| import ctypes |
| import math |
|
|
| import pyglet.gl as gl |
|
|
| import subchunk |
|
|
| CHUNK_WIDTH = 16 |
| CHUNK_HEIGHT = 128 |
| CHUNK_LENGTH = 16 |
|
|
| class Chunk: |
| def __init__(self, world, chunk_position): |
| self.world = world |
| |
| self.modified = False |
| self.chunk_position = chunk_position |
|
|
| self.position = ( |
| self.chunk_position[0] * CHUNK_WIDTH, |
| self.chunk_position[1] * CHUNK_HEIGHT, |
| self.chunk_position[2] * CHUNK_LENGTH) |
| |
| self.blocks = [[[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)) |
|
|
| |
|
|
| self.mesh_vertex_positions = [] |
| self.mesh_tex_coords = [] |
| self.mesh_shading_values = [] |
|
|
| self.mesh_index_counter = 0 |
| self.mesh_indices = [] |
|
|
| |
|
|
| self.vao = gl.GLuint(0) |
| gl.glGenVertexArrays(1, self.vao) |
| gl.glBindVertexArray(self.vao) |
|
|
| self.vertex_position_vbo = gl.GLuint(0) |
| gl.glGenBuffers(1, self.vertex_position_vbo) |
|
|
| self.tex_coord_vbo = gl.GLuint(0) |
| gl.glGenBuffers(1, self.tex_coord_vbo) |
|
|
| self.shading_values_vbo = gl.GLuint(0) |
| gl.glGenBuffers(1, self.shading_values_vbo) |
|
|
| 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): |
| |
|
|
| 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 |
| |
| |
| |
|
|
| 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): |
| if not self.mesh_index_counter: |
| return |
|
|
| gl.glBindVertexArray(self.vao) |
|
|
| 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) |
|
|
| 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) |
|
|
| 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) |
|
|
| gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
| gl.glBufferData( |
| gl.GL_ELEMENT_ARRAY_BUFFER, |
| ctypes.sizeof(gl.GLuint * self.mesh_indices_length), |
| (gl.GLuint * self.mesh_indices_length) (*self.mesh_indices), |
| gl.GL_STATIC_DRAW) |
|
|
| def draw(self): |
| if not self.mesh_index_counter: |
| return |
| |
| gl.glBindVertexArray(self.vao) |
|
|
| gl.glDrawElements( |
| gl.GL_TRIANGLES, |
| self.mesh_indices_length, |
| gl.GL_UNSIGNED_INT, |
| None) |