fix texture loading resizing

main
Brett 2023-03-04 23:24:36 -05:00
parent aaea5d4406
commit e34d016abb
36 changed files with 322 additions and 848 deletions

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-- Looking for unistd.h
-- Looking for unistd.h - found
-- Looking for fcntl.h
-- Looking for fcntl.h - found
-- Configuring done
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-- Check for working CXX compiler: /usr/bin/c++ - skipped
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-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
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-- Looking for gethostbyname - found
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-- Looking for IceConnectionNumber in ICE - found
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-- Looking for unistd.h - found
-- Looking for fcntl.h
-- Looking for fcntl.h - found
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3804 3953 1677989303148367528 FinalProject 743e0d59f44b5ac0

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@ -1,53 +1,16 @@
/opt/netbrains/clion/clion-2022.1.3/bin/cmake/linux/x64/bin/cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_MAKE_PROGRAM=/opt/netbrains/clion/clion-2022.1.3/bin/ninja/linux/x64/ninja -G Ninja -S "/home/brett/Documents/Brock/CS 3P98/Final Project" -B "/home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo"
-- The C compiler identification is GNU 12.2.0
-- The CXX compiler identification is GNU 12.2.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
Building for Release
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Using X11 for window creation
-- Found X11: /usr/include
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
Standard Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/filesystem.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/format.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/loader.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/logging.cpp;/home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/std/system.cpp
Profiler Files /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT/src/blt/profiling/profiler.cpp
Source: /home/brett/Documents/Brock/CS 3P98/Final Project
Current Source: /home/brett/Documents/Brock/CS 3P98/Final Project/libraries/BLT
BLT 3.3.8 Successfully included!
-- Found PkgConfig: /usr/bin/pkg-config (found version "1.8.1")
BLT Successfully included!
-- Found the following HarfBuzz libraries:
-- HarfBuzz (required): /usr/lib/x86_64-linux-gnu/libharfbuzz.so
-- Found HarfBuzz: /usr/include/harfbuzz (found suitable version "6.0.0", minimum required is "2.0.0")
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.13")
-- Found PNG: /usr/lib/x86_64-linux-gnu/libpng.so (found version "1.6.39")
-- Could NOT find BZip2 (missing: BZIP2_LIBRARIES BZIP2_INCLUDE_DIR)
-- Checking for module 'bzip2'
-- Package 'bzip2', required by 'virtual:world', not found
-- Found BrotliDec: /usr/include (found version "1.0.9")
-- Looking for unistd.h
-- Looking for unistd.h - found
-- Looking for fcntl.h
-- Looking for fcntl.h - found
-- Configuring done
-- Generating done
-- Build files have been written to: /home/brett/Documents/Brock/CS 3P98/Final Project/cmake-build-relwithdebinfo

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@ -1,3 +1,3 @@
Start testing: Feb 16 00:13 EST
Start testing: Mar 04 23:09 EST
----------------------------------------------------------
End testing: Feb 16 00:13 EST
End testing: Mar 04 23:09 EST

File diff suppressed because one or more lines are too long

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@ -99,10 +99,12 @@ namespace fp {
* @param attribute_number attribute position to bind
* @param coordinate_size size of this attribute (1 for float, 2 for vec2...)
* @param type type to store. Use GL_FLOAT mostly
* @param stride stride will automatically be calculated using coordinate size (4 bytes is assumed!)
* @param stride stride how many bytes the COMPLETE data takes in the VBO, 0 will automatically assume packed data.
* @param offset offset into the data that this attribute is stored. Allows for weaving of data
* @param repeated used to specify that this is the second+ time we've used this VBO to point to data, as a result it will be not be added
* to the attribute update list and MUST be updated using the original attribute number
*/
void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = 0, long offset = 0);
void bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type = GL_FLOAT, int stride = 0, long offset = 0, bool repeated = false);
/**
* Binds the VBO as if it was the element buffer (indices). Note: calling this more than once is not supported.

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@ -10,11 +10,12 @@
#include <string>
#include <utility>
#include <stb/stb_image.h>
#include "stb/stb_image_resize.h"
#include <util/settings.h>
#include <unordered_map>
#include <vector>
#include <render/gl.h>
#include "stb/stb_image_resize.h"
namespace fp::texture {
@ -29,24 +30,45 @@ namespace fp::texture {
* @param path path to the texture file
* @param name reference name for this texture. If empty the texture will use path as its identifier
*/
explicit file_texture(const std::string& path, const std::string& name = ""): m_Name(name.empty() ? path : name), m_Path(path) {}
explicit file_texture(const std::string& path, const std::string& name = ""):
m_Name(name.empty() ? path : name), m_Path(path) {}
static file_texture* load(file_texture*& texture) {
texture->m_Data = stbi_load(texture->m_Path.c_str(), &texture->width, &texture->height, &texture->channels, 0);
// we want to load every texture as if it has transparency,
// otherwise textures won't be correctly resized and loaded to the gpu
constexpr int channel_count = 4;
texture->m_Data = stbi_load(
texture->m_Path.c_str(), &texture->width, &texture->height,
&texture->channels, channel_count
);
texture->channels = channel_count;
return texture;
}
static file_texture* resize(file_texture* texture, int target_width, int target_height) {
static file_texture* resize(
file_texture* texture, int target_width, int target_height
) {
if (target_width == texture->width && target_height == texture->height)
return texture;
// since stb is a c lib we must use malloc, otherwise we'd have to deal with using the right free on destruction
auto* output_Data = (unsigned char*) malloc(target_width * target_height * texture->channels);
stbir_resize_uint8(
texture->m_Data, texture->width, texture->height, texture->width * texture->channels, output_Data, target_width,
target_height, target_width * texture->channels, texture->channels
// since we will be replacing the loaded data pointer, is it wise to use the allocator
// that matches with what stb image uses, which is malloc, since we unload with stbi_image_free -> (free)
auto* output_Data = (unsigned char*) malloc(
target_width * target_height * texture->channels
);
// resize the texture
if (stbir_resize_uint8(
// input
texture->m_Data, texture->width, texture->height, 0,
// output
output_Data, target_width, target_height, 0,
// channels
texture->channels
)) {
BLT_WARN("Error resizing block texture image!");
}
// free up the old data
stbi_image_free(texture->m_Data);
texture->m_Data = output_Data;
texture->width = target_width;
@ -87,8 +109,12 @@ namespace fp::texture {
GLint textureColorMode;
int m_width, m_height;
gl_texture(int width, int height, GLint bind_type = GL_TEXTURE_2D, GLint color_mode = GL_RGBA):
m_width(width), m_height(height), textureBindType(bind_type), textureColorMode(color_mode) {
gl_texture(
int width, int height, GLint bind_type = GL_TEXTURE_2D,
GLint color_mode = GL_RGBA
):
m_width(width), m_height(height), textureBindType(bind_type),
textureColorMode(color_mode) {
glGenTextures(1, &textureID);
}
@ -122,20 +148,25 @@ namespace fp::texture {
return textureID;
}
~gl_texture() {
virtual ~gl_texture() {
glDeleteTextures(1, &textureID);
}
};
struct gl_texture2D : public gl_texture {
public:
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA): gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA):
gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
bind();
glTexStorage2D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height);
glTexStorage2D(
textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode,
width, height
);
}
void upload(
void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0,
int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
if (sub_width < 0)
@ -143,7 +174,10 @@ namespace fp::texture {
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage2D(textureBindType, level, x_offset, y_offset, sub_width, sub_height, dataColorMode, GL_UNSIGNED_BYTE, data);
glTexSubImage2D(
textureBindType, level, x_offset, y_offset, sub_width, sub_height,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
@ -156,15 +190,17 @@ namespace fp::texture {
protected:
int m_layers;
public:
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA):
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA8):
gl_texture(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers) {
bind();
glTexStorage3D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height, layers);
// 3 mipmaps is about good since anything smaller is probably useless (32x32(0) -> 16x16(1) -> 8x8(2))
glTexStorage3D(textureBindType, 3, colorMode, width, height, layers);
BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
}
void upload(
void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0,
int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
if (sub_width < 0)
@ -172,7 +208,10 @@ namespace fp::texture {
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage3D(textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1, dataColorMode, GL_UNSIGNED_BYTE, data);
glTexSubImage3D(
textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
};
@ -196,12 +235,15 @@ namespace fp::texture {
palette() = default;
void generateGLTexture() {
delete texture_array;
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
texture_array = new gl_texture2D_array(texture_size, texture_size, (int) textures.size());
texture_array = new gl_texture2D_array(
texture_size, texture_size, (int) textures.size());
texture_array->bind();
for (const auto t : textures) {
texture_array->upload(t->data(), textureIndices[t->getName()].i, t->getChannels() == 4 ? GL_RGBA : GL_RGB);
texture_array->upload(
t->data(), textureIndices[t->getName()].i,
t->getChannels() == 4 ? GL_RGBA : GL_RGB
);
BLT_TRACE("Loaded texture %s", t->getName().c_str());
}
texture_array->setDefaults();
@ -226,6 +268,8 @@ namespace fp::texture {
}
~palette() {
for (auto* t : textures)
delete t;
delete texture_array;
};
};

View File

@ -6,12 +6,16 @@ precision mediump float;
out vec4 FragColor;
in vec2 uv;
uniform mediump sampler2DArray texturep_palette;
void main() {
/** if (gl_fragcoord * gl_fragcoord < vec2(5, 5))
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
else
discard;*/
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
FragColor = texture(texturep_palette, vec3(uv, 0.0f));
}
")";

View File

@ -5,6 +5,9 @@
precision mediump float;
layout (location = 0) in vec3 vertex;
layout (location = 1) in vec2 texture_coord;
out vec2 uv;
uniform mat4 translation;
@ -20,6 +23,7 @@ layout (std140) uniform StandardMatrices
void main() {
gl_Position = projection * view * translation * vec4(vertex.x, vertex.y, vertex.z, 1.0);
uv = texture_coord;
}
")";

View File

@ -9,7 +9,7 @@
// size of the chunk in number of blocks
constexpr int CHUNK_SIZE = 32;
const int CHUNK_SHIFT = (int)(log(CHUNK_SIZE) / log(2));
const int CHUNK_SHIFT = (int) (log(CHUNK_SIZE) / log(2));
// size that the base vertex arrays are assumed to be (per face)
constexpr int VTX_ARR_SIZE = 4;
@ -59,6 +59,7 @@ namespace fp {
// since OpenGL allows us to specify attributes based on offsets from the same VBO.
typedef struct {
float x, y, z;
float u, v;
} vertex;
namespace _static {
@ -88,13 +89,15 @@ namespace fp {
}
};
static inline bool f_equal(float v1, float v2) {
return v1 >= v2 - EPSILON && v1 <= v2 + EPSILON;
}
struct vertex_equality {
inline bool operator()(const vertex& p1, const vertex& p2) const {
return p1.x >= p2.x - EPSILON && p1.x <= p2.x + EPSILON && p1.y >= p2.y - EPSILON && p1.y <= p2.y + EPSILON && p1.z >= p2.z - EPSILON && p1.z <= p2.z + EPSILON;
return f_equal(p1.x, p2.x) && f_equal(p1.y, p2.y) && f_equal(p1.z, p2.z) &&
f_equal(p1.u, p2.u) && f_equal(p1.v, p2.v);
}
// inline bool operator()(const vertex& p1, const vertex& p2) const {
// return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z;
// }
};
}

View File

@ -85,7 +85,10 @@ namespace fp {
// since they both use the same amount of memory we will only store the vertices and draw with drawArrays, since it is less complex.
// set up the VBOs which will be later updated when the mesh is generated.
chunk_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0), 0, 3, GL_FLOAT, 3 * sizeof(float), 0);
auto vbo = new VBO(ARRAY_BUFFER, nullptr, 0);
auto data_size = 3 * sizeof(float) + 2 * sizeof(float);
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int)data_size, 0);
chunk_vao->bindVBO(vbo, 1, 2, GL_FLOAT, (int)data_size, 3 * sizeof(float), true);
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
}

View File

@ -50,9 +50,10 @@ namespace fp::registry {
void textureInit();
void setupTextureLoaderThreads(int count = 8);
void generateTexturePalette();
void cleanup();
block_properties get(block_type id);
unsigned int getTextureID(const std::string& name);
unsigned int getTextureID();
texture::texture_index getTextureIndex(const std::string& name);

@ -1 +1 @@
Subproject commit 61ae482e5d7dcf6a472a841645998f0e42b423bd
Subproject commit bd89abb2f3da1e04d8fae667db2866675ae2280c

View File

@ -29,7 +29,7 @@ void loop(){
world->update();
world->render(*chunk_shader);
fp::text::drawText("Hello There", 0, 0, fp::text::FONT_18, {0,0,0, 1.0});
//fp::text::drawText("Hello There", 0, 0, fp::text::FONT_18, {0,0,0, 1.0});
fp::camera::update();
fp::debug::render();
@ -82,11 +82,13 @@ int main() {
loop();
#endif
BLT_PRINT_ORDERED("Chunk Generator", blt::logging::TRACE, true, true);
BLT_PRINT_PROFILE("Chunk Generator", blt::logging::TRACE, true);
delete(chunk_shader);
delete(world);
/** !! MUST BE CALLED HERE OTHERWISE glDeleteTextures WILL BE CALLED AFTER THE GL CONTEXT IS DESTROYED! !! **/
fp::registry::cleanup();
fp::text::destroy();
fp::window::close();
fp::settings::save("settings.txt");

View File

@ -72,7 +72,7 @@ namespace fp {
glDeleteVertexArrays(1, &vaoID);
}
void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset) {
void VAO::bindVBO(VBO* vbo, int attribute_number, int coordinate_size, GLenum type, int stride, long offset, bool repeated) {
bind();
vbo->bind();
@ -82,6 +82,7 @@ namespace fp {
glEnableVertexAttribArray(attribute_number);
// since attribute number must be unique we can use it to reference the VBO if we need to update it.
if (!repeated)
VBOs.insert({attribute_number, vbo});
}
@ -172,7 +173,7 @@ namespace fp {
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to link program of ID: %", programID);
BLT_ERROR("Unable to link program of ID: %d", programID);
BLT_ERROR(vertex_source);
BLT_ERROR(fragment_source);
BLT_ERROR(geometry_source);

View File

@ -13,8 +13,7 @@ std::unordered_map<std::string, std::string> properties;
// will be overwritten if the file has something different.
void write_default_values(){
properties["TEXTURE_SIZE"] = std::to_string(32);
properties["MIPMAP_LEVELS"] = std::to_string(3);
properties["TEXTURE_SIZE"] = std::to_string(128);
}
void fp::settings::load(const std::string& file) {
@ -36,15 +35,18 @@ void fp::settings::load(const std::string& file) {
auto& value = blt::string::trim(split_line[1]);
properties[property] = value;
BLT_TRACE("Loading property %s with value %s", property.c_str(), value.c_str());
}
} catch (std::exception& e) {
BLT_WARN("Unable to read %s settings file!", file.c_str());
}
} catch (std::exception& e) {}
}
void fp::settings::save(const std::string& file) {
std::ofstream output {file};
output.exceptions(std::ios::failbit | std::ios::badbit);
for (const auto& property : properties){
output << property.first << " = " << property.second;
output << property.first << " = " << property.second << "\n";
}
}

View File

@ -9,40 +9,40 @@
constexpr float scale = 0.5f;
const fp::vertex x_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale}, // +x top right
{scale, scale, -scale}, // +x bottom right
{scale, -scale, -scale}, // +x bottom left
{scale, -scale, scale} // +x top left
{scale, scale, scale, 1, 1}, // +x top right
{scale, scale, -scale, 1, 0}, // +x bottom right
{scale, -scale, -scale, 0, 0}, // +x bottom left
{scale, -scale, scale, 0, 1} // +x top left
};
const fp::vertex x_negative_vertices[VTX_ARR_SIZE] = {
{-scale, scale, scale}, // -x top right
{-scale, scale, -scale}, // -x bottom right
{-scale, -scale, -scale}, // -x bottom left
{-scale, -scale, scale} // -x top left
{-scale, scale, scale, 1, 1}, // -x top right
{-scale, scale, -scale, 1, 0}, // -x bottom right
{-scale, -scale, -scale, 0, 0}, // -x bottom left
{-scale, -scale, scale, 0, 1} // -x top left
};
const fp::vertex y_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale}, // +y top right
{-scale, scale, scale}, // +y bottom right
{-scale, scale, -scale}, // +y bottom left
{scale, scale, -scale}, // +y top left
{scale, scale, scale, 1, 1}, // +y top right
{-scale, scale, scale, 1, 0}, // +y bottom right
{-scale, scale, -scale, 0, 0}, // +y bottom left
{scale, scale, -scale, 0, 1}, // +y top left
};
const fp::vertex y_negative_vertices[VTX_ARR_SIZE] = {
{scale, -scale, scale}, // -y top right
{-scale, -scale, scale}, // -y bottom right
{-scale, -scale, -scale}, // -y bottom left
{scale, -scale, -scale}, // -y top left
{scale, -scale, scale, 1, 1}, // -y top right
{-scale, -scale, scale, 1, 0}, // -y bottom right
{-scale, -scale, -scale, 0, 0}, // -y bottom left
{scale, -scale, -scale, 0, 1}, // -y top left
};
const fp::vertex z_positive_vertices[VTX_ARR_SIZE] = {
{scale, scale, scale}, // +z top right
{scale, -scale, scale}, // +z bottom right
{-scale, -scale, scale}, // +z bottom left
{-scale, scale, scale}, // +z top left
{scale, scale, scale, 1, 1}, // +z top right
{scale, -scale, scale, 1, 0}, // +z bottom right
{-scale, -scale, scale, 0, 0}, // +z bottom left
{-scale, scale, scale, 0, 1}, // +z top left
};
const fp::vertex z_negative_vertices[VTX_ARR_SIZE] = {
{scale, scale, -scale}, // -z top right
{scale, -scale, -scale}, // -z bottom right
{-scale, -scale, -scale}, // -z bottom left
{-scale, scale, -scale}, // -z top left
{scale, scale, -scale, 1, 1}, // -z top right
{scale, -scale, -scale, 1, 0}, // -z bottom right
{-scale, -scale, -scale, 0, 0}, // -z bottom left
{-scale, scale, -scale, 0, 1}, // -z top left
};
// indices are the same on all axis but are flipped between negative / positive as a result of back-face culling.
@ -74,9 +74,12 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos) {
// generate translated vertices
for (int i = 0; i < VTX_ARR_SIZE; i++) {
translated_face_vertices[i].x = face_vertices[i].x + (float) pos.x;
translated_face_vertices[i].y = face_vertices[i].y + (float) pos.y;
translated_face_vertices[i].z = face_vertices[i].z + (float) pos.z;
// first copy all the information over, since there is extra information we need to preserve like index and UV / normal
translated_face_vertices[i] = face_vertices[i];
// then we can apply the translation, since the face_vertex value is already there we can add the translation raw
translated_face_vertices[i].x += (float) pos.x;
translated_face_vertices[i].y += (float) pos.y;
translated_face_vertices[i].z += (float) pos.z;
}
for (unsigned int face_index : face_indices) {

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@ -15,8 +15,8 @@ void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) {
for (int j = 0; j < CHUNK_SIZE; j++) {
for (int k = 0; k < CHUNK_SIZE; k++) {
auto block = chunk->storage->get({i, j, k});
// opaque visibility is always 0. Non-zero values (true) are what we care about since opaque blocks are completely hidden
if (!fp::registry::get(block).visibility) {
// The main chunk mesh can handle opaque and transparent textures. (Transparency will be discarded)
if (fp::registry::get(block).visibility <= registry::TRANSPARENT_TEXTURE) {
if (fp::registry::get(chunk->storage->getBounded(outside, {i - 1, j, k})).visibility && !outside)
mesh->addFace(X_NEG, {i, j, k});
if (fp::registry::get(chunk->storage->getBounded(outside, {i + 1, j, k})).visibility && !outside)
@ -42,7 +42,7 @@ inline void checkEdgeFaces(
fp::mesh_storage* mesh, fp::chunk* chunk, fp::chunk* neighbour, fp::face face, const fp::block_pos& pos, const fp::block_pos& neighbour_pos
) {
auto block = chunk->storage->get(pos);
if (!fp::registry::get(block).visibility) {
if (fp::registry::get(block).visibility <= fp::registry::TRANSPARENT_TEXTURE) {
if (fp::registry::get(neighbour->storage->get(neighbour_pos)).visibility)
mesh->addFace(face, pos);
}
@ -101,6 +101,9 @@ void fp::world::update() {
void fp::world::render(fp::shader& shader) {
shader.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, fp::registry::getTextureID());
for (const auto& chunk_pair : chunk_storage) {
auto chunk = chunk_pair.second;

View File

@ -13,7 +13,7 @@
std::unordered_map<fp::block_type, fp::registry::block_properties> blocks;
fp::texture::palette base_palette;
fp::texture::palette* base_palette;
std::mutex palette_mutex {};
std::mutex main_mutex {};
@ -41,12 +41,12 @@ void fp::registry::registerTexture(fp::texture::file_texture* texture) {
BLT_TRACE("Queued texture %s", texture->getName().c_str());
}
unsigned int fp::registry::getTextureID(const std::string& name) {
return base_palette.getTextureID();
unsigned int fp::registry::getTextureID() {
return base_palette->getTextureID();
}
fp::texture::texture_index fp::registry::getTextureIndex(const std::string& name) {
return base_palette.getTexture(name);
return base_palette->getTexture(name);
}
void fp::registry::generateTexturePalette() {
@ -57,7 +57,7 @@ void fp::registry::generateTexturePalette() {
BLT_INFO("Finished loading all textures!");
delete texture_queue;
delete[] texture_loader_threads;
base_palette.generateGLTexture();
base_palette->generateGLTexture();
BLT_INFO("Palette generated!");
}
@ -80,7 +80,7 @@ void fp::registry::setupTextureLoaderThreads(int count) {
auto t = texture::file_texture::resize(texture::file_texture::load(top), texture_size, texture_size);
std::scoped_lock<std::mutex> lock(palette_mutex);
base_palette.registerTexture(t);
base_palette->registerTexture(t);
BLT_TRACE("Loaded file %s", t->getName().c_str());
}
std::scoped_lock<std::mutex> lock{completion_mutex};
@ -96,4 +96,9 @@ void fp::registry::setupTextureLoaderThreads(int count) {
void fp::registry::textureInit() {
texture_queue = new std::queue<fp::texture::file_texture*>();
base_palette = new texture::palette();
}
void fp::registry::cleanup() {
delete base_palette;
}