_sum = 0;
|
||||||
|
}
|
||||||
|
VertexData& VertexData::operator=(VertexData&& o) noexcept {
|
||||||
|
m_vbo = o.m_vbo;
|
||||||
|
o.m_vbo = 0;
|
||||||
|
m_sum = o.m_sum.load();
|
||||||
|
o.m_sum = 0;
|
||||||
|
m_vertices = std::move(o.m_vertices);
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
void VertexData::upload() {
|
||||||
|
if (m_vertices.size() == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (m_vbo == 0) {
|
||||||
|
glGenBuffers(1, &m_vbo);
|
||||||
|
}
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex),
|
||||||
|
m_vertices.data(), GL_DYNAMIC_DRAW);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
void VertexData::update_sum() { m_sum = m_vertices.size(); }
|
||||||
|
} // namespace Cubed
|
||||||
@@ -1,12 +1,9 @@
|
|||||||
#include "Cubed/gameplay/world.hpp"
|
#include "Cubed/gameplay/world.hpp"
|
||||||
|
|
||||||
#include "Cubed/config.hpp"
|
#include "Cubed/config.hpp"
|
||||||
#include "Cubed/debug_collector.hpp"
|
|
||||||
#include "Cubed/gameplay/player.hpp"
|
#include "Cubed/gameplay/player.hpp"
|
||||||
#include "Cubed/texture_manager.hpp"
|
|
||||||
#include "Cubed/tools/cubed_assert.hpp"
|
#include "Cubed/tools/cubed_assert.hpp"
|
||||||
#include "Cubed/tools/cubed_hash.hpp"
|
#include "Cubed/tools/cubed_hash.hpp"
|
||||||
#include "Cubed/tools/math_tools.hpp"
|
|
||||||
|
|
||||||
namespace Cubed {
|
namespace Cubed {
|
||||||
|
|
||||||
@@ -291,115 +288,6 @@ void World::init_chunks() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
void World::render(const glm::mat4& mvp_matrix,
|
|
||||||
const TextureManager& texture_manager,
|
|
||||||
const glm::vec3& camera_pos) {
|
|
||||||
Math::extract_frustum_planes(mvp_matrix, m_planes);
|
|
||||||
int rendered_sum = 0;
|
|
||||||
for (const auto& snapshot : m_render_snapshots) {
|
|
||||||
|
|
||||||
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
|
||||||
texture_manager.get_texture_array());
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_vbo);
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)0);
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, s));
|
|
||||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, layer));
|
|
||||||
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
|
|
||||||
rendered_sum++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
glDepthMask(GL_FALSE);
|
|
||||||
|
|
||||||
struct SortableSnapshot {
|
|
||||||
const ChunkRenderSnapshot* snapshot;
|
|
||||||
float distance;
|
|
||||||
};
|
|
||||||
|
|
||||||
std::vector<SortableSnapshot> cross_list;
|
|
||||||
std::vector<SortableSnapshot> transparent_list;
|
|
||||||
|
|
||||||
for (const auto& snapshot : m_render_snapshots) {
|
|
||||||
|
|
||||||
if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
float dist = glm::distance(camera_pos, snapshot.center);
|
|
||||||
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
|
|
||||||
if (snapshot.cross_vertices_count != 0) {
|
|
||||||
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
|
|
||||||
float dist2d = glm::distance(camera_pos_xz, center_xz);
|
|
||||||
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
|
|
||||||
cross_list.push_back({&snapshot, dist});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (snapshot.transparent_vertices_count != 0) {
|
|
||||||
transparent_list.push_back({&snapshot, dist});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
std::sort(transparent_list.begin(), transparent_list.end(),
|
|
||||||
[](const SortableSnapshot& a, const SortableSnapshot& b) {
|
|
||||||
return a.distance > b.distance;
|
|
||||||
});
|
|
||||||
std::sort(cross_list.begin(), cross_list.end(),
|
|
||||||
[](const SortableSnapshot& a, const SortableSnapshot& b) {
|
|
||||||
return a.distance > b.distance;
|
|
||||||
});
|
|
||||||
|
|
||||||
for (const auto& item : cross_list) {
|
|
||||||
const auto& snapshot = *item.snapshot;
|
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
|
||||||
texture_manager.get_cross_plane_array());
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_vbo);
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)0);
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, s));
|
|
||||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, layer));
|
|
||||||
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (const auto& item : transparent_list) {
|
|
||||||
const auto& snapshot = *item.snapshot;
|
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_manager.get_texture_array());
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.transparent_vbo);
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)0);
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, s));
|
|
||||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
|
||||||
(void*)offsetof(Vertex, layer));
|
|
||||||
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.transparent_vertices_count);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
glDepthMask(GL_TRUE);
|
|
||||||
DebugCollector::get().report(
|
|
||||||
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
|
|
||||||
}
|
|
||||||
|
|
||||||
ChunkPos World::chunk_pos(int world_x, int world_z) {
|
ChunkPos World::chunk_pos(int world_x, int world_z) {
|
||||||
int chunk_x, chunk_z;
|
int chunk_x, chunk_z;
|
||||||
@@ -774,21 +662,6 @@ void World::need_gen() {
|
|||||||
m_gen_cv.notify_one();
|
m_gen_cv.notify_one();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool World::is_aabb_in_frustum(const glm::vec3& center,
|
|
||||||
const glm::vec3& half_extents) {
|
|
||||||
for (const auto& plane : m_planes) {
|
|
||||||
// distance
|
|
||||||
float d = glm::dot(glm::vec3(plane), center) + plane.w;
|
|
||||||
float r = half_extents.x * std::abs(plane.x) +
|
|
||||||
half_extents.y * std::abs(plane.y) +
|
|
||||||
half_extents.z * std::abs(plane.z);
|
|
||||||
if (d + r < 0) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
int World::get_block(const glm::ivec3& block_pos) const {
|
int World::get_block(const glm::ivec3& block_pos) const {
|
||||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||||
std::lock_guard lk(m_chunks_mutex);
|
std::lock_guard lk(m_chunks_mutex);
|
||||||
@@ -966,8 +839,10 @@ void World::update(float delta_time) {
|
|||||||
m_render_snapshots.push_back(
|
m_render_snapshots.push_back(
|
||||||
{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
|
{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
|
||||||
chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
|
chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
|
||||||
chunk.get_transparent_vbo(),
|
chunk.get_normal_discard_vbo(),
|
||||||
chunk.get_transparent_vertices_sum(),
|
chunk.get_normal_discard_vertices_sum(),
|
||||||
|
chunk.get_normal_blend_vbo(),
|
||||||
|
chunk.get_normal_blend_vertices_sum(),
|
||||||
glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
|
glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
|
||||||
static_cast<float>(CHUNK_SIZE / 2),
|
static_cast<float>(CHUNK_SIZE / 2),
|
||||||
static_cast<float>(WORLD_SIZE_Y / 2),
|
static_cast<float>(WORLD_SIZE_Y / 2),
|
||||||
@@ -1024,4 +899,8 @@ void World::rendering_distance(int rendering_distance) {
|
|||||||
|
|
||||||
CaveCarver& World::cave_carcer() { return m_cave_carcer; }
|
CaveCarver& World::cave_carcer() { return m_cave_carcer; }
|
||||||
RiverWorm& World::river_worm() { return m_river_worm; }
|
RiverWorm& World::river_worm() { return m_river_worm; }
|
||||||
|
std::vector<glm::vec4>& World::planes() { return m_planes; }
|
||||||
|
std::vector<ChunkRenderSnapshot>& World::render_snapshots() {
|
||||||
|
return m_render_snapshots;
|
||||||
|
};
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
251
src/renderer.cpp
251
src/renderer.cpp
@@ -12,6 +12,7 @@
|
|||||||
#include "Cubed/tools/cubed_hash.hpp"
|
#include "Cubed/tools/cubed_hash.hpp"
|
||||||
#include "Cubed/tools/font.hpp"
|
#include "Cubed/tools/font.hpp"
|
||||||
#include "Cubed/tools/log.hpp"
|
#include "Cubed/tools/log.hpp"
|
||||||
|
#include "Cubed/tools/math_tools.hpp"
|
||||||
#include "Cubed/tools/shader_tools.hpp"
|
#include "Cubed/tools/shader_tools.hpp"
|
||||||
|
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
@@ -36,6 +37,11 @@ Renderer::~Renderer() {
|
|||||||
glDeleteFramebuffers(1, &m_fbo);
|
glDeleteFramebuffers(1, &m_fbo);
|
||||||
glDeleteTextures(1, &m_screen_texture);
|
glDeleteTextures(1, &m_screen_texture);
|
||||||
glDeleteRenderbuffers(1, &m_depth_render_buffer);
|
glDeleteRenderbuffers(1, &m_depth_render_buffer);
|
||||||
|
|
||||||
|
glDeleteFramebuffers(1, &m_oit_fbo);
|
||||||
|
glDeleteTextures(1, &m_accum_texture);
|
||||||
|
glDeleteTextures(1, &m_reveal_texture);
|
||||||
|
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::hot_reload() {
|
void Renderer::hot_reload() {
|
||||||
@@ -52,7 +58,7 @@ void Renderer::init() {
|
|||||||
Logger::info("Renderer: {}",
|
Logger::info("Renderer: {}",
|
||||||
reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
|
reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
|
||||||
|
|
||||||
Shader world_shader{"world", "shaders/block_v_shader.glsl",
|
Shader world_shader{"normal_block", "shaders/block_v_shader.glsl",
|
||||||
"shaders/block_f_shader.glsl"};
|
"shaders/block_f_shader.glsl"};
|
||||||
Shader outline_shader{"outline", "shaders/outline_v_shader.glsl",
|
Shader outline_shader{"outline", "shaders/outline_v_shader.glsl",
|
||||||
"shaders/outline_f_shader.glsl"};
|
"shaders/outline_f_shader.glsl"};
|
||||||
@@ -65,7 +71,11 @@ void Renderer::init() {
|
|||||||
Shader under_water_shader{"under_water",
|
Shader under_water_shader{"under_water",
|
||||||
"shaders/under_water_v_shader.glsl",
|
"shaders/under_water_v_shader.glsl",
|
||||||
"shaders/under_water_f_shader.glsl"};
|
"shaders/under_water_f_shader.glsl"};
|
||||||
|
Shader accum_shader{"accum", "shaders/block_accumulation_v_shader.glsl",
|
||||||
|
"shaders/block_accumulation_f_shader.glsl"};
|
||||||
|
Shader composite_block_shader{"composite",
|
||||||
|
"shaders/block_composite_v_shader.glsl",
|
||||||
|
"shaders/block_composite_f_shader.glsl"};
|
||||||
m_shaders.insert({world_shader.hash(), std::move(world_shader)});
|
m_shaders.insert({world_shader.hash(), std::move(world_shader)});
|
||||||
m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
|
m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
|
||||||
m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
|
m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
|
||||||
@@ -73,7 +83,9 @@ void Renderer::init() {
|
|||||||
m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
|
m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
|
||||||
m_shaders.insert(
|
m_shaders.insert(
|
||||||
{under_water_shader.hash(), std::move(under_water_shader)});
|
{under_water_shader.hash(), std::move(under_water_shader)});
|
||||||
|
m_shaders.insert({accum_shader.hash(), std::move(accum_shader)});
|
||||||
|
m_shaders.insert(
|
||||||
|
{composite_block_shader.hash(), std::move(composite_block_shader)});
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glDepthFunc(GL_LEQUAL);
|
glDepthFunc(GL_LEQUAL);
|
||||||
|
|
||||||
@@ -182,15 +194,19 @@ void Renderer::render_outline() {
|
|||||||
const auto& shader = get_shader("outline");
|
const auto& shader = get_shader("outline");
|
||||||
shader.use();
|
shader.use();
|
||||||
|
|
||||||
m_mv_loc = shader.loc("mv_matrix");
|
|
||||||
m_proj_loc = shader.loc("proj_matrix");
|
|
||||||
|
|
||||||
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
|
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
|
||||||
|
|
||||||
if (block_pos != std::nullopt) {
|
if (block_pos != std::nullopt) {
|
||||||
|
|
||||||
|
m_mv_loc = shader.loc("mv_matrix");
|
||||||
|
m_proj_loc = shader.loc("proj_matrix");
|
||||||
|
|
||||||
m_m_mat =
|
m_m_mat =
|
||||||
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
|
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
|
||||||
|
|
||||||
|
m_v_mat = m_camera.get_camera_lookat();
|
||||||
m_mv_mat = m_v_mat * m_m_mat;
|
m_mv_mat = m_v_mat * m_m_mat;
|
||||||
|
|
||||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||||
|
|
||||||
@@ -235,7 +251,8 @@ void Renderer::render_sky() {
|
|||||||
void Renderer::render_text() {
|
void Renderer::render_text() {
|
||||||
const auto& shader = get_shader("text");
|
const auto& shader = get_shader("text");
|
||||||
shader.use();
|
shader.use();
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
m_proj_loc = shader.loc("projection");
|
m_proj_loc = shader.loc("projection");
|
||||||
|
|
||||||
@@ -254,7 +271,8 @@ void Renderer::render_ui() {
|
|||||||
shader.use();
|
shader.use();
|
||||||
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
m_mv_loc = shader.loc("m_matrix");
|
m_mv_loc = shader.loc("m_matrix");
|
||||||
m_proj_loc = shader.loc("proj_matrix");
|
m_proj_loc = shader.loc("proj_matrix");
|
||||||
|
|
||||||
@@ -330,6 +348,9 @@ void Renderer::updata_framebuffer(int width, int height) {
|
|||||||
if (m_fbo == 0) {
|
if (m_fbo == 0) {
|
||||||
glGenFramebuffers(1, &m_fbo);
|
glGenFramebuffers(1, &m_fbo);
|
||||||
}
|
}
|
||||||
|
if (m_oit_fbo == 0) {
|
||||||
|
glGenFramebuffers(1, &m_oit_fbo);
|
||||||
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||||
|
|
||||||
glDeleteTextures(1, &m_screen_texture);
|
glDeleteTextures(1, &m_screen_texture);
|
||||||
@@ -357,14 +378,51 @@ void Renderer::updata_framebuffer(int width, int height) {
|
|||||||
Logger::info("Frame Buffer Complete!");
|
Logger::info("Frame Buffer Complete!");
|
||||||
}
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
|
||||||
|
glDeleteTextures(1, &m_accum_texture);
|
||||||
|
glDeleteTextures(1, &m_reveal_texture);
|
||||||
|
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||||
|
glGenTextures(1, &m_accum_texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA,
|
||||||
|
GL_HALF_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
||||||
|
m_accum_texture, 0);
|
||||||
|
glGenTextures(1, &m_reveal_texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED,
|
||||||
|
GL_HALF_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
|
||||||
|
m_reveal_texture, 0);
|
||||||
|
glGenRenderbuffers(1, &m_oit_depth_render_buffer);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, m_oit_depth_render_buffer);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||||
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
|
||||||
|
GL_RENDERBUFFER, m_oit_depth_render_buffer);
|
||||||
|
GLenum draw_buffer[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
|
||||||
|
glDrawBuffers(2, draw_buffer);
|
||||||
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
|
Logger::error("FBO incomplete after resize!");
|
||||||
|
} else {
|
||||||
|
Logger::info("Frame Buffer Complete!");
|
||||||
|
}
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
m_width = width;
|
||||||
|
m_height = height;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::render_world() {
|
void Renderer::render_world() {
|
||||||
const auto& shader = get_shader("world");
|
const auto& normal_block_shader = get_shader("normal_block");
|
||||||
shader.use();
|
normal_block_shader.use();
|
||||||
|
|
||||||
m_mv_loc = shader.loc("mv_matrix");
|
m_mv_loc = normal_block_shader.loc("mv_matrix");
|
||||||
m_proj_loc = shader.loc("proj_matrix");
|
m_proj_loc = normal_block_shader.loc("proj_matrix");
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
|
||||||
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
||||||
@@ -373,7 +431,174 @@ void Renderer::render_world() {
|
|||||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||||
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||||
m_mvp_mat = m_p_mat * m_mv_mat;
|
m_mvp_mat = m_p_mat * m_mv_mat;
|
||||||
m_world.render(m_mvp_mat, m_texture_manager, m_camera.get_camera_pos());
|
|
||||||
|
auto& camera_pos = m_camera.get_camera_pos();
|
||||||
|
auto& m_planes = m_world.planes();
|
||||||
|
auto& m_render_snapshots = m_world.render_snapshots();
|
||||||
|
|
||||||
|
Math::extract_frustum_planes(m_mvp_mat, m_planes);
|
||||||
|
|
||||||
|
int rendered_sum = 0;
|
||||||
|
|
||||||
|
for (const auto& snapshot : m_render_snapshots) {
|
||||||
|
|
||||||
|
if (Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
|
||||||
|
m_planes)) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||||
|
m_texture_manager.get_texture_array());
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_vbo);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)0);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, s));
|
||||||
|
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, layer));
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
rendered_sum++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// cross_plane and discard
|
||||||
|
|
||||||
|
for (const auto& snapshot : m_render_snapshots) {
|
||||||
|
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
|
||||||
|
m_planes)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
|
||||||
|
if (snapshot.cross_vertices_count != 0) {
|
||||||
|
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
|
||||||
|
float dist2d = glm::distance(camera_pos_xz, center_xz);
|
||||||
|
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||||
|
m_texture_manager.get_cross_plane_array());
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_vbo);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)0);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, s));
|
||||||
|
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, layer));
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (snapshot.normal_discard_vertices_count != 0) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||||
|
m_texture_manager.get_texture_array());
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_discard_vbo);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)0);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, s));
|
||||||
|
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, layer));
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0,
|
||||||
|
snapshot.normal_discard_vertices_count);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// copy depth buffer
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
|
||||||
|
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height,
|
||||||
|
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
|
||||||
|
|
||||||
|
// pass one accumulate
|
||||||
|
auto& accum_shader = get_shader("accum");
|
||||||
|
accum_shader.use();
|
||||||
|
GLint mv_loc = accum_shader.loc("mv_matrix");
|
||||||
|
GLint proj_loc = accum_shader.loc("proj_matrix");
|
||||||
|
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
|
||||||
|
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
|
||||||
|
glClearBufferfv(GL_COLOR, 0, glm::value_ptr(glm::vec4(0.0f)));
|
||||||
|
float one = 1.0f;
|
||||||
|
glClearBufferfv(GL_COLOR, 1, &one);
|
||||||
|
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glDepthMask(GL_FALSE);
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunci(0, GL_ONE, GL_ONE);
|
||||||
|
|
||||||
|
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
||||||
|
for (const auto& snapshot : m_render_snapshots) {
|
||||||
|
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
|
||||||
|
m_planes)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (snapshot.normal_blend_vertices_count != 0) {
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||||
|
m_texture_manager.get_texture_array());
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_blend_vbo);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)0);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, s));
|
||||||
|
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||||
|
(void*)offsetof(Vertex, layer));
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_blend_vertices_count);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
auto& composite_shader = get_shader("composite");
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
composite_shader.use();
|
||||||
|
glUniform1i(composite_shader.loc("u_accumTex"), 0);
|
||||||
|
glUniform1i(composite_shader.loc("u_revealTex"), 1);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
glBindVertexArray(m_vao[6]);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||||
|
(void*)0);
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
|
||||||
|
(void*)(2 * sizeof(float)));
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
DebugCollector::get().report(
|
||||||
|
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::render_dev_panel() {
|
void Renderer::render_dev_panel() {
|
||||||
|
|||||||
@@ -45,6 +45,21 @@ float smootherstep(float edge0, float edge1, float x) {
|
|||||||
return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
|
return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
|
||||||
|
const std::vector<glm::vec4>& planes) {
|
||||||
|
for (const auto& plane : planes) {
|
||||||
|
// distance
|
||||||
|
float d = glm::dot(glm::vec3(plane), center) + plane.w;
|
||||||
|
float r = half_extents.x * std::abs(plane.x) +
|
||||||
|
half_extents.y * std::abs(plane.y) +
|
||||||
|
half_extents.z * std::abs(plane.z);
|
||||||
|
if (d + r < 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Math
|
} // namespace Math
|
||||||
|
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
Reference in New Issue
Block a user