readability and minor mutex fixes #27

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ArgoreOfficial wants to merge 2 commits from ArgoreOfficial/main into main
5 changed files with 60 additions and 49 deletions

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@ -380,28 +380,20 @@ int main(int argc, char *argv[])
projection = glm::perspective(glm::radians(camera.Zoom), windowX / windowY, 0.1f, 1000.0f);
shader.use();
unsigned int viewLoc = glGetUniformLocation(shader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
unsigned int projectionLoc = glGetUniformLocation(shader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
shader.setMat4x4f( "view", view );
shader.setMat4x4f( "projection", projection );
waterShader.use();
viewLoc = glGetUniformLocation(waterShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
projectionLoc = glGetUniformLocation(waterShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
waterShader.setMat4x4f( "view", view );
waterShader.setMat4x4f( "projection", projection );
billboardShader.use();
viewLoc = glGetUniformLocation(billboardShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
projectionLoc = glGetUniformLocation(billboardShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
billboardShader.setMat4x4f( "view", view );
billboardShader.setMat4x4f( "projection", projection );
outlineShader.use();
viewLoc = glGetUniformLocation(outlineShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
projectionLoc = glGetUniformLocation(outlineShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
outlineShader.setMat4x4f( "view", view );
outlineShader.setMat4x4f( "projection", projection );
Planet::planet->Update(camera.Position);
@ -492,8 +484,7 @@ int main(int argc, char *argv[])
glEnable(GL_BLEND);
glEnable(GL_COLOR_LOGIC_OP);
unsigned int crosshairProjLoc = glGetUniformLocation(crosshairShader.ID, "projection");
glUniformMatrix4fv(crosshairProjLoc, 1, GL_FALSE, glm::value_ptr(ortho));
crosshairShader.setMat4x4f( "projection", ortho );
glBindVertexArray(crosshairVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);

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@ -519,18 +519,15 @@ void Chunk::Render(Shader* mainShader, Shader* billboardShader)
// Render main mesh
mainShader->use();
mainShader->setMat4x4f( "model", model );
modelLoc = glGetUniformLocation(mainShader->ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(mainVAO);
glDrawElements(GL_TRIANGLES, numTrianglesMain, GL_UNSIGNED_INT, 0);
// Render billboard mesh
billboardShader->use();
modelLoc = glGetUniformLocation(billboardShader->ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
billboardShader->setMat4x4f( "model", model );
glDisable(GL_CULL_FACE);
glBindVertexArray(billboardVAO);
@ -546,13 +543,12 @@ void Chunk::RenderWater(Shader* shader)
//std::cout << "Rendering chunk " << chunkPos.x << ", " << chunkPos.y << ", " << chunkPos.z << '\n'
// << "Chunk VAO: " << vertexArrayObject << '\n' << "Triangles: " << numTriangles << '\n';
modelLoc = glGetUniformLocation(shader->ID, "model");
glBindVertexArray(waterVAO);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, worldPos);
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
shader->setMat4x4f( "model", model );
glDrawElements(GL_TRIANGLES, numTrianglesWater, GL_UNSIGNED_INT, 0);
}

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@ -39,13 +39,15 @@ void Planet::Update(glm::vec3 cameraPos)
{
numChunks++;
if (!(*it->second).ready)
Chunk& chunk = *it->second;
if (!chunk.ready)
chunksLoading++;
int chunkX = (*it->second).chunkPos.x;
int chunkY = (*it->second).chunkPos.y;
int chunkZ = (*it->second).chunkPos.z;
if ((*it->second).ready && (abs(chunkX - camChunkX) > renderDistance ||
int chunkX = chunk.chunkPos.x;
int chunkY = chunk.chunkPos.y;
int chunkZ = chunk.chunkPos.z;
if ( chunk.ready && (abs(chunkX - camChunkX) > renderDistance ||
abs(chunkY - camChunkY) > renderDistance ||
abs(chunkZ - camChunkZ) > renderDistance))
{
@ -60,13 +62,13 @@ void Planet::Update(glm::vec3 cameraPos)
chunkDataDeleteQueue.push({ chunkX, chunkY, chunkZ - 1 });
// Delete chunk
delete it->second;
delete it->second; // &chunk
it = chunks.erase(it);
}
else
{
numChunksRendered++;
(*it->second).Render(solidShader, billboardShader);
chunk.Render(solidShader, billboardShader);
++it;
}
}
@ -75,11 +77,13 @@ void Planet::Update(glm::vec3 cameraPos)
waterShader->use();
for (auto it = chunks.begin(); it != chunks.end(); )
{
int chunkX = (*it->second).chunkPos.x;
int chunkY = (*it->second).chunkPos.y;
int chunkZ = (*it->second).chunkPos.z;
Chunk& chunk = *it->second;
(*it->second).RenderWater(waterShader);
int chunkX = chunk.chunkPos.x;
int chunkY = chunk.chunkPos.y;
int chunkZ = chunk.chunkPos.z;
chunk.RenderWater(waterShader);
++it;
}
@ -102,10 +106,15 @@ void Planet::ChunkThreadUpdate()
chunks.find({ pos.x, pos.y, pos.z + 1 }) == chunks.end() &&
chunks.find({ pos.x, pos.y, pos.z - 1 }) == chunks.end())
{
delete chunkData.at(pos);
chunkData.erase(pos);
chunkMutex.lock();
delete it->second;
it = chunkData.erase( it );
chunkMutex.unlock();
}
else
{
++it;
}
++it;
}
// Check if camera moved to new chunk

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@ -2,6 +2,8 @@
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
#include <fstream>
#include <sstream>
#include <iostream>
@ -91,15 +93,22 @@ void Shader::use()
glUseProgram(ID);
}
void Shader::setBool(const std::string& name, bool value) const
void Shader::setBool(const std::string& name, bool value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
glUniform1i( glGetUniformLocation( ID, name.c_str() ), (int)value);
}
void Shader::setInt(const std::string& name, int value) const
void Shader::setInt(const std::string& name, int value)
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
glUniform1i( glGetUniformLocation( ID, name.c_str() ), value);
}
void Shader::setFloat(const std::string& name, float value) const
void Shader::setFloat(const std::string& name, float value)
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
glUniform1f( glGetUniformLocation( ID, name.c_str() ), value);
}
void Shader::setMat4x4f( const std::string& name, const glm::mat4& matrix )
{
glUniformMatrix4fv( glGetUniformLocation( ID, name.c_str() ), 1, GL_FALSE, glm::value_ptr( matrix ) );
}

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@ -1,6 +1,7 @@
#pragma once
#include <string>
#include <glm/fwd.hpp>
class Shader
{
@ -13,7 +14,12 @@ public:
// use/activate the shader
void use();
// utility uniform functions
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setBool(const std::string& name, bool value);
void setInt(const std::string& name, int value);
void setFloat(const std::string& name, float value);
void setMat4x4f( const std::string& name, const glm::mat4& matrix );
private:
};