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|
use gl::*;
use glm;
use glw;
use time;
use trace;
fn render_chunks_frame() void = {
let nprep = 0;
for :prepare (let z = 0i32; z < CHUNKS_SIZE; z += 1)
for (let x = 0i32; x < CHUNKS_SIZE; x += 1)
for (let y = 0u8; y < CHUNKS_HEIGHT; y += 1) {
const pos = SectionPos {
x = CHUNKS_POS.x + x,
y = CHUNKS_MIN_Y + y: i8,
z = CHUNKS_POS.z + z,
};
if (render_chunks_prepare_section(pos)) {
nprep += 1;
if (nprep >= 80) break :prepare;
};
};
};
fn render_chunks_prepare_section(pos: SectionPos) bool = {
const section = match (getsection(pos)) {
case let section: *Section =>
yield section;
case null =>
return false;
};
if (!section.dirty) return false;
section.dirty = false;
const t0 = time::now(time::clock::MONOTONIC);
const vertices = section_build_geometry(pos);
const t = time::diff(t0, time::now(time::clock::MONOTONIC));
defer free(vertices);
// trace::debug(&trace::root,
// "[ {} {} {} ]: {} vertices / {} bytes / took {} µs / palette {} items",
// pos.x, pos.y, pos.z,
// len(vertices), len(vertices) * size(Vertex),
// t / 1000, section.bstates.palette_size);
if (len(vertices) == 0) {
if (section.vertexbuf != 0) {
glDeleteBuffers(1, §ion.vertexbuf);
section.vertexbuf = 0;
};
return true;
};
if (section.vertexbuf == 0) {
glGenBuffers(1, §ion.vertexbuf);
};
glBindBuffer(GL_ARRAY_BUFFER, section.vertexbuf);
glw::buffer_data(
GL_ARRAY_BUFFER,
vertices, size(Vertex),
GL_STATIC_DRAW,
);
section.vertexcount = len(vertices): i32;
return true;
};
fn render_chunks_section_destroy(section: *Section) void = {
glDeleteBuffers(1, §ion.vertexbuf);
};
fn render_chunks_render_section(pos: SectionPos) void = {
const section = match (getsection(pos)) {
case let section: *Section =>
yield section;
case null =>
return;
};
if (section.vertexbuf == 0) return;
const origin = [
(pos.x - CHUNKS_POS.x): f32 * 16.0,
pos.y: f32 * 16.0,
(pos.z - CHUNKS_POS.z): f32 * 16.0,
];
glUniform3fv(1, 1, &origin: *f32);
glBindVertexBuffer(0, section.vertexbuf, 0, size(Vertex): i32);
glDrawArrays(GL_TRIANGLES, 0, section.vertexcount);
};
fn render_chunks_render(trans: *glm::m4) void = {
glUseProgram(SHADER_BLOCKS);
glBindTexture(GL_TEXTURE_2D, ATLAS_BLOCKS.gl_texture);
glUniformMatrix4fv(0, 1, 0, trans: *f32);
glBindVertexArray(VAO_BLOCKS);
for (let z = 0i32; z < CHUNKS_SIZE; z += 1)
for (let x = 0i32; x < CHUNKS_SIZE; x += 1)
for (let y = 0u8; y < CHUNKS_HEIGHT; y += 1) {
const pos = SectionPos {
x = CHUNKS_POS.x + x,
y = CHUNKS_MIN_Y + y: i8,
z = CHUNKS_POS.z + z,
};
render_chunks_render_section(pos);
};
};
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