[Chunk|ChunkBuilder] Small improvements.

This commit is contained in:
Quentin Bazin 2018-06-20 03:45:30 +02:00
parent 91c2e33ae3
commit 5f38eaaeb0
5 changed files with 116 additions and 113 deletions

View File

@ -22,7 +22,7 @@ class Block {
public:
Block(u32 id);
glm::vec4 getTexCoords(int face);
glm::vec4 getTexCoords(int face) const;
u32 id() const { return m_id; }
void setId(u32 id) { m_id = id; }

View File

@ -14,14 +14,23 @@
#ifndef CHUNKBUILDER_HPP_
#define CHUNKBUILDER_HPP_
#include <utility>
#include <vector>
#include "Types.hpp"
#include "Vertex.hpp"
class Block;
class Chunk;
class VertexBuffer;
class ChunkBuilder {
public:
std::size_t buildChunk(const Chunk &chunk, const VertexBuffer &vbo);
private:
void addFace(u8 x, u8 y, u8 z, u8 i, const Block *block, const Block *surroundingBlock);
std::vector<Vertex> m_vertices;
};
#endif // CHUNKBUILDER_HPP_

View File

@ -17,7 +17,7 @@ Block::Block(u32 id) {
m_id = id;
}
glm::vec4 Block::getTexCoords(int face) {
glm::vec4 Block::getTexCoords(int face) const {
u32 id = m_id;
// 0 -> right

View File

@ -67,20 +67,11 @@ void Chunk::draw(RenderTarget &target, RenderStates states) const {
// drawOutlines(target, states);
}
// FIXME: Use the renderer to do that
void Chunk::drawOutlines(RenderTarget &, RenderStates states) const {
Shader::bind(states.shader);
VertexBuffer::bind(&m_vbo);
states.shader->enableVertexAttribArray("coord3d");
void Chunk::drawOutlines(RenderTarget &target, RenderStates states) const {
states.texture = nullptr;
for(u32 i = 0 ; i < m_verticesCount ; i += 4) {
glDrawArrays(GL_LINE_LOOP, i, 4);
target.draw(m_vbo, GL_LINE_LOOP, i, 4, states);
}
states.shader->disableVertexAttribArray("coord3d");
VertexBuffer::bind(nullptr);
Shader::bind(nullptr);
}

View File

@ -13,52 +13,47 @@
*/
#include "Chunk.hpp"
#include "ChunkBuilder.hpp"
#include "Vertex.hpp"
static const float cubeCoords[6 * 4 * 3] = {
// Left
0, 0, 0,
0, 0, 1,
0, 1, 1,
0, 1, 0,
// Right
1, 0, 1,
1, 0, 0,
1, 1, 0,
1, 1, 1,
// Bottom
0, 0, 0,
1, 0, 0,
1, 0, 1,
0, 0, 1,
// Top
0, 1, 1,
1, 1, 1,
1, 1, 0,
0, 1, 0,
// Front
1, 0, 0,
0, 0, 0,
0, 1, 0,
1, 1, 0,
// Back
0, 0, 1,
1, 0, 1,
1, 1, 1,
0, 1, 1,
};
std::size_t ChunkBuilder::buildChunk(const Chunk &chunk, const VertexBuffer &vbo) {
static const float cubeCoords[6 * 4 * 3] = {
// Left
0, 0, 0,
0, 0, 1,
0, 1, 1,
0, 1, 0,
// Right
1, 0, 1,
1, 0, 0,
1, 1, 0,
1, 1, 1,
// Bottom
0, 0, 0,
1, 0, 0,
1, 0, 1,
0, 0, 1,
// Top
0, 1, 1,
1, 1, 1,
1, 1, 0,
0, 1, 0,
// Front
1, 0, 0,
0, 0, 0,
0, 1, 0,
1, 1, 0,
// Back
0, 0, 1,
1, 0, 1,
1, 1, 1,
0, 1, 1,
};
std::vector<Vertex> vertices;
vertices.reserve(Chunk::width * Chunk::height * Chunk::depth * 6 * 4);
// Needed in the loop (avoid a lot of glm::vec3 creation)
glm::vec3 a, b, c, v1, v2, normal;
m_vertices.reserve(Chunk::width * Chunk::height * Chunk::depth * 6 * 4);
for(u8 z = 0 ; z < Chunk::depth ; z++) {
for(u8 y = 0 ; y < Chunk::height ; y++) {
@ -76,68 +71,76 @@ std::size_t ChunkBuilder::buildChunk(const Chunk &chunk, const VertexBuffer &vbo
};
for(u8 i = 0 ; i < 6 ; i++) {
// Skip hidden faces
if(surroundingBlocks[i] && surroundingBlocks[i]->id()
&& (surroundingBlocks[i]->isOpaque() || block->id() == surroundingBlocks[i]->id()))
continue;
// Three points of the face
a.x = cubeCoords[i * 12 + 0];
a.y = cubeCoords[i * 12 + 1];
a.z = cubeCoords[i * 12 + 2];
b.x = cubeCoords[i * 12 + 3];
b.y = cubeCoords[i * 12 + 4];
b.z = cubeCoords[i * 12 + 5];
c.x = cubeCoords[i * 12 + 6];
c.y = cubeCoords[i * 12 + 7];
c.z = cubeCoords[i * 12 + 8];
// Computing two vectors
v1 = b - a;
v2 = c - a;
// Computing face normal (already normalized because cubeCoords are normalized)
normal = glm::cross(v1, v2);
const glm::vec4 &blockTexCoords = block->getTexCoords(i);
float faceTexCoords[2 * 4] = {
blockTexCoords.x, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.y,
blockTexCoords.x, blockTexCoords.y
};
// Store vertex information
for(u8 j = 0 ; j < 4 ; j++) {
Vertex vertex;
vertex.coord3d[0] = x + cubeCoords[i * 12 + j * 3];
vertex.coord3d[1] = y + cubeCoords[i * 12 + j * 3 + 1];
vertex.coord3d[2] = z + cubeCoords[i * 12 + j * 3 + 2];
vertex.coord3d[3] = static_cast<GLfloat>(block->id());
vertex.normal[0] = normal.x;
vertex.normal[1] = normal.y;
vertex.normal[2] = normal.z;
vertex.texCoord[0] = faceTexCoords[j * 2];
vertex.texCoord[1] = faceTexCoords[j * 2 + 1];
vertices.emplace_back(vertex);
}
addFace(x, y, z, i, block, surroundingBlocks[i]);
}
}
}
}
vertices.shrink_to_fit();
m_vertices.shrink_to_fit();
VertexBuffer::bind(&vbo);
vbo.setData(vertices.size() * sizeof(Vertex), vertices.data(), GL_DYNAMIC_DRAW);
vbo.setData(m_vertices.size() * sizeof(Vertex), m_vertices.data(), GL_DYNAMIC_DRAW);
VertexBuffer::bind(nullptr);
return vertices.size();
std::size_t verticesCount = m_vertices.size();
m_vertices.clear();
return verticesCount;
}
void ChunkBuilder::addFace(u8 x, u8 y, u8 z, u8 i, const Block *block, const Block *surroundingBlock) {
// Skip hidden faces
if(surroundingBlock && surroundingBlock->id()
&& (surroundingBlock->isOpaque() || block->id() == surroundingBlock->id()))
return;
static glm::vec3 a, b, c, v1, v2, normal;
// Three points of the face
a.x = cubeCoords[i * 12 + 0];
a.y = cubeCoords[i * 12 + 1];
a.z = cubeCoords[i * 12 + 2];
b.x = cubeCoords[i * 12 + 3];
b.y = cubeCoords[i * 12 + 4];
b.z = cubeCoords[i * 12 + 5];
c.x = cubeCoords[i * 12 + 6];
c.y = cubeCoords[i * 12 + 7];
c.z = cubeCoords[i * 12 + 8];
// Computing two vectors
v1 = b - a;
v2 = c - a;
// Computing face normal (already normalized because cubeCoords are normalized)
normal = glm::cross(v1, v2);
const glm::vec4 &blockTexCoords = block->getTexCoords(i);
float faceTexCoords[2 * 4] = {
blockTexCoords.x, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.y,
blockTexCoords.x, blockTexCoords.y
};
// Store vertex information
for(u8 j = 0 ; j < 4 ; j++) {
Vertex vertex;
vertex.coord3d[0] = x + cubeCoords[i * 12 + j * 3];
vertex.coord3d[1] = y + cubeCoords[i * 12 + j * 3 + 1];
vertex.coord3d[2] = z + cubeCoords[i * 12 + j * 3 + 2];
vertex.coord3d[3] = static_cast<GLfloat>(block->id());
vertex.normal[0] = normal.x;
vertex.normal[1] = normal.y;
vertex.normal[2] = normal.z;
vertex.texCoord[0] = faceTexCoords[j * 2];
vertex.texCoord[1] = faceTexCoords[j * 2 + 1];
m_vertices.emplace_back(vertex);
}
}