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import ctypes |
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import math |
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import pyglet.gl as gl |
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import subchunk |
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CHUNK_WIDTH = 16 |
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CHUNK_HEIGHT = 128 |
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CHUNK_LENGTH = 16 |
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class Chunk: |
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def __init__(self, world, chunk_position): |
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self.world = world |
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self.modified = False |
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self.chunk_position = chunk_position |
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self.position = ( |
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self.chunk_position[0] * CHUNK_WIDTH, |
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self.chunk_position[1] * CHUNK_HEIGHT, |
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self.chunk_position[2] * CHUNK_LENGTH) |
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self.blocks = [[[0 |
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for z in range(CHUNK_LENGTH)] |
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for y in range(CHUNK_HEIGHT)] |
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for x in range(CHUNK_WIDTH )] |
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self.subchunks = {} |
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for x in range(int(CHUNK_WIDTH / subchunk.SUBCHUNK_WIDTH)): |
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for y in range(int(CHUNK_HEIGHT / subchunk.SUBCHUNK_HEIGHT)): |
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for z in range(int(CHUNK_LENGTH / subchunk.SUBCHUNK_LENGTH)): |
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self.subchunks[(x, y, z)] = subchunk.Subchunk(self, (x, y, z)) |
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self.mesh_vertex_positions = [] |
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self.mesh_tex_coords = [] |
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self.mesh_shading_values = [] |
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self.mesh_index_counter = 0 |
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self.mesh_indices = [] |
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self.vao = gl.GLuint(0) |
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gl.glGenVertexArrays(1, self.vao) |
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gl.glBindVertexArray(self.vao) |
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self.vertex_position_vbo = gl.GLuint(0) |
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gl.glGenBuffers(1, self.vertex_position_vbo) |
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self.tex_coord_vbo = gl.GLuint(0) |
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gl.glGenBuffers(1, self.tex_coord_vbo) |
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self.shading_values_vbo = gl.GLuint(0) |
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gl.glGenBuffers(1, self.shading_values_vbo) |
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self.ibo = gl.GLuint(0) |
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gl.glGenBuffers(1, self.ibo) |
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def update_subchunk_meshes(self): |
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for subchunk_position in self.subchunks: |
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subchunk = self.subchunks[subchunk_position] |
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subchunk.update_mesh() |
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def update_at_position(self, position): |
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x, y, z = position |
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lx = int(x % subchunk.SUBCHUNK_WIDTH ) |
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ly = int(y % subchunk.SUBCHUNK_HEIGHT) |
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lz = int(z % subchunk.SUBCHUNK_LENGTH) |
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clx, cly, clz = self.world.get_local_position(position) |
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sx = math.floor(clx / subchunk.SUBCHUNK_WIDTH) |
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sy = math.floor(cly / subchunk.SUBCHUNK_HEIGHT) |
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sz = math.floor(clz / subchunk.SUBCHUNK_LENGTH) |
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self.subchunks[(sx, sy, sz)].update_mesh() |
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def try_update_subchunk_mesh(subchunk_position): |
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if subchunk_position in self.subchunks: |
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self.subchunks[subchunk_position].update_mesh() |
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if lx == subchunk.SUBCHUNK_WIDTH - 1: try_update_subchunk_mesh((sx + 1, sy, sz)) |
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if lx == 0: try_update_subchunk_mesh((sx - 1, sy, sz)) |
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if ly == subchunk.SUBCHUNK_HEIGHT - 1: try_update_subchunk_mesh((sx, sy + 1, sz)) |
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if ly == 0: try_update_subchunk_mesh((sx, sy - 1, sz)) |
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if lz == subchunk.SUBCHUNK_LENGTH - 1: try_update_subchunk_mesh((sx, sy, sz + 1)) |
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if lz == 0: try_update_subchunk_mesh((sx, sy, sz - 1)) |
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def update_mesh(self): |
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self.mesh_vertex_positions = [] |
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self.mesh_tex_coords = [] |
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self.mesh_shading_values = [] |
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self.mesh_index_counter = 0 |
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self.mesh_indices = [] |
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for subchunk_position in self.subchunks: |
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subchunk = self.subchunks[subchunk_position] |
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self.mesh_vertex_positions.extend(subchunk.mesh_vertex_positions) |
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self.mesh_tex_coords.extend(subchunk.mesh_tex_coords) |
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self.mesh_shading_values.extend(subchunk.mesh_shading_values) |
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mesh_indices = [index + self.mesh_index_counter for index in subchunk.mesh_indices] |
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self.mesh_indices.extend(mesh_indices) |
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self.mesh_index_counter += subchunk.mesh_index_counter |
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self.mesh_indices_length = len(self.mesh_indices) |
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self.send_mesh_data_to_gpu() |
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del self.mesh_vertex_positions |
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del self.mesh_tex_coords |
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del self.mesh_shading_values |
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del self.mesh_indices |
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def send_mesh_data_to_gpu(self): |
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if not self.mesh_index_counter: |
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return |
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gl.glBindVertexArray(self.vao) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertex_position_vbo) |
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gl.glBufferData( |
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gl.GL_ARRAY_BUFFER, |
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ctypes.sizeof(gl.GLfloat * len(self.mesh_vertex_positions)), |
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(gl.GLfloat * len(self.mesh_vertex_positions)) (*self.mesh_vertex_positions), |
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gl.GL_STATIC_DRAW) |
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gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) |
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gl.glEnableVertexAttribArray(0) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.tex_coord_vbo) |
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gl.glBufferData( |
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gl.GL_ARRAY_BUFFER, |
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ctypes.sizeof(gl.GLfloat * len(self.mesh_tex_coords)), |
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(gl.GLfloat * len(self.mesh_tex_coords)) (*self.mesh_tex_coords), |
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gl.GL_STATIC_DRAW) |
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gl.glVertexAttribPointer(1, 3, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) |
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gl.glEnableVertexAttribArray(1) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.shading_values_vbo) |
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gl.glBufferData( |
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gl.GL_ARRAY_BUFFER, |
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ctypes.sizeof(gl.GLfloat * len(self.mesh_shading_values)), |
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(gl.GLfloat * len(self.mesh_shading_values)) (*self.mesh_shading_values), |
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gl.GL_STATIC_DRAW) |
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gl.glVertexAttribPointer(2, 1, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) |
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gl.glEnableVertexAttribArray(2) |
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gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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gl.glBufferData( |
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gl.GL_ELEMENT_ARRAY_BUFFER, |
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ctypes.sizeof(gl.GLuint * self.mesh_indices_length), |
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(gl.GLuint * self.mesh_indices_length) (*self.mesh_indices), |
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gl.GL_STATIC_DRAW) |
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def draw(self): |
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if not self.mesh_index_counter: |
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return |
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gl.glBindVertexArray(self.vao) |
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gl.glDrawElements( |
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gl.GL_TRIANGLES, |
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self.mesh_indices_length, |
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gl.GL_UNSIGNED_INT, |
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None) |