Beispiel #1
0
void update_chunk(Chunk *chunk) {
    Map *map = &chunk->map;

    if (chunk->faces) {
        glDeleteBuffers(1, &chunk->position_buffer);
        glDeleteBuffers(1, &chunk->normal_buffer);
        glDeleteBuffers(1, &chunk->uv_buffer);
    }

    int faces = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        faces += total;
    } END_MAP_FOR_EACH;

    GLfloat *position_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *normal_data = malloc(sizeof(GLfloat) * faces * 18);
    GLfloat *uv_data = malloc(sizeof(GLfloat) * faces * 12);
    int position_offset = 0;
    int uv_offset = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        if (total == 0) {
            continue;
        }
        if (is_plant(e->w)) {
            float rotation = simplex3(e->x, e->y, e->z, 4, 0.5, 2) * 360;
            make_plant(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                e->x, e->y, e->z, 0.5, e->w, rotation);
        }
        else {
            make_cube(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                f1, f2, f3, f4, f5, f6,
                e->x, e->y, e->z, 0.5, e->w);
        }
        position_offset += total * 18;
        uv_offset += total * 12;
    } END_MAP_FOR_EACH;

    GLuint position_buffer = make_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        position_data
    );
    GLuint normal_buffer = make_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 18,
        normal_data
    );
    GLuint uv_buffer = make_buffer(
        GL_ARRAY_BUFFER,
        sizeof(GLfloat) * faces * 12,
        uv_data
    );
    free(position_data);
    free(normal_data);
    free(uv_data);

    chunk->faces = faces;
    chunk->position_buffer = position_buffer;
    chunk->normal_buffer = normal_buffer;
    chunk->uv_buffer = uv_buffer;
}
Beispiel #2
0
void gen_chunk_buffers(Chunk *chunk) {
    Map *map = &chunk->map;

    int faces = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        faces += total;
    } END_MAP_FOR_EACH;

    GLfloat *position_data, *normal_data, *uv_data;
    malloc_buffers(3, faces, &position_data, &normal_data, &uv_data);

    int position_offset = 0;
    int uv_offset = 0;
    MAP_FOR_EACH(map, e) {
        if (e->w <= 0) {
            continue;
        }
        int f1, f2, f3, f4, f5, f6;
        exposed_faces(map, e->x, e->y, e->z, &f1, &f2, &f3, &f4, &f5, &f6);
        int total = f1 + f2 + f3 + f4 + f5 + f6;
        if (is_plant(e->w)) {
            total = total ? 4 : 0;
        }
        if (total == 0) {
            continue;
        }
        if (is_plant(e->w)) {
            float rotation = simplex3(e->x, e->y, e->z, 4, 0.5, 2) * 360;
            make_plant(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                e->x, e->y, e->z, 0.5, e->w, rotation);
        }
        else {
            make_cube(
                position_data + position_offset,
                normal_data + position_offset,
                uv_data + uv_offset,
                f1, f2, f3, f4, f5, f6,
                e->x, e->y, e->z, 0.5, e->w);
        }
        position_offset += total * 18;
        uv_offset += total * 12;
    } END_MAP_FOR_EACH;

    gen_buffers(
        3, faces, position_data, normal_data, uv_data,
        &chunk->position_buffer, &chunk->normal_buffer, &chunk->uv_buffer);

    chunk->faces = faces;
    chunk->dirty = 0;
}