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https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
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2 Commits
b1341d7da4
...
b8dcbb086d
| Author | SHA1 | Date | |
|---|---|---|---|
| b8dcbb086d | |||
| 29642d7da2 |
@@ -6,7 +6,7 @@
|
||||
#define GLFW_INCLUDE_NONE
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#include "Cubed/camera.hpp"
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#include "Cubed/dev_panel.hpp"
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#include "Cubed/renderer.hpp"
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/texture_manager.hpp"
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#include "Cubed/window.hpp"
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namespace Cubed {
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@@ -58,8 +58,8 @@ public:
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void rebuild_world();
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void push_delete_vbo(GLuint vbo);
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void push_delete_vao(GLuint vao);
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void push_delete_vbo(std::unique_ptr<VertexBuffer>& vbo);
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void push_delete_vao(std::unique_ptr<VertexArray>& vao);
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// void hot_reload();
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// void rebuild_world();
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@@ -134,8 +134,8 @@ private:
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tbb::concurrent_queue<std::unique_ptr<ClientChunk>> m_pending_upload_queue;
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tbb::concurrent_queue<ChunkPos> m_dirty_chunk_queue;
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tbb::concurrent_queue<PendingSound> m_pending_sound;
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std::vector<GLuint> m_pending_delete_vbo;
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std::vector<GLuint> m_pending_delete_vao;
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std::vector<std::unique_ptr<VertexBuffer>> m_pending_delete_vbo;
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std::vector<std::unique_ptr<VertexArray>> m_pending_delete_vao;
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std::deque<ChunkPos> m_dirty_queue;
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std::vector<const ChunkRenderSnapshot*> m_render_snapshots;
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@@ -1,15 +1,18 @@
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include <atomic>
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#include <glad/glad.h>
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#include <memory>
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#include <vector>
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namespace Cubed {
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class ClientWorld;
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struct VertexData {
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std::vector<Vertex3D> m_vertices;
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GLuint m_vbo = 0;
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GLuint m_vao = 0;
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std::unique_ptr<VertexBuffer> m_vbo;
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std::unique_ptr<VertexArray> m_vao;
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std::atomic<std::size_t> m_sum{0};
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ClientWorld& m_world;
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VertexData(ClientWorld& world);
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@@ -1,8 +1,10 @@
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#pragma once
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#include "Cubed/constants.hpp"
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#include "Cubed/player_renderer.hpp"
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/player_renderer.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include "Cubed/shader.hpp"
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#include "Cubed/ui/text.hpp"
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@@ -126,12 +128,14 @@ private:
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
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GLuint m_sky_vbo = 0;
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GLuint m_text_vbo = 0;
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GLuint m_outline_indices_vbo = 0;
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GLuint m_outline_vbo = 0;
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GLuint m_ui_vbo = 0;
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GLuint m_player_vbo = 0;
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std::unique_ptr<VertexBuffer> m_sky_vbo;
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std::unique_ptr<VertexBuffer> m_text_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_indices_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_vbo = 0;
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std::unique_ptr<VertexBuffer> m_ui_vbo = 0;
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std::unique_ptr<VertexBuffer> m_player_vbo = 0;
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std::unique_ptr<VertexBuffer> m_quad_vbo = 0;
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GLuint m_fbo = 0;
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GLuint m_screen_texture = 0;
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GLuint m_screen_depth_texture = 0;
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@@ -144,8 +148,6 @@ private:
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GLuint m_depth_map_fbo = 0;
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GLuint m_depth_map_texture = 0;
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GLuint m_quad_vbo = 0;
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glm::mat4 m_ui_proj;
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glm::mat4 m_ui_m_matrix;
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std::unordered_map<std::size_t, Shader> m_shaders;
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@@ -184,7 +186,7 @@ private:
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3 - ui vao
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4 - text vao
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*/
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std::vector<GLuint> m_vao;
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std::vector<VertexArray> m_vao;
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std::vector<Vertex2D> m_ui;
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void init_quad();
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90
include/Cubed/render/texture.hpp
Normal file
90
include/Cubed/render/texture.hpp
Normal file
@@ -0,0 +1,90 @@
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#pragma once
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#include <cstddef>
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#include <glad/glad.h>
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namespace Cubed {
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enum TextureType : GLenum {
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TEXTURE_2D = GL_TEXTURE_2D,
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TEXTURE_2D_ARRAY = GL_TEXTURE_2D_ARRAY
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};
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enum TexturePname : GLenum {
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MIN_FILTER = GL_TEXTURE_MIN_FILTER,
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MAG_FILTER = GL_TEXTURE_MAG_FILTER,
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WRAP_S = GL_TEXTURE_WRAP_S,
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WRAP_T = GL_TEXTURE_WRAP_T,
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WRAP_R = GL_TEXTURE_WRAP_R,
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BORDER_COLOR = GL_TEXTURE_BORDER_COLOR,
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COMPARE_MODE = GL_TEXTURE_COMPARE_MODE
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};
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enum TextureParam : GLenum {
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LINEAR = GL_LINEAR,
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NEAREST = GL_NEAREST,
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LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR,
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CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
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CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
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T_NONE = GL_NONE,
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REPEAT = GL_REPEAT
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};
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enum TextureFormat : GLenum {
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DEPTH_COMPONENT32F = GL_DEPTH_COMPONENT32F,
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DEPTH_COMPONENT = GL_DEPTH_COMPONENT,
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R16F = GL_R16F,
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RED = GL_RED,
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RGBA = GL_RGBA,
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RGBA8 = GL_RGBA8,
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};
|
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class Texture {
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public:
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explicit Texture(TextureType type);
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~Texture();
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Texture(const Texture&) = delete;
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Texture(Texture&&) noexcept;
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&&) noexcept;
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void bind() const;
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void bind(size_t unit) const;
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static void unbind();
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static void active(size_t id);
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GLuint id() const;
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void parameter(TexturePname pname, TextureParam param) const;
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void parameterfv(TexturePname pname, const float* param) const;
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void tex_image_2d(TextureFormat internalformat, TextureFormat format,
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GLenum type, const void* data, GLsizei width,
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GLsizei height, GLint level = 0, GLint border = 0) const;
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void tex_image_3d(TextureFormat internalformat, TextureFormat format,
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GLenum type, const void* data, GLsizei width,
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GLsizei height, GLsizei depth, GLint level = 0,
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GLint border = 0) const;
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void tex_sub_image_3d(TextureFormat format, GLenum type, const void* data,
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GLint xoffset, GLint yoffset, GLint zoffset,
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GLsizei width, GLsizei height, GLsizei depth = 1,
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GLint level = 0) const;
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void set_aniso(int aniso) const;
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void gen_mipmap() const;
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void set_linear() const;
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void set_nearest_and_minpmap() const;
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void set_nearest() const;
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void set_repeat(bool r = true, bool s = true, bool t = true) const;
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void set_clamp_to_border(bool r = true, bool s = true, bool t = true) const;
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void set_clamp_to_edge(bool r = true, bool s = true, bool t = true) const;
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|
||||
private:
|
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GLuint m_id = 0;
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const TextureType M_TYPE;
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GLenum get_gl_texture_type() const;
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};
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} // namespace Cubed
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26
include/Cubed/render/vertex_array.hpp
Normal file
26
include/Cubed/render/vertex_array.hpp
Normal file
@@ -0,0 +1,26 @@
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||||
#pragma once
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#include <glad/glad.h>
|
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namespace Cubed {
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class VertexArray {
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public:
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VertexArray();
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VertexArray(const VertexArray&) = delete;
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VertexArray(VertexArray&&) noexcept;
|
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VertexArray& operator=(const VertexArray&) = delete;
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VertexArray& operator=(VertexArray&&) noexcept;
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~VertexArray();
|
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void bind() const;
|
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|
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static void unbind();
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||||
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GLuint id() const;
|
||||
|
||||
void attribute(GLuint index, GLint size, GLenum type, GLsizei stride,
|
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const void* ptr, bool normalized = false) const;
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private:
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GLuint m_vao = 0;
|
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};
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} // namespace Cubed
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36
include/Cubed/render/vertex_buffer.hpp
Normal file
36
include/Cubed/render/vertex_buffer.hpp
Normal file
@@ -0,0 +1,36 @@
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#pragma once
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#include <glad/glad.h>
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namespace Cubed {
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enum class BufferType : GLenum {
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ARRAY_BUFFER = GL_ARRAY_BUFFER,
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ELEMENT_ARRAY_BUFFER = GL_ELEMENT_ARRAY_BUFFER
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};
|
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enum class BufferUsage : GLenum {
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STATIC_DRAW = GL_STATIC_DRAW,
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DYNAMIC_DRAW = GL_DYNAMIC_DRAW
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};
|
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class VertexBuffer {
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public:
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VertexBuffer(BufferType type = BufferType::ARRAY_BUFFER);
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VertexBuffer(const VertexBuffer&) = delete;
|
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VertexBuffer(VertexBuffer&&) noexcept;
|
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VertexBuffer& operator=(const VertexBuffer&) = delete;
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||||
VertexBuffer& operator=(VertexBuffer&&) noexcept;
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~VertexBuffer();
|
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|
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void bind() const;
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static void unbind();
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GLuint id() const;
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void buffer_data(const void* data, GLsizeiptr size,
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BufferUsage usage = BufferUsage::STATIC_DRAW) const;
|
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private:
|
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GLuint m_vbo = 0;
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BufferType m_type = BufferType::ARRAY_BUFFER;
|
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|
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GLenum get_buffer_target() const;
|
||||
};
|
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} // namespace Cubed
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@@ -1,7 +1,9 @@
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#pragma once
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/render/texture.hpp"
|
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|
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#include <glad/glad.h>
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#include <memory>
|
||||
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namespace Cubed {
|
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|
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@@ -9,19 +11,17 @@ class TextureManager {
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private:
|
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bool m_need_reload = false;
|
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bool m_init = false;
|
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GLuint m_block_status_array = 0;
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GLuint m_texture_array = 0;
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GLuint m_cross_plane_array = 0;
|
||||
GLuint m_ui_array = 0;
|
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GLuint m_normal_texture_array = 0;
|
||||
std::unique_ptr<Texture> m_block_status_array;
|
||||
std::unique_ptr<Texture> m_texture_array;
|
||||
std::unique_ptr<Texture> m_cross_plane_array;
|
||||
std::unique_ptr<Texture> m_ui_array;
|
||||
std::unique_ptr<Texture> m_normal_texture_array;
|
||||
std::unique_ptr<Texture> m_skin;
|
||||
std::vector<std::unique_ptr<Texture>> m_item_textures;
|
||||
GLfloat m_max_aniso = 0.0f;
|
||||
|
||||
GLuint m_skin = 0;
|
||||
|
||||
int m_aniso = 1;
|
||||
|
||||
std::vector<GLuint> m_item_textures;
|
||||
|
||||
void load_block_status(unsigned status_id);
|
||||
void load_block_texture(unsigned block_id);
|
||||
void load_block_item_texture(unsigned id);
|
||||
@@ -45,7 +45,7 @@ public:
|
||||
GLuint get_cross_plane_array() const;
|
||||
GLuint get_ui_array() const;
|
||||
GLuint get_pbr_texture() const;
|
||||
const std::vector<GLuint>& item_textures() const;
|
||||
const std::vector<std::unique_ptr<Texture>>& item_textures() const;
|
||||
GLuint get_skin() const;
|
||||
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
|
||||
void init_texture();
|
||||
|
||||
@@ -11,7 +11,7 @@ target_sources(${PROJECT_NAME}
|
||||
gameplay/tree.cpp
|
||||
input.cpp
|
||||
map_table.cpp
|
||||
renderer.cpp
|
||||
render/renderer.cpp
|
||||
shader.cpp
|
||||
texture_manager.cpp
|
||||
tools/cubed_random.cpp
|
||||
@@ -43,7 +43,7 @@ target_sources(${PROJECT_NAME}
|
||||
gameplay/client_player.cpp
|
||||
gameplay/session.cpp
|
||||
gameplay/network_client.cpp
|
||||
player_renderer.cpp
|
||||
render/player_renderer.cpp
|
||||
audio/audio_engine.cpp
|
||||
audio/audio_loader.cpp
|
||||
audio/audio_source.cpp
|
||||
@@ -54,4 +54,7 @@ target_sources(${PROJECT_NAME}
|
||||
audio/audio_filter.cpp
|
||||
audio/audio_effect.cpp
|
||||
audio/audio_effect_slot.cpp
|
||||
render/vertex_buffer.cpp
|
||||
render/vertex_array.cpp
|
||||
render/texture.cpp
|
||||
)
|
||||
@@ -651,13 +651,14 @@ void DevPanel::show_items_tab_item() {
|
||||
ImGui::Text("Place Block ");
|
||||
ImGui::SameLine();
|
||||
ImGui::Image(static_cast<ImTextureID>(static_cast<intptr_t>(
|
||||
textures[m_player->place_block()])),
|
||||
textures[m_player->place_block()]->id())),
|
||||
ImVec2{48, 48});
|
||||
for (size_t i = 1; i < textures.size(); i++) {
|
||||
if (ImGui::ImageButton(("##item" + std::to_string(i)).c_str(),
|
||||
static_cast<ImTextureID>(
|
||||
static_cast<intptr_t>(textures[i])),
|
||||
ImVec2{48, 48})) {
|
||||
if (ImGui::ImageButton(
|
||||
("##item" + std::to_string(i)).c_str(),
|
||||
static_cast<ImTextureID>(
|
||||
static_cast<intptr_t>(textures[i]->id())),
|
||||
ImVec2{48, 48})) {
|
||||
m_player->set_place_block(i);
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
|
||||
@@ -198,7 +198,12 @@ void ClientChunk::gen_vertex_data(
|
||||
m_is_on_gen_vertex_data = false;
|
||||
}
|
||||
|
||||
GLuint ClientChunk::get_normal_vao() const { return m_vertex_data[0].m_vao; }
|
||||
GLuint ClientChunk::get_normal_vao() const {
|
||||
if (!m_vertex_data[0].m_vao) {
|
||||
return 0;
|
||||
}
|
||||
return m_vertex_data[0].m_vao->id();
|
||||
}
|
||||
|
||||
size_t ClientChunk::get_normal_vertices_sum() const {
|
||||
if (m_vertex_data[0].m_sum == 0) {
|
||||
@@ -207,26 +212,43 @@ size_t ClientChunk::get_normal_vertices_sum() const {
|
||||
return m_vertex_data[0].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint ClientChunk::get_cross_vao() const { return m_vertex_data[1].m_vao; }
|
||||
GLuint ClientChunk::get_cross_vao() const {
|
||||
if (!m_vertex_data[1].m_vao) {
|
||||
return 0;
|
||||
}
|
||||
return m_vertex_data[1].m_vao->id();
|
||||
}
|
||||
size_t ClientChunk::get_cross_vertices_sum() const {
|
||||
return m_vertex_data[1].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint ClientChunk::get_normal_discard_vao() const {
|
||||
return m_vertex_data[2].m_vao;
|
||||
if (!m_vertex_data[2].m_vao) {
|
||||
return 0;
|
||||
}
|
||||
return m_vertex_data[2].m_vao->id();
|
||||
}
|
||||
size_t ClientChunk::get_normal_discard_vertices_sum() const {
|
||||
|
||||
return m_vertex_data[2].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint ClientChunk::get_normal_blend_vao() const {
|
||||
return m_vertex_data[3].m_vao;
|
||||
if (!m_vertex_data[3].m_vao) {
|
||||
return 0;
|
||||
}
|
||||
return m_vertex_data[3].m_vao->id();
|
||||
}
|
||||
size_t ClientChunk::get_normal_blend_vertices_sum() const {
|
||||
return m_vertex_data[3].m_sum.load();
|
||||
}
|
||||
|
||||
GLuint ClientChunk::get_water_vao() const { return m_vertex_data[4].m_vao; }
|
||||
GLuint ClientChunk::get_water_vao() const {
|
||||
if (!m_vertex_data[4].m_vao) {
|
||||
return 0;
|
||||
}
|
||||
return m_vertex_data[4].m_vao->id();
|
||||
}
|
||||
size_t ClientChunk::get_water_vertices_sum() const {
|
||||
return m_vertex_data[4].m_sum.load();
|
||||
}
|
||||
|
||||
@@ -32,16 +32,10 @@ ClientWorld::~ClientWorld() {
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
for (auto x : m_pending_delete_vbo) {
|
||||
glDeleteBuffers(1, &x);
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
{
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
for (auto x : m_pending_delete_vao) {
|
||||
glDeleteVertexArrays(1, &x);
|
||||
}
|
||||
m_pending_delete_vao.clear();
|
||||
}
|
||||
m_ticktimers.clear();
|
||||
@@ -267,13 +261,13 @@ void ClientWorld::set_block(const glm::ivec3& block_pos, unsigned id) {
|
||||
});
|
||||
}
|
||||
}
|
||||
void ClientWorld::push_delete_vbo(GLuint vbo) {
|
||||
void ClientWorld::push_delete_vbo(std::unique_ptr<VertexBuffer>& vbo) {
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
m_pending_delete_vbo.push_back(vbo);
|
||||
m_pending_delete_vbo.push_back(std::move(vbo));
|
||||
}
|
||||
void ClientWorld::push_delete_vao(GLuint vao) {
|
||||
void ClientWorld::push_delete_vao(std::unique_ptr<VertexArray>& vao) {
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
m_pending_delete_vao.push_back(vao);
|
||||
m_pending_delete_vao.push_back(std::move(vao));
|
||||
}
|
||||
|
||||
void ClientWorld::report_block_change(const glm::ivec3& pos,
|
||||
@@ -729,17 +723,11 @@ void ClientWorld::update(float delta_time) {
|
||||
m_player.update(delta_time);
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
for (auto x : m_pending_delete_vbo) {
|
||||
glDeleteBuffers(1, &x);
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_delete_vao_mutex);
|
||||
for (auto x : m_pending_delete_vao) {
|
||||
glDeleteVertexArrays(1, &x);
|
||||
}
|
||||
m_pending_delete_vao.clear();
|
||||
}
|
||||
|
||||
|
||||
@@ -5,64 +5,60 @@
|
||||
namespace Cubed {
|
||||
VertexData::VertexData(ClientWorld& world) : m_world(world) {}
|
||||
VertexData::~VertexData() {
|
||||
if (m_vbo != 0) {
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
}
|
||||
if (m_vao != 0) {
|
||||
m_world.push_delete_vao(m_vao);
|
||||
}
|
||||
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
|
||||
m_world.push_delete_vao(m_vao);
|
||||
}
|
||||
VertexData::VertexData(VertexData&& o) noexcept
|
||||
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo), m_vao(o.m_vao),
|
||||
m_sum(o.m_sum.load()), m_world(o.m_world) {
|
||||
o.m_vbo = 0;
|
||||
o.m_sum = 0;
|
||||
o.m_vao = 0;
|
||||
}
|
||||
: m_vertices(std::move(o.m_vertices)), m_vbo(std::move(o.m_vbo)),
|
||||
m_vao(std::move(o.m_vao)), m_sum(o.m_sum.exchange(0)),
|
||||
m_world(o.m_world) {}
|
||||
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;
|
||||
if (this == &o) {
|
||||
return *this;
|
||||
}
|
||||
|
||||
m_world.push_delete_vao(m_vao);
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
|
||||
m_vbo = std::move(o.m_vbo);
|
||||
m_vao = std::move(o.m_vao);
|
||||
|
||||
m_sum = o.m_sum.exchange(0);
|
||||
|
||||
m_vertices = std::move(o.m_vertices);
|
||||
m_vao = o.m_vao;
|
||||
o.m_vao = 0;
|
||||
|
||||
return *this;
|
||||
}
|
||||
void VertexData::upload() {
|
||||
if (m_vertices.size() == 0) {
|
||||
return;
|
||||
}
|
||||
if (m_vao == 0) {
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
if (!m_vao) {
|
||||
m_vao = std::make_unique<VertexArray>();
|
||||
}
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
if (!m_vbo) {
|
||||
m_vbo = std::make_unique<VertexBuffer>();
|
||||
}
|
||||
glBindVertexArray(m_vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex3D),
|
||||
m_vertices.data(), GL_DYNAMIC_DRAW);
|
||||
m_vao->bind();
|
||||
m_vbo->buffer_data(m_vertices.data(), m_vertices.size() * sizeof(Vertex3D),
|
||||
BufferUsage::DYNAMIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, layer));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, nx));
|
||||
glVertexAttribPointer(4, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, roughness));
|
||||
glVertexAttribPointer(5, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, tx));
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
m_vao->attribute(0, 3, GL_FLOAT, sizeof(Vertex3D), (void*)0);
|
||||
m_vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, s));
|
||||
m_vao->attribute(2, 1, GL_FLOAT, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, layer));
|
||||
m_vao->attribute(3, 3, GL_FLOAT, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, nx));
|
||||
m_vao->attribute(4, 1, GL_FLOAT, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, roughness));
|
||||
m_vao->attribute(5, 3, GL_FLOAT, sizeof(Vertex3D),
|
||||
(void*)offsetof(Vertex3D, tx));
|
||||
|
||||
VertexArray::unbind();
|
||||
VertexBuffer::unbind();
|
||||
|
||||
// Release memory
|
||||
m_vertices.clear();
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#include "Cubed/player_renderer.hpp"
|
||||
#include "Cubed/render/player_renderer.hpp"
|
||||
|
||||
#include "Cubed/camera.hpp"
|
||||
#include "Cubed/gameplay/client_world.hpp"
|
||||
#include "Cubed/primitive_data.hpp"
|
||||
#include "Cubed/renderer.hpp"
|
||||
#include "Cubed/render/renderer.hpp"
|
||||
#include "Cubed/texture_manager.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "Cubed/renderer.hpp"
|
||||
#include "Cubed/render/renderer.hpp"
|
||||
|
||||
#include "Cubed/camera.hpp"
|
||||
#include "Cubed/config.hpp"
|
||||
@@ -30,14 +30,14 @@ Renderer::Renderer(const Camera& camera, ClientWorld& world,
|
||||
Renderer::~Renderer() {
|
||||
if (m_init) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &m_outline_vbo);
|
||||
glDeleteBuffers(1, &m_outline_indices_vbo);
|
||||
glDeleteBuffers(1, &m_sky_vbo);
|
||||
glDeleteBuffers(1, &m_ui_vbo);
|
||||
glDeleteBuffers(1, &m_text_vbo);
|
||||
glDeleteBuffers(1, &m_player_vbo);
|
||||
m_outline_vbo.reset();
|
||||
m_outline_indices_vbo.reset();
|
||||
m_sky_vbo.reset();
|
||||
m_ui_vbo.reset();
|
||||
m_text_vbo.reset();
|
||||
m_player_vbo.reset();
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(NUM_VAO, m_vao.data());
|
||||
m_vao.clear();
|
||||
glDeleteFramebuffers(1, &m_fbo);
|
||||
glDeleteTextures(1, &m_screen_texture);
|
||||
glDeleteTextures(1, &m_screen_depth_texture);
|
||||
@@ -133,52 +133,43 @@ void Renderer::init(bool debug_on) {
|
||||
#endif
|
||||
|
||||
m_vao.resize(NUM_VAO);
|
||||
glGenVertexArrays(NUM_VAO, m_vao.data());
|
||||
glBindVertexArray(0);
|
||||
VertexArray::unbind();
|
||||
|
||||
glBindVertexArray(m_vao[2]);
|
||||
glGenBuffers(1, &m_outline_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glGenBuffers(1, &m_outline_indices_vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES),
|
||||
OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
|
||||
m_outline_vbo = std::make_unique<VertexBuffer>();
|
||||
m_outline_indices_vbo =
|
||||
std::make_unique<VertexBuffer>(BufferType::ELEMENT_ARRAY_BUFFER);
|
||||
m_player_vbo = std::make_unique<VertexBuffer>();
|
||||
m_quad_vbo = std::make_unique<VertexBuffer>();
|
||||
m_sky_vbo = std::make_unique<VertexBuffer>();
|
||||
m_text_vbo = std::make_unique<VertexBuffer>();
|
||||
m_ui_vbo = std::make_unique<VertexBuffer>();
|
||||
|
||||
glBindVertexArray(m_vao[1]);
|
||||
glGenBuffers(1, &m_sky_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS,
|
||||
GL_STATIC_DRAW);
|
||||
m_vao[2].bind();
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
m_outline_vbo->buffer_data(CUBE_VER, sizeof(CUBE_VER));
|
||||
m_vao[2].attribute(0, 3, GL_FLOAT, 0, 0);
|
||||
m_outline_indices_vbo->buffer_data(OUTLINE_CUBE_INDICES,
|
||||
sizeof(OUTLINE_CUBE_INDICES));
|
||||
|
||||
glBindVertexArray(m_vao[3]);
|
||||
glGenBuffers(1, &m_ui_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
|
||||
m_vao[1].bind();
|
||||
m_sky_vbo->buffer_data(VERTICES_POS, sizeof(VERTICES_POS));
|
||||
|
||||
m_vao[1].attribute(0, 3, GL_FLOAT, 0, 0);
|
||||
|
||||
m_vao[3].bind();
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex2D vex{SQUARE_VERTICES[i][0], SQUARE_VERTICES[i][1],
|
||||
SQUARE_TEXTURE_POS[i][0], SQUARE_TEXTURE_POS[i][1], 0};
|
||||
m_ui.emplace_back(vex);
|
||||
}
|
||||
m_ui_vbo->buffer_data(m_ui.data(), m_ui.size() * sizeof(Vertex2D));
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(),
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
m_vao[3].attribute(0, 3, GL_FLOAT, sizeof(Vertex2D), (void*)0);
|
||||
m_vao[3].attribute(1, 2, GL_FLOAT, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
m_vao[3].attribute(2, 1, GL_FLOAT, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
|
||||
init_quad();
|
||||
init_text();
|
||||
@@ -186,8 +177,8 @@ void Renderer::init(bool debug_on) {
|
||||
|
||||
m_player_renderer.init();
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
VertexArray::unbind();
|
||||
VertexBuffer::unbind();
|
||||
m_init = true;
|
||||
}
|
||||
|
||||
@@ -198,28 +189,24 @@ const Shader& Renderer::get_shader(const std::string& name) const {
|
||||
}
|
||||
|
||||
void Renderer::init_quad() {
|
||||
glBindVertexArray(m_vao[0]);
|
||||
glGenBuffers(1, &m_quad_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD_VERTICES), QUAD_VERTICES,
|
||||
GL_STATIC_DRAW);
|
||||
m_vao[0].bind();
|
||||
m_quad_vbo->buffer_data(QUAD_VERTICES, sizeof(QUAD_VERTICES));
|
||||
|
||||
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)));
|
||||
m_vao[0].attribute(0, 2, GL_FLOAT, 4 * sizeof(float), (void*)0);
|
||||
|
||||
m_vao[0].attribute(1, 2, GL_FLOAT, 4 * sizeof(float),
|
||||
(void*)(2 * sizeof(float)));
|
||||
}
|
||||
|
||||
void Renderer::init_text() {
|
||||
glBindVertexArray(m_vao[4]);
|
||||
glGenBuffers(1, &m_text_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
||||
m_vao[4].bind();
|
||||
m_text_vbo->buffer_data(NULL, sizeof(float) * 6 * 4,
|
||||
BufferUsage::DYNAMIC_DRAW);
|
||||
|
||||
const auto& shader = get_shader("text");
|
||||
|
||||
Text::set_loc(shader);
|
||||
|
||||
DebugCollector::get().init_text();
|
||||
}
|
||||
|
||||
@@ -291,7 +278,7 @@ void Renderer::render_outline() {
|
||||
shader.set_loc("mv_matrix", m_mv_mat);
|
||||
shader.set_loc("proj_matrix", m_p_mat);
|
||||
|
||||
glBindVertexArray(m_vao[2]);
|
||||
m_vao[2].bind();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
@@ -364,7 +351,7 @@ void Renderer::render_sky() {
|
||||
sky_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix);
|
||||
sky_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low);
|
||||
sky_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high);
|
||||
glBindVertexArray(m_vao[1]);
|
||||
m_vao[1].bind();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
@@ -376,7 +363,7 @@ void Renderer::render_sky() {
|
||||
billboard.use();
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
m_vao[0].bind();
|
||||
// draw sun
|
||||
glm::vec3 sun_pos = m_camera.get_camera_pos() +
|
||||
normalize(-m_world.sunlight_dir()) * (FAR_PLANE * 0.9f);
|
||||
@@ -408,7 +395,7 @@ void Renderer::render_sky() {
|
||||
|
||||
void Renderer::render_text() {
|
||||
|
||||
glBindVertexArray(m_vao[4]);
|
||||
m_vao[4].bind();
|
||||
|
||||
const auto& shader = get_shader("text");
|
||||
|
||||
@@ -440,7 +427,7 @@ void Renderer::render_ui() {
|
||||
shader.set_loc("m_matrix", m_ui_m_matrix);
|
||||
shader.set_loc("proj_matrix", m_ui_proj);
|
||||
|
||||
glBindVertexArray(m_vao[3]);
|
||||
m_vao[3].bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
|
||||
@@ -455,7 +442,7 @@ void Renderer::render_underwater() {
|
||||
const auto& shader = get_shader("under_water");
|
||||
shader.use();
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
m_vao[0].bind();
|
||||
|
||||
shader.set_loc("u_sceneTexture", 0);
|
||||
shader.set_loc("u_time", static_cast<float>(glfwGetTime()));
|
||||
@@ -951,7 +938,7 @@ void Renderer::render_world() {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glBindVertexArray(m_vao[0]);
|
||||
m_vao[0].bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||
@@ -984,8 +971,8 @@ void Renderer::render_player() {
|
||||
shader.set_loc("minRadius", m_min_radius);
|
||||
shader.set_loc("maxRadius", m_max_radius);
|
||||
shader.set_loc("samples", m_samples);
|
||||
shader.set_loc("renderDistance", m_world.rendering_distance());
|
||||
shader.set_loc("skyColor", m_sky_uniform.sky_top);
|
||||
// shader.set_loc("renderDistance", m_world.rendering_distance());
|
||||
// shader.set_loc("skyColor", m_sky_uniform.sky_top);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
|
||||
147
src/render/texture.cpp
Normal file
147
src/render/texture.cpp
Normal file
@@ -0,0 +1,147 @@
|
||||
#include "Cubed/render/texture.hpp"
|
||||
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
namespace Cubed {
|
||||
Texture::Texture(TextureType type) : M_TYPE(type) { glGenTextures(1, &m_id); }
|
||||
Texture::~Texture() {
|
||||
if (m_id) {
|
||||
glDeleteTextures(1, &m_id);
|
||||
}
|
||||
}
|
||||
Texture::Texture(Texture&& o) noexcept
|
||||
: m_id(std::exchange(o.m_id, 0)), M_TYPE(o.M_TYPE) {}
|
||||
|
||||
Texture& Texture::operator=(Texture&& o) noexcept {
|
||||
if (this == &o) {
|
||||
return *this;
|
||||
}
|
||||
if (M_TYPE != o.M_TYPE) {
|
||||
ASSERT_MSG(false, "Texture Type is not same");
|
||||
}
|
||||
if (m_id) {
|
||||
glDeleteTextures(1, &m_id);
|
||||
}
|
||||
|
||||
m_id = std::exchange(o.m_id, 0);
|
||||
return *this;
|
||||
}
|
||||
void Texture::bind() const { glBindTexture(get_gl_texture_type(), m_id); }
|
||||
|
||||
void Texture::bind(size_t unit) const {
|
||||
active(unit);
|
||||
bind();
|
||||
}
|
||||
|
||||
GLuint Texture::id() const { return m_id; }
|
||||
|
||||
void Texture::parameter(TexturePname pname, TextureParam param) const {
|
||||
bind();
|
||||
glTexParameteri(get_gl_texture_type(), std::to_underlying(pname),
|
||||
std::to_underlying(param));
|
||||
}
|
||||
void Texture::parameterfv(TexturePname pname, const float* param) const {
|
||||
bind();
|
||||
glTexParameterfv(get_gl_texture_type(), std::to_underlying(pname), param);
|
||||
}
|
||||
void Texture::tex_image_2d(TextureFormat internalformat, TextureFormat format,
|
||||
GLenum type, const void* data, GLsizei width,
|
||||
GLsizei height, GLint level, GLint border) const {
|
||||
bind();
|
||||
glTexImage2D(get_gl_texture_type(), level,
|
||||
std::to_underlying(internalformat), width, height, border,
|
||||
std::to_underlying(format), type, data);
|
||||
}
|
||||
|
||||
void Texture::tex_image_3d(TextureFormat internalformat, TextureFormat format,
|
||||
GLenum type, const void* data, GLsizei width,
|
||||
GLsizei height, GLsizei depth, GLint level,
|
||||
GLint border) const {
|
||||
bind();
|
||||
glTexImage3D(get_gl_texture_type(), level,
|
||||
std::to_underlying(internalformat), width, height, depth,
|
||||
border, std::to_underlying(format), type, data);
|
||||
}
|
||||
void Texture::tex_sub_image_3d(TextureFormat format, GLenum type,
|
||||
const void* data, GLint xoffset, GLint yoffset,
|
||||
GLint zoffset, GLsizei width, GLsizei height,
|
||||
GLsizei depth, GLint level) const {
|
||||
bind();
|
||||
glTexSubImage3D(get_gl_texture_type(), level, xoffset, yoffset, zoffset,
|
||||
width, height, depth, std::to_underlying(format), type,
|
||||
data);
|
||||
}
|
||||
void Texture::set_aniso(int aniso) const {
|
||||
if (aniso >= 1) {
|
||||
bind();
|
||||
glTexParameterf(get_gl_texture_type(), GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(aniso));
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::gen_mipmap() const {
|
||||
bind();
|
||||
glGenerateMipmap(get_gl_texture_type());
|
||||
}
|
||||
|
||||
void Texture::set_linear() const {
|
||||
parameter(TexturePname::MIN_FILTER, TextureParam::LINEAR);
|
||||
parameter(TexturePname::MAG_FILTER, TextureParam::LINEAR);
|
||||
}
|
||||
void Texture::set_nearest_and_minpmap() const {
|
||||
parameter(TexturePname::MAG_FILTER, TextureParam::NEAREST);
|
||||
parameter(TexturePname::MIN_FILTER, TextureParam::LINEAR_MIPMAP_LINEAR);
|
||||
gen_mipmap();
|
||||
}
|
||||
void Texture::set_nearest() const {
|
||||
parameter(TexturePname::MAG_FILTER, TextureParam::NEAREST);
|
||||
parameter(TexturePname::MIN_FILTER, TextureParam::NEAREST);
|
||||
}
|
||||
void Texture::set_repeat(bool r, bool s, bool t) const {
|
||||
if (r) {
|
||||
parameter(TexturePname::WRAP_R, TextureParam::REPEAT);
|
||||
}
|
||||
if (s) {
|
||||
parameter(TexturePname::WRAP_S, TextureParam::REPEAT);
|
||||
}
|
||||
if (t) {
|
||||
parameter(TexturePname::WRAP_T, TextureParam::REPEAT);
|
||||
}
|
||||
}
|
||||
void Texture::set_clamp_to_border(bool r, bool s, bool t) const {
|
||||
if (r) {
|
||||
parameter(TexturePname::WRAP_R, TextureParam::CLAMP_TO_BORDER);
|
||||
}
|
||||
if (s) {
|
||||
parameter(TexturePname::WRAP_S, TextureParam::CLAMP_TO_BORDER);
|
||||
}
|
||||
if (t) {
|
||||
parameter(TexturePname::WRAP_T, TextureParam::CLAMP_TO_BORDER);
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::set_clamp_to_edge(bool r, bool s, bool t) const {
|
||||
if (r) {
|
||||
parameter(TexturePname::WRAP_R, TextureParam::CLAMP_TO_EDGE);
|
||||
}
|
||||
if (s) {
|
||||
parameter(TexturePname::WRAP_S, TextureParam::CLAMP_TO_EDGE);
|
||||
}
|
||||
if (t) {
|
||||
parameter(TexturePname::WRAP_T, TextureParam::CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::unbind() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
}
|
||||
void Texture::active(size_t id) { glActiveTexture(GL_TEXTURE0 + id); }
|
||||
|
||||
GLenum Texture::get_gl_texture_type() const {
|
||||
return std::to_underlying(M_TYPE);
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
39
src/render/vertex_array.cpp
Normal file
39
src/render/vertex_array.cpp
Normal file
@@ -0,0 +1,39 @@
|
||||
#include "Cubed/render/vertex_array.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
namespace Cubed {
|
||||
VertexArray::VertexArray() { glGenVertexArrays(1, &m_vao); }
|
||||
VertexArray::~VertexArray() {
|
||||
if (m_vao) {
|
||||
glDeleteVertexArrays(1, &m_vao);
|
||||
}
|
||||
}
|
||||
VertexArray::VertexArray(VertexArray&& o) noexcept
|
||||
: m_vao(std::exchange(o.m_vao, 0)) {}
|
||||
|
||||
VertexArray& VertexArray::operator=(VertexArray&& o) noexcept {
|
||||
if (this != &o) {
|
||||
if (m_vao) {
|
||||
glDeleteVertexArrays(1, &m_vao);
|
||||
}
|
||||
m_vao = std::exchange(o.m_vao, 0);
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
void VertexArray::bind() const { glBindVertexArray(m_vao); }
|
||||
void VertexArray::unbind() { glBindVertexArray(0); }
|
||||
|
||||
GLuint VertexArray::id() const { return m_vao; }
|
||||
|
||||
void VertexArray::attribute(GLuint index, GLint size, GLenum type,
|
||||
GLsizei stride, const void* ptr,
|
||||
bool normalized) const {
|
||||
bind();
|
||||
glVertexAttribPointer(index, size, type, normalized ? GL_TRUE : GL_FALSE,
|
||||
stride, ptr);
|
||||
glEnableVertexAttribArray(index);
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
52
src/render/vertex_buffer.cpp
Normal file
52
src/render/vertex_buffer.cpp
Normal file
@@ -0,0 +1,52 @@
|
||||
#include "Cubed/render/vertex_buffer.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
namespace Cubed {
|
||||
VertexBuffer::VertexBuffer(BufferType type) : m_type(type) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
}
|
||||
VertexBuffer::~VertexBuffer() {
|
||||
if (m_vbo) {
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
}
|
||||
}
|
||||
|
||||
VertexBuffer::VertexBuffer(VertexBuffer&& o) noexcept
|
||||
: m_vbo(std::exchange(o.m_vbo, 0)), m_type(o.m_type) {}
|
||||
|
||||
VertexBuffer& VertexBuffer::operator=(VertexBuffer&& o) noexcept {
|
||||
if (this != &o) {
|
||||
if (m_vbo) {
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
}
|
||||
m_vbo = std::exchange(o.m_vbo, 0);
|
||||
m_type = o.m_type;
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void VertexBuffer::bind() const { glBindBuffer(get_buffer_target(), m_vbo); }
|
||||
|
||||
void VertexBuffer::unbind() {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
GLuint VertexBuffer::id() const { return m_vbo; }
|
||||
|
||||
GLenum VertexBuffer::get_buffer_target() const {
|
||||
return std::to_underlying(m_type);
|
||||
}
|
||||
|
||||
void VertexBuffer::buffer_data(const void* data, GLsizeiptr size,
|
||||
BufferUsage usage) const {
|
||||
bind();
|
||||
|
||||
GLenum target = get_buffer_target();
|
||||
|
||||
glBufferData(target, size, data, std::to_underlying(usage));
|
||||
}
|
||||
|
||||
} // namespace Cubed
|
||||
@@ -38,49 +38,56 @@ TextureManager::~TextureManager() { delet_texture(); }
|
||||
|
||||
void TextureManager::delet_texture() {
|
||||
if (m_init) {
|
||||
glDeleteTextures(1, &m_texture_array);
|
||||
glDeleteTextures(1, &m_block_status_array);
|
||||
glDeleteTextures(1, &m_cross_plane_array);
|
||||
glDeleteTextures(1, &m_normal_texture_array);
|
||||
m_texture_array.reset();
|
||||
m_block_status_array.reset();
|
||||
m_cross_plane_array.reset();
|
||||
m_normal_texture_array.reset();
|
||||
for (auto& id : m_item_textures) {
|
||||
glDeleteTextures(1, &id);
|
||||
id.reset();
|
||||
}
|
||||
glDeleteTextures(1, &m_skin);
|
||||
m_skin.reset();
|
||||
Logger::info("Successfully delete all texture");
|
||||
}
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_block_status_array() const {
|
||||
return m_block_status_array;
|
||||
return m_block_status_array->id();
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_texture_array() const { return m_texture_array; }
|
||||
GLuint TextureManager::get_texture_array() const {
|
||||
return m_texture_array->id();
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_cross_plane_array() const {
|
||||
return m_cross_plane_array;
|
||||
return m_cross_plane_array->id();
|
||||
}
|
||||
GLuint TextureManager::get_ui_array() const { return m_ui_array; }
|
||||
GLuint TextureManager::get_ui_array() const { return m_ui_array->id(); }
|
||||
|
||||
GLuint TextureManager::get_pbr_texture() const {
|
||||
return m_normal_texture_array;
|
||||
return m_normal_texture_array->id();
|
||||
}
|
||||
|
||||
const std::vector<GLuint>& TextureManager::item_textures() const {
|
||||
const std::vector<std::unique_ptr<Texture>>&
|
||||
TextureManager::item_textures() const {
|
||||
return m_item_textures;
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_skin() const { return m_skin; }
|
||||
GLuint TextureManager::get_skin() const { return m_skin->id(); }
|
||||
|
||||
void TextureManager::load_block_status(unsigned id) {
|
||||
|
||||
ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
|
||||
|
||||
std::string path = "texture/status/" + std::to_string(id) + ".png";
|
||||
|
||||
unsigned char* image_data = nullptr;
|
||||
|
||||
image_data = (Tools::load_image_data(path));
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, BLOCK_STATUS_SIZE,
|
||||
BLOCK_STATUS_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data);
|
||||
|
||||
m_block_status_array->tex_sub_image_3d(
|
||||
TextureFormat::RGBA, GL_UNSIGNED_BYTE, image_data, 0, 0, id,
|
||||
BLOCK_STATUS_SIZE, BLOCK_STATUS_SIZE);
|
||||
|
||||
Tools::delete_image_data(image_data);
|
||||
}
|
||||
|
||||
@@ -107,12 +114,11 @@ void TextureManager::load_block_texture(unsigned id) {
|
||||
image_data[4] = (Tools::load_image_data(block_texture_path + "/top.png"));
|
||||
image_data[5] = (Tools::load_image_data(block_texture_path + "/base.png"));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
|
||||
Tools::check_opengl_error();
|
||||
for (int i = 0; i < 6; i++) {
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id * 6 + i, BLOCK_SIZE,
|
||||
BLOCK_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data[i]);
|
||||
m_texture_array->tex_sub_image_3d(TextureFormat::RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data[i], 0, 0, id * 6 + i,
|
||||
BLOCK_SIZE, BLOCK_SIZE);
|
||||
Tools::check_opengl_error();
|
||||
Tools::delete_image_data(image_data[i]);
|
||||
}
|
||||
@@ -126,21 +132,16 @@ void TextureManager::load_block_item_texture(unsigned id) {
|
||||
std::string path = "texture/item/block/" + name + ".png";
|
||||
unsigned char* data = nullptr;
|
||||
data = Tools::load_image_data(path);
|
||||
GLuint texture;
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, BLOCK_ITEM_SIZE, BLOCK_ITEM_SIZE,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
std::unique_ptr<Texture> texture =
|
||||
std::make_unique<Texture>(TextureType::TEXTURE_2D);
|
||||
texture->tex_image_2d(TextureFormat::RGBA8, TextureFormat::RGBA,
|
||||
GL_UNSIGNED_BYTE, data, BLOCK_ITEM_SIZE,
|
||||
BLOCK_ITEM_SIZE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_item_textures.push_back(texture);
|
||||
texture->set_nearest();
|
||||
texture->set_clamp_to_border();
|
||||
|
||||
m_item_textures.push_back(std::move(texture));
|
||||
Tools::delete_image_data(data);
|
||||
}
|
||||
|
||||
@@ -148,10 +149,10 @@ void TextureManager::load_cross_plane_texture(unsigned id) {
|
||||
std::string path =
|
||||
"texture/block/" + BlockManager::name_form_id(id) + "/cross.png";
|
||||
unsigned char* image_data = Tools::load_image_data(path);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_cross_plane_array);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0,
|
||||
BlockManager::cross_plane_index(id), CROSS_PLANE_SIZE,
|
||||
CROSS_PLANE_SIZE, 1, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
|
||||
m_cross_plane_array->tex_sub_image_3d(TextureFormat::RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data, 0, 0,
|
||||
BlockManager::cross_plane_index(id),
|
||||
CROSS_PLANE_SIZE, CROSS_PLANE_SIZE);
|
||||
Tools::delete_image_data(image_data);
|
||||
}
|
||||
|
||||
@@ -161,9 +162,8 @@ void TextureManager::load_ui_texture(unsigned id) {
|
||||
std::string path = "texture/ui/" + std::to_string(id) + ".png";
|
||||
unsigned char* image_data = nullptr;
|
||||
image_data = (Tools::load_image_data(path));
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id, UI_SIZE, UI_SIZE, 1,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, image_data);
|
||||
m_ui_array->tex_sub_image_3d(TextureFormat::RGBA, GL_UNSIGNED_BYTE,
|
||||
image_data, 0, 0, id, UI_SIZE, UI_SIZE);
|
||||
Tools::delete_image_data(image_data);
|
||||
}
|
||||
|
||||
@@ -189,7 +189,6 @@ void TextureManager::load_pbr_texture(unsigned id) {
|
||||
image_data[4] = (Tools::load_image_data(path + "/top_n.png", false));
|
||||
image_data[5] = (Tools::load_image_data(path + "/base_n.png", false));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_normal_texture_array);
|
||||
for (int i = 0; i < 6; i++) {
|
||||
unsigned char* data = image_data[i];
|
||||
bool is_fallback = false;
|
||||
@@ -197,9 +196,10 @@ void TextureManager::load_pbr_texture(unsigned id) {
|
||||
is_fallback = true;
|
||||
data = generate_flat_normal_map();
|
||||
}
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, id * 6 + i,
|
||||
BLOCK_NORMAL_SIZE, BLOCK_NORMAL_SIZE, 1, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
m_normal_texture_array->tex_sub_image_3d(
|
||||
TextureFormat::RGBA, GL_UNSIGNED_BYTE, data, 0, 0, id * 6 + i,
|
||||
BLOCK_NORMAL_SIZE, BLOCK_NORMAL_SIZE);
|
||||
|
||||
if (is_fallback) {
|
||||
delete[] data;
|
||||
} else {
|
||||
@@ -209,125 +209,78 @@ void TextureManager::load_pbr_texture(unsigned id) {
|
||||
}
|
||||
|
||||
void TextureManager::init_block() {
|
||||
m_texture_array = std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_texture_array->tex_image_3d(TextureFormat::RGBA, TextureFormat::RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr, BLOCK_SIZE,
|
||||
BLOCK_SIZE, BlockManager::sums() * 6);
|
||||
|
||||
glGenTextures(1, &m_texture_array);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE,
|
||||
BlockManager::sums() * 6, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
nullptr);
|
||||
m_cross_plane_array =
|
||||
std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_cross_plane_array->tex_image_3d(
|
||||
TextureFormat::RGBA, TextureFormat::RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
CROSS_PLANE_SIZE, CROSS_PLANE_SIZE, BlockManager::cross_plane_sum());
|
||||
|
||||
glGenTextures(1, &m_cross_plane_array);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_cross_plane_array);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, CROSS_PLANE_SIZE,
|
||||
CROSS_PLANE_SIZE, BlockManager::cross_plane_sum(), 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr);
|
||||
glGenTextures(1, &m_normal_texture_array);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_normal_texture_array);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, BLOCK_NORMAL_SIZE,
|
||||
BLOCK_NORMAL_SIZE, BlockManager::sums() * 6, 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr);
|
||||
m_normal_texture_array =
|
||||
std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_normal_texture_array->tex_image_3d(
|
||||
TextureFormat::RGBA8, TextureFormat::RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
BLOCK_NORMAL_SIZE, BLOCK_NORMAL_SIZE, BlockManager::sums() * 6);
|
||||
for (unsigned i = 0; i < BlockManager::sums(); i++) {
|
||||
load_block_texture(i);
|
||||
load_block_item_texture(i);
|
||||
load_pbr_texture(i);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_texture_array->set_nearest_and_minpmap();
|
||||
m_texture_array->set_repeat(false, true, true);
|
||||
m_texture_array->set_aniso(m_aniso);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_cross_plane_array);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_cross_plane_array->set_nearest_and_minpmap();
|
||||
m_texture_array->set_repeat(false, true, true);
|
||||
m_cross_plane_array->set_clamp_to_edge(m_aniso);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_normal_texture_array);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_normal_texture_array->set_nearest_and_minpmap();
|
||||
m_normal_texture_array->set_repeat(false, true, true);
|
||||
m_normal_texture_array->set_aniso(m_aniso);
|
||||
|
||||
Logger::info("Block Texture Load Success");
|
||||
}
|
||||
void TextureManager::init_ui() {
|
||||
glGenTextures(1, &m_ui_array);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, UI_SIZE, UI_SIZE, MAX_UI_NUM,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
m_ui_array = std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_ui_array->tex_image_3d(TextureFormat::RGBA, TextureFormat::RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr, UI_SIZE, UI_SIZE,
|
||||
MAX_UI_NUM);
|
||||
for (int i = 0; i < MAX_UI_NUM; i++) {
|
||||
load_ui_texture(i);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
m_ui_array->set_nearest();
|
||||
}
|
||||
|
||||
void TextureManager::init_skin() {
|
||||
|
||||
glGenTextures(1, &m_skin);
|
||||
glBindTexture(GL_TEXTURE_2D, m_skin);
|
||||
m_skin = std::make_unique<Texture>(TextureType::TEXTURE_2D);
|
||||
std::string path = "texture/skin/player001.png";
|
||||
unsigned char* image_data = nullptr;
|
||||
image_data = (Tools::load_image_data(path));
|
||||
glBindTexture(GL_TEXTURE_2D, m_skin);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SKIN_SIZE, SKIN_SIZE, 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, image_data);
|
||||
m_skin->tex_image_2d(TextureFormat::RGBA, TextureFormat::RGBA,
|
||||
GL_UNSIGNED_BYTE, image_data, SKIN_SIZE, SKIN_SIZE);
|
||||
Tools::delete_image_data(image_data);
|
||||
glBindTexture(GL_TEXTURE_2D, m_skin);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_skin->set_nearest_and_minpmap();
|
||||
m_skin->set_aniso(m_aniso);
|
||||
}
|
||||
|
||||
void TextureManager::init_block_status() {
|
||||
glGenTextures(1, &m_block_status_array);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, BLOCK_STATUS_SIZE,
|
||||
BLOCK_STATUS_SIZE, MAX_BLOCK_STATUS, 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, nullptr);
|
||||
m_block_status_array =
|
||||
std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_block_status_array->tex_image_3d(
|
||||
TextureFormat::RGBA, TextureFormat::RGBA, GL_UNSIGNED_BYTE, nullptr,
|
||||
BLOCK_STATUS_SIZE, BLOCK_STATUS_SIZE, MAX_BLOCK_STATUS);
|
||||
for (int i = 0; i < MAX_BLOCK_STATUS; i++) {
|
||||
load_block_status(i);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_block_status_array);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_LINEAR);
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
if (m_aniso >= 1) {
|
||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY,
|
||||
static_cast<GLfloat>(m_aniso));
|
||||
}
|
||||
m_block_status_array->set_nearest_and_minpmap();
|
||||
m_block_status_array->set_aniso(m_aniso);
|
||||
}
|
||||
void TextureManager::init_texture() {
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &m_max_aniso);
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Cubed/window.hpp"
|
||||
|
||||
#include "Cubed/config.hpp"
|
||||
#include "Cubed/renderer.hpp"
|
||||
#include "Cubed/render/renderer.hpp"
|
||||
#include "Cubed/tools/cubed_assert.hpp"
|
||||
#include "Cubed/tools/font.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
|
||||
Reference in New Issue
Block a user