X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=03ff1975e4db620c3517d423a2e0e46a888f6d2d;hb=refs%2Fheads%2Fmaster;hp=cbff1005b744a16d73bf7551f868076bfd20143b;hpb=57f81dc2a126e77e48e8962a9d6730c59ffddbda;p=tacos.git diff --git a/src/world/world.cpp b/src/world/world.cpp index cbff100..03ff197 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -1,6 +1,8 @@ #include "Cursor.hpp" #include "Floor.hpp" +#include "../graphics/buffer.hpp" + #include #include @@ -8,25 +10,16 @@ namespace tacos { Cursor::Cursor() -: vao(0) -, buffers{0} +: vao() , size(3) , offset(0.1f) , mode(HIDDEN) { - glGenVertexArrays(1, &vao); - glGenBuffers(2, buffers); - - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, 0, sizeof(Attributes), reinterpret_cast(offsetof(Attributes, position))); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); - glBindVertexArray(0); -} - -Cursor::~Cursor() { - glDeleteBuffers(2, buffers); - glDeleteVertexArrays(1, &vao); + vao.Bind(); + vao.BindAttributes(); + vao.EnableAttribute(0); + vao.AttributePointer(0, false, offsetof(Attributes, position)); + vao.BindElements(); + vao.Unbind(); } void Cursor::Hide() noexcept { @@ -42,37 +35,39 @@ void Cursor::FloorTile(const Floor &floor, int tile_x, int tile_z) { int z_begin = glm::clamp(tile_z, 0, floor.Depth() - size); int z_end = z_begin + size; - glBindVertexArray(vao); - glBindBuffer(GL_ARRAY_BUFFER, buffers[0]); - glBufferData(GL_ARRAY_BUFFER, size * size * sizeof(Attributes), nullptr, GL_DYNAMIC_DRAW); - Attributes *attrib = reinterpret_cast(glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY)); - for (int z = z_begin, index = 0; z < z_end; ++z) { - for (int x = x_begin; x < x_end; ++x, ++index) { - attrib[index].position = glm::vec3(x, floor.GetElevation(x, z) + offset, z); + vao.Bind(); + vao.BindAttributes(); + vao.ReserveAttributes(size * size, GL_DYNAMIC_DRAW); + { + MappedBuffer attrib(vao.MapAttributes(GL_WRITE_ONLY)); + for (int z = z_begin, index = 0; z < z_end; ++z) { + for (int x = x_begin; x < x_end; ++x, ++index) { + attrib[index].position = glm::vec3(x, floor.GetElevation(x, z) + offset, z); + } } } - glUnmapBuffer(GL_ARRAY_BUFFER); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, (size - 1) * (size - 1) * 6, nullptr, GL_DYNAMIC_DRAW); - unsigned char *element = reinterpret_cast(glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY)); - for (int z = 0, index = 0; z < size - 1; ++z) { - for (int x = 0; x < size - 1; ++x, ++index) { - element[index * 6 + 0] = (z + 0) * size + (x + 0); - element[index * 6 + 1] = (z + 0) * size + (x + 1); - element[index * 6 + 2] = (z + 1) * size + (x + 0); - element[index * 6 + 3] = (z + 0) * size + (x + 1); - element[index * 6 + 4] = (z + 1) * size + (x + 1); - element[index * 6 + 5] = (z + 1) * size + (x + 0); + + vao.BindElements(); + vao.ReserveElements((size - 1) * (size - 1) * 6, GL_DYNAMIC_DRAW); + { + MappedBuffer element(vao.MapElements(GL_WRITE_ONLY)); + for (int z = 0, index = 0; z < size - 1; ++z) { + for (int x = 0; x < size - 1; ++x, ++index) { + element[index * 6 + 0] = (z + 0) * size + (x + 0); + element[index * 6 + 1] = (z + 0) * size + (x + 1); + element[index * 6 + 2] = (z + 1) * size + (x + 0); + element[index * 6 + 3] = (z + 0) * size + (x + 1); + element[index * 6 + 4] = (z + 1) * size + (x + 1); + element[index * 6 + 5] = (z + 1) * size + (x + 0); + } } } - glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); - glBindVertexArray(0); + vao.Unbind(); } void Cursor::Draw() const noexcept { - glBindVertexArray(vao); - glDrawElements(GL_TRIANGLES, (size - 1) * (size - 1) * 6, GL_UNSIGNED_BYTE, nullptr); + vao.Bind(); + vao.DrawTriangles((size - 1) * (size - 1) * 6); } @@ -145,9 +140,7 @@ void Floor::FillElementBuffer(GLuint which, int tile_width, int tile_depth) { glBindVertexArray(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, which); glBufferData(GL_ELEMENT_ARRAY_BUFFER, tile_width * tile_depth * sizeof(short) * 6, nullptr, GL_STATIC_DRAW); - // TODO: this can return null on error (out of memory in this case) - // might be worth checking eventually - short *data = reinterpret_cast(glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY)); + MappedBuffer data(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY); for (int z = 0, i = 0; z < tile_depth; ++z) { for (int x = 0; x < tile_width; ++x, ++i) { data[i * 6 + 0] = (z + 0) * (tile_width + 1) + (x + 0); @@ -158,12 +151,11 @@ void Floor::FillElementBuffer(GLuint which, int tile_width, int tile_depth) { data[i * 6 + 5] = (z + 1) * (tile_width + 1) + (x + 0); } } - glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); } void Floor::FillAttribBuffer(int vao_x, int vao_z) { glBindBuffer(GL_ARRAY_BUFFER, buffers[vao_z * vao_width + vao_x]); - Attributes *data = reinterpret_cast(glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY)); + MappedBuffer data(GL_ARRAY_BUFFER, GL_WRITE_ONLY); glm::ivec2 tiles(Tiles(vao_x, vao_z)); for (int z = 0, abs_z = vao_z * VAO_DIVISOR, i = 0; z < tiles.y + 1; ++z, ++abs_z) { for (int x = 0, abs_x = vao_x * VAO_DIVISOR; x < tiles.x + 1; ++x, ++abs_x, ++i) { @@ -171,7 +163,6 @@ void Floor::FillAttribBuffer(int vao_x, int vao_z) { data[i].normal = GetNormal(abs_x, abs_z); } } - glUnmapBuffer(GL_ARRAY_BUFFER); } glm::vec3 Floor::GetNormal(int x, int z) const noexcept { @@ -214,11 +205,8 @@ void Floor::DrawVAO(int vao_x, int vao_z) const noexcept { } bool Floor::Intersection(const Ray &ray, glm::vec3 &point) { - // see http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml section Grid Traversal - - // TODO: somehow this is not reliable at all, maybe due to numeric inaccuracy - // the result is determined by checking the ray against triangles and it's - // possible that it sometimes slips through the theoratically inexistant seams + // see http://www.cse.yorku.ca/~amana/research/grid.pdf and + // http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml section Grid Traversal // cache 1/dir to avoid some conditionals and divisions glm::vec3 inverse_direction(ray.InverseDirection()); @@ -226,8 +214,11 @@ bool Floor::Intersection(const Ray &ray, glm::vec3 &point) { // cell indicates the current tile we're considering glm::ivec2 cell(int(ray.origin.x), int(ray.origin.z)); - // store the previous height to check against the lower of cell entry and exit - float prev_height = ray.origin.y; + // holds the distance along the ray to advance by one cell in each direction + glm::vec3 tDelta(glm::abs(inverse_direction)); + // holds the distance along the ray to the next cell boundary + // TODO: not sure if that is always correct (e.g. with negative components in ray direction) + glm::vec3 tMax(tDelta * (1.0f - glm::fract(ray.origin))); // if ray's origin is outside the grid, advance to the first cell it hits float x_near, x_far, z_near, z_far, t_min, t_max; @@ -241,13 +232,15 @@ bool Floor::Intersection(const Ray &ray, glm::vec3 &point) { t_max = std::min(std::max(x_near, x_far), std::max(z_near, z_far)); if (t_max < 0.0f || t_min > t_max) { // ray doesn't touch our grid at all - //std::cout << " ray does not touch grid" << std::endl; return false; } glm::vec3 contact = ray.origin + t_min * ray.direction; cell.x = int(contact.x); cell.y = int(contact.z); - prev_height = contact.y; + // TODO: not sure if this is correct, could be that contact has to be recalculated with + // outer planes instead of the -1 ones (that might actually also apply to cell calculation) + tMax.x = (float(cell.x) - contact.x) * inverse_direction.x; + tMax.z = (float(cell.y) - contact.z) * inverse_direction.z; } // step hold the direction we're traversing the grid @@ -276,74 +269,48 @@ bool Floor::Intersection(const Ray &ray, glm::vec3 &point) { return true; } } - //std::cout << " ray is vertical and outside of grid" << std::endl; return false; } // cache for the height of the vertices of the current cell float height[4]; - // now step through each cell until Y gets below the surface or one of X or Z exit the grid bounds while (cell.x >= 0 && cell.x < width && cell.y >= 0 && cell.y < depth) { // pull heights for the current cell height[0] = GetElevation(cell.x + 0, cell.y + 0); height[1] = GetElevation(cell.x + 1, cell.y + 0); height[2] = GetElevation(cell.x + 0, cell.y + 1); height[3] = GetElevation(cell.x + 1, cell.y + 1); - // highest point in the cell - float max_height = std::max(std::max(height[0], height[1]), std::max(height[2], height[3])); - - // check where the ray exits the current cell - // test how far away the ray is from each plane and choose the closest - x_near = (float(cell.x + step.x) - ray.origin.x) * inverse_direction.x; - z_near = (float(cell.y + step.y) - ray.origin.z) * inverse_direction.z; - // if dir is 0, inverse dir is infinity. multiplying 0 by infinity is NaN. min(x, inf) is x, min(x, nan) is x - t_min = std::min(x_near, z_near); - // heightof the ray at exit - float cur_height = ray.origin.y + (t_min * ray.direction.y); - // lowest point of the ray in the cell - float ray_low = std::min(prev_height, cur_height); - // store exit height for next cell's entry height - prev_height = cur_height; - - // check if we might end up below the surface - // if this is true, there still could be no intersection if the ray is close to parallel to the surface - // or due to precision issues, which are currently biting me - if (ray_low < max_height) { - // possibly, so check individual surfaces - // the triangles used for rendering are (x,z), (x+1,z), (x,z+1) and - // (x+1,z),(x+1,z+1), (x,z+1), so height indices 012 and 132 - if (TriangleIntersection( - ray, - glm::vec3(float(cell.x + 0), height[0], float(cell.y + 0)), - glm::vec3(float(cell.x + 1), height[1], float(cell.y + 0)), - glm::vec3(float(cell.x + 0), height[2], float(cell.y + 1)), - point - )) { - return true; - } - if (TriangleIntersection( - ray, - glm::vec3(float(cell.x + 1), height[1], float(cell.y + 0)), - glm::vec3(float(cell.x + 1), height[3], float(cell.y + 1)), - glm::vec3(float(cell.x + 0), height[2], float(cell.y + 1)), - point - )) { - return true; - } - // hmm, maybe I should check against planes and if true test if the XZ of the intersection points - // lie within their corresponding half-square with some flexibility and somehow pick the right one - //std::cout << " ray got below max floor height at cell " << cell << " but did not intersect a triangle" << std::endl; + // the triangles used for rendering are (x,z), (x+1,z), (x,z+1) and + // (x+1,z),(x+1,z+1), (x,z+1), so height indices 012 and 132 + if (TriangleIntersection( + ray, + glm::vec3(float(cell.x + 0), height[0], float(cell.y + 0)), + glm::vec3(float(cell.x + 1), height[1], float(cell.y + 0)), + glm::vec3(float(cell.x + 0), height[2], float(cell.y + 1)), + point + )) { + return true; + } + if (TriangleIntersection( + ray, + glm::vec3(float(cell.x + 1), height[1], float(cell.y + 0)), + glm::vec3(float(cell.x + 1), height[3], float(cell.y + 1)), + glm::vec3(float(cell.x + 0), height[2], float(cell.y + 1)), + point + )) { + return true; } - // okay, we're still above, advance to the next cell - if (x_near < z_near || std::isnan(z_near)) { + // advance to the next cell + if (tMax.x < tMax.z) { + tMax.x += tDelta.x; cell.x += step.x; } else { + tMax.z += tDelta.z; cell.y += step.y; } } - //std::cout << " ray left grid at cell " << cell << std::endl; - // we left the grid, so no intersection + return false; }