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chunk.py
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210 lines (143 loc) · 6.09 KB
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import ctypes
import math
import pyglet.gl as gl
import subchunk
# define constant values for the chunk's dimensions
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_LENGTH = 16
class Chunk:
def __init__(self,world, chunk_position):
self.world = world
self.chunk_position = chunk_position
self.position = ( # get a world-space position for the chunk
self.chunk_position[0] * CHUNK_WIDTH,
self.chunk_position[1] * CHUNK_HEIGHT,
self.chunk_position[2] * CHUNK_LENGTH)
self.blocks = [[[0 # create an array of blocks filled with "air" (block number 0)
for z in range(CHUNK_LENGTH)]
for y in range(CHUNK_HEIGHT)]
for x in range(CHUNK_WIDTH )]
self.subchunks = {}
for x in range(int(CHUNK_WIDTH / subchunk.SUBCHUNK_WIDTH)):
for y in range(int(CHUNK_HEIGHT / subchunk.SUBCHUNK_HEIGHT)):
for z in range(int(CHUNK_LENGTH / subchunk.SUBCHUNK_LENGTH)):
self.subchunks[(x, y, z)] = subchunk.Subchunk(self, (x, y, z))
# mesh variables
#self.has_mesh = False
self.mesh_vertex_positions = []
self.mesh_tex_coords = []
self.mesh_shading_values = []
self.mesh_index_counter = 0
self.mesh_indices = []
# create vertex array object
self.vao = gl.GLuint(0)
gl.glGenVertexArrays(1, self.vao)
gl.glBindVertexArray(self.vao)
# create vertex position vbo
self.vertex_position_vbo = gl.GLuint(0)
gl.glGenBuffers(1, self.vertex_position_vbo)
# create tex coord vbo
self.tex_coord_vbo = gl.GLuint(0)
gl.glGenBuffers(1, self.tex_coord_vbo)
# create shading values vbo
self.shading_values_vbo = gl.GLuint(0)
gl.glGenBuffers(1, self.shading_values_vbo)
# create index buffer object
self.ibo = gl.GLuint(0)
gl.glGenBuffers(1, self.ibo)
def update_subchunk_meshes(self):
for subchunk_position in self.subchunks:
subchunk = self.subchunks[subchunk_position]
subchunk.update_mesh()
def update_at_position(self, position):
x, y, z = position
lx = int(x % subchunk.SUBCHUNK_WIDTH )
ly = int(y % subchunk.SUBCHUNK_HEIGHT)
lz = int(z % subchunk.SUBCHUNK_LENGTH)
clx, cly, clz = self.world.get_local_position(position)
sx = math.floor(clx / subchunk.SUBCHUNK_WIDTH)
sy = math.floor(cly / subchunk.SUBCHUNK_HEIGHT)
sz = math.floor(clz / subchunk.SUBCHUNK_LENGTH)
self.subchunks[(sx, sy, sz)].update_mesh()
def try_update_subchunk_mesh(subchunk_position):
if subchunk_position in self.subchunks:
self.subchunks[subchunk_position].update_mesh()
if lx == subchunk.SUBCHUNK_WIDTH - 1: try_update_subchunk_mesh((sx + 1, sy, sz))
if lx == 0: try_update_subchunk_mesh((sx - 1, sy, sz))
if ly == subchunk.SUBCHUNK_HEIGHT - 1: try_update_subchunk_mesh((sx, sy + 1, sz))
if ly == 0: try_update_subchunk_mesh((sx, sy - 1, sz))
if lz == subchunk.SUBCHUNK_LENGTH - 1: try_update_subchunk_mesh((sx, sy, sz + 1))
if lz == 0: try_update_subchunk_mesh((sx, sy, sz - 1))
def update_mesh(self):
# combine all the small subchunk meshes into one big chunk mesh
self.mesh_vertex_positions = []
self.mesh_tex_coords = []
self.mesh_shading_values = []
self.mesh_index_counter = 0
self.mesh_indices = []
for subchunk_position in self.subchunks:
subchunk = self.subchunks[subchunk_position]
self.mesh_vertex_positions.extend(subchunk.mesh_vertex_positions)
self.mesh_tex_coords.extend(subchunk.mesh_tex_coords)
self.mesh_shading_values.extend(subchunk.mesh_shading_values)
mesh_indices = [index + self.mesh_index_counter for index in subchunk.mesh_indices]
self.mesh_indices.extend(mesh_indices)
self.mesh_index_counter += subchunk.mesh_index_counter
# send the full mesh data to the GPU and free the memory used client-side (we don't need it anymore)
# don't forget to save the length of 'self.mesh_indices' before freeing
self.mesh_indices_length = len(self.mesh_indices)
self.send_mesh_data_to_gpu()
del self.mesh_vertex_positions
del self.mesh_tex_coords
del self.mesh_shading_values
del self.mesh_indices
def send_mesh_data_to_gpu(self): # pass mesh data to gpu
# pass mesh data to gpu
if not self.mesh_index_counter: # make sure there actually is data in the mesh
return
gl.glBindVertexArray(self.vao) # bind the VAO
# pass the mesh data to the vertex position VBO
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertex_position_vbo)
gl.glBufferData(
gl.GL_ARRAY_BUFFER,
ctypes.sizeof(gl.GLfloat * len(self.mesh_vertex_positions)),
(gl.GLfloat * len(self.mesh_vertex_positions)) (*self.mesh_vertex_positions),
gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 0, 0)
gl.glEnableVertexAttribArray(0)
# pass the mesh data to the texture coordinates VBO
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.tex_coord_vbo)
gl.glBufferData(
gl.GL_ARRAY_BUFFER,
ctypes.sizeof(gl.GLfloat * len(self.mesh_tex_coords)),
(gl.GLfloat * len(self.mesh_tex_coords)) (*self.mesh_tex_coords),
gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(1, 3, gl.GL_FLOAT, gl.GL_FALSE, 0, 0)
gl.glEnableVertexAttribArray(1)
# pass the mesh data to the shading values VBO
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.shading_values_vbo)
gl.glBufferData(
gl.GL_ARRAY_BUFFER,
ctypes.sizeof(gl.GLfloat * len(self.mesh_shading_values)),
(gl.GLfloat * len(self.mesh_shading_values)) (*self.mesh_shading_values),
gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(2, 1, gl.GL_FLOAT, gl.GL_FALSE, 0, 0)
gl.glEnableVertexAttribArray(2)
# pass the mesh data to the IBO
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.ibo)
gl.glBufferData(
gl.GL_ELEMENT_ARRAY_BUFFER,
ctypes.sizeof(gl.GLuint * len(self.mesh_indices)),
(gl.GLuint * len(self.mesh_indices)) (*self.mesh_indices),
gl.GL_STATIC_DRAW)
def draw(self):
if not self.mesh_index_counter: # make sure there actually is data in the mesh
return
# draw the VAO
gl.glBindVertexArray(self.vao)
gl.glDrawElements(
gl.GL_TRIANGLES,
self.mesh_indices_length,
gl.GL_UNSIGNED_INT,
None)