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:
zhenyan121
2026-06-11 12:21:19 +08:00
committed by GitHub
parent 2906106597
commit d0bc8d627f
29 changed files with 572 additions and 284 deletions

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@@ -123,6 +123,7 @@ add_executable(${PROJECT_NAME}
src/gameplay/river_worm.cpp src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp src/gameplay/river_path.cpp
src/block.cpp src/block.cpp
src/gameplay/vertex_data.cpp
) )
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")

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@@ -1,5 +1,7 @@
id = 0 id = 0
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = true
is_gas = true is_gas = true
is_liquid = false is_liquid = false
is_passable = true is_passable = true

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@@ -1,5 +1,7 @@
id = 2 id = 2
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 9 id = 9
is_blend = false
is_cross_plane = true is_cross_plane = true
is_discard = true
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = true is_passable = true

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@@ -1,5 +1,7 @@
id = 1 id = 1
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 6 id = 6
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = true
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 5 id = 5
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 4 id = 4
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 8 id = 8
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -1,5 +1,7 @@
id = 3 id = 3
is_blend = false
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = false is_liquid = false
is_passable = false is_passable = false

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@@ -5,3 +5,5 @@ is_gas = false
is_passable = false is_passable = false
is_cross_plane = false is_cross_plane = false
is_transparent = false is_transparent = false
is_discard = false
is_blend = false

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@@ -1,5 +1,7 @@
id = 7 id = 7
is_blend = true
is_cross_plane = false is_cross_plane = false
is_discard = false
is_gas = false is_gas = false
is_liquid = true is_liquid = true
is_passable = true is_passable = true

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@@ -0,0 +1,28 @@
#version 460
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
in vec2 tc;
flat in int tex_layer;
in float v_depth;
layout (binding = 0) uniform sampler2DArray samp;
float weight(float z, float a) {
float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
return a * clamp(intermediate, 1e-2, 3e2);
}
void main() {
vec4 color = texture(samp, vec3(tc, tex_layer));
float alpha = color.a;
if (alpha < 1e-4) discard;
float w = weight(v_depth, alpha);
accum = vec4(color.rgb * alpha * w, alpha * w);
reveal = alpha;
}

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@@ -0,0 +1,21 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
out float v_depth;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
gl_Position = proj_matrix * view_pos;
tc = texCoord;
tex_layer = int(layer);
v_depth = -view_pos.z;
}

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@@ -0,0 +1,19 @@
#version 460
uniform sampler2D u_accumTex;
uniform sampler2D u_revealTex;
in vec2 TexCoord;
out vec4 FragColor;
void main() {
vec4 a = texture(u_accumTex, TexCoord);
float r = texture(u_revealTex, TexCoord).r;
if (a.a < 1e-4) discard;
vec3 color = a.rgb / max(a.a, 1e-5);
float transmittance = r;
float opacity = 1.0 - transmittance;
FragColor = vec4(color * opacity, opacity);
}

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@@ -0,0 +1,11 @@
#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

View File

@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
void main(void) { void main(void) {
color = texture(samp, vec3(tc, tex_layer)); color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.1) { if (color.a < 0.8) {
discard; discard;
} }
//color = varyingColor; //color = varyingColor;

View File

@@ -47,11 +47,16 @@ struct BlockData {
bool is_passable = false; bool is_passable = false;
bool is_cross_plane = false; bool is_cross_plane = false;
bool is_transparent = false; bool is_transparent = false;
bool is_discard = false;
bool is_blend = false;
BlockData(BlockType b_id, std::string_view b_name, bool liquid, BlockData(BlockType b_id, std::string_view b_name, bool liquid,
bool passable, bool cross_plane, bool transparent, bool gas) bool passable, bool cross_plane, bool transparent, bool gas,
bool discard, bool blend)
: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas), : name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
is_passable(passable), is_cross_plane(cross_plane), is_passable(passable), is_cross_plane(cross_plane),
is_transparent(transparent) {} is_transparent(transparent), is_discard(discard), is_blend(blend) {}
}; };
class BlockManager { class BlockManager {
@@ -69,6 +74,10 @@ public:
static bool is_cross_plane(BlockType id); static bool is_cross_plane(BlockType id);
static bool is_transparent(BlockType id); static bool is_transparent(BlockType id);
static bool is_passable(BlockType id); static bool is_passable(BlockType id);
static bool is_discard(BlockType id);
static bool is_blend(BlockType id);
static BlockType cross_plane_index(BlockType id); static BlockType cross_plane_index(BlockType id);
private: private:

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@@ -4,7 +4,7 @@
#include "Cubed/gameplay/block.hpp" #include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_generator.hpp" #include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp" #include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/primitive_data.hpp" #include "Cubed/gameplay/vertex_data.hpp"
#include <atomic> #include <atomic>
#include <mutex> #include <mutex>
@@ -17,13 +17,10 @@ private:
static constexpr int SIZE_X = CHUNK_SIZE; static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y; static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE; static constexpr int SIZE_Z = CHUNK_SIZE;
static constexpr int VERTEX_DATA_SUM = 4;
std::atomic<bool> m_dirty{false}; std::atomic<bool> m_dirty{false};
std::atomic<bool> m_need_upload{true}; std::atomic<bool> m_need_upload{true};
std::atomic<bool> m_is_on_gen_vertex_data{false}; std::atomic<bool> m_is_on_gen_vertex_data{false};
std::atomic<size_t> m_normal_vertices_sum = 0;
std::atomic<size_t> m_cross_vertices_sum = 0;
std::atomic<size_t> m_transparent_vertices_sum = 0;
std::atomic<BiomeType> m_biome = BiomeType::PLAIN; std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
std::mutex m_vertexs_data_mutex; std::mutex m_vertexs_data_mutex;
@@ -34,12 +31,14 @@ private:
HeightMapArray m_heightmap; HeightMapArray m_heightmap;
// the index is a array of block id // the index is a array of block id
std::vector<BlockType> m_blocks; std::vector<BlockType> m_blocks;
GLuint m_normal_vbo = 0;
GLuint m_cross_plane_vbo = 0; /*
GLuint m_transparent_normal_vbo = 0; 0 - normal
std::vector<Vertex> m_normal_vertices; 1 - cross_plane
std::vector<Vertex> m_cross_plane_vertices; 2 - normal_discard
std::vector<Vertex> m_transparent_normal_vertices; 3 - transparent and blend
*/
std::vector<VertexData> m_vertex_data;
float frequency = 0.01f; float frequency = 0.01f;
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(
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,
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();

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@@ -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

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@@ -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

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@@ -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;

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@@ -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

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@@ -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(),

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@@ -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 {
Logger::warn("Id {} is transparent but not "
"discard or blend",
cur_id);
m_vertex_data[3].m_vertices.emplace_back(vex);
}
} else { } else {
m_normal_vertices.emplace_back(vex); 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(); if (!BlockManager::is_cross_plane(id)) {
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 i = 0; i < 6; i++) {
Vertex vex = {
CROSS_VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
CROSS_VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
CROSS_VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
CROSS_TEX_COORDS[face][i][0],
CROSS_TEX_COORDS[face][i][1],
static_cast<float>(BlockManager::cross_plane_index(id))
for (int x = 0; x < SIZE_X; x++) { };
for (int y = 0; y < SIZE_Y; y++) { m_vertex_data[1].m_vertices.emplace_back(vex);
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)) {
continue;
}
for (int face = 0; face < 2; face++) {
for (int i = 0; i < 6; i++) {
Vertex vex = {CROSS_VERTICES_POS[face][i][0] +
(float)world_x * 1.0f,
CROSS_VERTICES_POS[face][i][1] +
(float)world_y * 1.0f,
CROSS_VERTICES_POS[face][i][2] +
(float)world_z * 1.0f,
CROSS_TEX_COORDS[face][i][0],
CROSS_TEX_COORDS[face][i][1],
static_cast<float>(
BlockManager::cross_plane_index(id))
};
m_cross_plane_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

View 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

View File

@@ -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

View File

@@ -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() {

View File

@@ -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