Files
voxel/Renderer.cs
2025-09-30 10:58:12 +02:00

110 lines
3.4 KiB
C#

using OpenTK.Graphics.OpenGL4;
using static System.Runtime.InteropServices.JavaScript.JSType;
namespace Voxel
{
static class Renderer
{
private static int _ssbo;
private static int _vao;
private static bool _buffersDirty;
private static Dictionary<(int, int), int> _chunkBufferSizes = new Dictionary<(int, int), int>();
private static List<ChunkMesh> _chunkMeshes = new List<ChunkMesh>();
private static Shader _shader;
private static readonly Texture _texture;
private static World? _world;
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.BufferData(BufferTarget.ShaderStorageBuffer, 1024 * 1024 * 128, IntPtr.Zero, BufferUsageHint.DynamicDraw);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo);
}
public static void Render()
{
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
_shader.Use();
_shader.SetMatrix4("view", Camera.view);
_shader.SetVector3("cameraPosition", Camera.Position);
_shader.SetMatrix4("projection", Camera.projection);
if (_buffersDirty)
{
UpdateAllChunksBuffer();
_buffersDirty = false;
}
RenderWorld();
}
private static void UpdateAllChunksBuffer()
{
if (_world == null) return;
int offset = 0;
foreach (Chunk chunk in _world.GetAllChunks())
{
ChunkMesh chunkMesh = chunk.GetChunkMesh();
if (chunkMesh.NeedsUpdate)
{
byte[] data = chunkMesh.GetPackedData();
GL.BufferSubData(BufferTarget.ShaderStorageBuffer, (IntPtr)offset * 8, chunkMesh.Size * 8, data);
}
_chunkBufferSizes[(chunk.X, chunk.Y)] = offset;
offset += chunkMesh.Size * 8;
}
}
private static void RenderWorld()
{
if (_world == null) return;
foreach (Chunk chunk in _world.GetAllChunks())
{
ChunkMesh chunkMesh = chunk.GetChunkMesh();
if (chunkMesh.Size == 0) continue;
if (!_chunkBufferSizes.TryGetValue((chunk.X, chunk.Y), out int offset)) continue;
_shader.SetInt("chunkX", chunk.X);
_shader.SetInt("chunkY", chunk.Y);
//GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit);
GL.DrawArrays(PrimitiveType.Triangles, offset * 6, chunkMesh.Size * 6);
}
}
public static void SetWorld(World world)
{
_world = world;
_buffersDirty = true;
}
public static void MarkBuffersDirty()
{
_buffersDirty = true;
}
}
}