Files
voxel/Renderer.cs

66 lines
1.9 KiB
C#

using OpenTK.Graphics.OpenGL4;
namespace Voxel
{
static class Renderer
{
private static int _ssbo;
private static int _vao;
private static List<FaceData> _faces = new List<FaceData>();
private static Shader _shader;
private static Texture _texture;
private static bool _needsUpdate = false;
static Renderer()
{
string vertexPath = "Shaders/shader.vert";
string fragmentPath = "Shaders/shader.frag";
string texturePath = "atlas.png";
_shader = new Shader(vertexPath, fragmentPath);
_texture = new Texture(texturePath);
_shader.SetInt("uTexture", 0);
_ssbo = GL.GenBuffer();
_vao = GL.GenVertexArray();
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo);
}
public static void Render()
{
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
if (_needsUpdate)
{
_needsUpdate = false;
byte[] data = _faces.SelectMany(f => f.Pack()).ToArray();
GL.BufferData(BufferTarget.ShaderStorageBuffer, data.Length, data, BufferUsageHint.StaticRead);
}
_shader.Use();
_shader.SetMatrix4("view", Camera.view);
_shader.SetMatrix4("projection", Camera.projection);
GL.DrawArrays(PrimitiveType.Triangles, 0, _faces.Count * 6);
//Console.WriteLine("Rendered " + _faces.Count.ToString() + " faces");
}
public static void AddFaces(List<FaceData> faces)
{
_faces.AddRange(faces);
_needsUpdate = true;
}
public static void ClearFaces()
{
_faces.Clear();
}
}
}