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authorAaditya Dhruv <[email protected]>2026-01-31 03:22:27 -0600
committerAaditya Dhruv <[email protected]>2026-01-31 03:22:27 -0600
commit7f13b0abaa76a5e90674d5733f8162f02ceab693 (patch)
treee280ad2a4a881e79d2519f2558dcab6a36d5b389 /src/block.c
parent0c3e1f450f591d871c2779504b4113daf891fd1b (diff)
Rework chunk rendering to get a 100x performance boost!
- Switching to semi-chunk mesh rendering just 100x the framerate, it was running at around 100fps for 3 CHUNK_DISTANCE, and pushing it above would make it drop to 30. Now it runs at 9000 frames per second with CHUNK_DISTANCE of 8, probably can push it even more - What is bizarre is this is just from the reduction in draw calls, I still need to implement face culling for invisible blocks (simple) and frustrum culling (using AABB) or maybe octrees - Block is way way more simplifed, it's just metadata about a coordinate in the chunk block array - All rendering and mesh generation code is handled by chunks. There is a VAO, single VBO and EBO for each chunk. The data buffer is loaded into the GPU with a chunk_load, and it stays like that until it is loaded again. chunk_load is called if we move chunks, in engine_update. Here we unload existing chunks, then load the new ones
Diffstat (limited to 'src/block.c')
-rw-r--r--src/block.c200
1 files changed, 2 insertions, 198 deletions
diff --git a/src/block.c b/src/block.c
index d03a137..8911ba3 100644
--- a/src/block.c
+++ b/src/block.c
@@ -15,203 +15,7 @@
#include <stdio.h>
#include <string.h>
-
-#define ARRAY_SIZE(array) (sizeof(array) / sizeof(array[0]))
-
-void block_update(struct block* blk);
-int block_init(vec3 pos, struct block* blk) {
- // Store buffer data into struct
- // Initialize vbo and ebo for block
-
- memcpy(blk->coords, pos, sizeof(vec3));
- block_load_gpu(blk);
- block_update(blk);
+int block_init(struct block* blk, enum BLOCK_ID block_id) {
+ blk->block_id = block_id;
return 0;
}
-
-void block_load_gpu(struct block* blk) {
- // ========== Constants of a block ================
- // Local world coordinates
- float vertices[] = {
- 1.0f, 1.0f, 0.0f, // top-right
- 0.0f, 0.0f, 1.0f, // Front normal
- 1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f, // top-left
- 0.0f, 0.0f, 1.0f, // Front normal
- 0.0f, 1.0f,
- 0.0f, 0.0f, 0.0f, // bottom-left
- 0.0f, 0.0f, 1.0f, // Front normal
- 0.0f, 0.0f,
- 1.0f, 0.0f, 0.0f, // bottom-right
- 0.0f, 0.0f, 1.0f, // Front normal
- 1.0f, 0.0f,
-
- 0.0f, 1.0f, -1.0f, // top-left (back plane)
- 0.0f, 0.0f, -1.0f, // Back normal
- 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, // top-right (back plane)
- 0.0f, 0.0f, -1.0f, // Back normal
- 1.0f, 1.0f,
- 1.0f, 0.0f, -1.0f, // bottom-right (back plane)
- 0.0f, 0.0f, -1.0f, // Back normal
- 1.0f, 0.0f,
- 0.0f, 0.0f, -1.0f, // bottom-left (back plane)
- 0.0f, 0.0f, -1.0f, // Back normal
- 0.0f, 0.0f,
-
- 1.0f, 1.0f, -1.0f, // top-right (back plane)
- 1.0f, 0.0f, 0.0f, // Right normal
- 1.0f, 1.0f,
- 1.0f, 1.0f, 0.0f, // top-right
- 1.0f, 0.0f, 0.0f, // Right normal
- 0.0f, 1.0f,
- 1.0f, 0.0f, 0.0f, // bottom-right
- 1.0f, 0.0f, 0.0f, // Right normal
- 0.0f, 0.0f,
- 1.0f, 0.0f, -1.0f, // bottom-right (back plane)
- 1.0f, 0.0f, 0.0f, // Right normal
- 1.0f, 0.0f,
-
- 0.0f, 1.0f, 0.0f, // top-left
- -1.0f, 0.0f, 0.0f, // Left normal
- 1.0f, 1.0f,
- 0.0f, 1.0f, -1.0f, // top-left (back plane)
- -1.0f, 0.0f, 0.0f, // Left normal
- 0.0f, 1.0f,
- 0.0f, 0.0f, -1.0f, // bottom-left (back plane)
- -1.0f, 0.0f, 0.0f, // Left normal
- 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, // bottom-left
- -1.0f, 0.0f, 0.0f, // Left normal
- 1.0f, 0.0f,
-
- 1.0f, 1.0f, -1.0f, // top-right (back plane)
- 0.0f, 1.0f, 0.0f, // Top normal
- 1.0f, 1.0f,
- 0.0f, 1.0f, -1.0f, // top-left (back plane)
- 0.0f, 1.0f, 0.0f, // Top normal
- 0.0f, 1.0f,
- 0.0f, 1.0f, 0.0f, // top-left
- 0.0f, 1.0f, 0.0f, // Top normal
- 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, // top-right
- 0.0f, 1.0f, 0.0f, // Top normal
- 1.0f, 0.0f,
-
- 1.0f, 0.0f, -1.0f, // bottom-right (back plane)
- 0.0f, -1.0f, 0.0f, // Bottom normal
- 1.0f, 1.0f,
- 0.0f, 0.0f, -1.0f, // bottom-left (back plane)
- 0.0f, -1.0f, 0.0f, // Bottom normal
- 0.0f, 1.0f,
- 0.0f, 0.0f, 0.0f, // bottom-left
- 0.0f, -1.0f, 0.0f, // Bottom normal
- 0.0f, 0.0f,
- 1.0f, 0.0f, 0.0f, // bottom-right
- 0.0f, -1.0f, 0.0f, // Bottom normal
- 1.0f, 0.0f,
- };
- // int vertex_order[] = {
- // 1, 2, 3, 3, 0, 1, // Front
- // 5, 6, 7, 7, 4, 5, // Back
- // 9, 10, 11, 11, 8, 9, // Right
- // 13, 14, 15, 15, 12, 13, // Left
- // 17, 18, 19, 19, 16, 17, // Top
- // 21, 22, 23, 23, 20, 21, // Bottom
- //
- // };
- int vertex_order[] = {
- 1, 2, 3, 3, 0, 1, // Front
- 5, 6, 7, 7, 4, 5, // Back
- 9, 10, 11, 11, 8, 9, // Right
- 13, 14, 15, 15, 12, 13, // Left
- 17, 18, 19, 19, 16, 17, // Top
- 21, 22, 23, 23, 20, 21, // Bottom
- };
-
- // ================ OpenGL work ================
- create_vbo(&blk->_vbo, (void*)vertices, sizeof(float) * ARRAY_SIZE(vertices));
- create_ebo(&blk->_ebo, (void*)vertex_order, sizeof(int) * ARRAY_SIZE(vertex_order));
-
-
- blk->_vertex_count = ARRAY_SIZE(vertex_order);
- glGenVertexArrays(1, &blk->_vao);
- glBindVertexArray(blk->_vao);
- // Enable 3 attribs - position normals texture
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
- glEnableVertexAttribArray(2);
- // set vao_buffer to pos buffer obj
- glBindBuffer(GL_ARRAY_BUFFER, blk->_vbo);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), 0);
- // set vao_buffer to normals buffer obj
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (GLvoid*)(3*sizeof(float)));
- // set vao_buffer to texture buffer obj
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (GLvoid*)(6*sizeof(float)));
- // Set EBO to the vertex_order
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, blk->_ebo);
- //NOTE: This is important, otherwise with multiple block_init calls, it
- //creates a segfault since the bindings get all messed up. Why it gets
- //messed up? Let's say we make 2 blocks. Block 1 creates VBOs, then VAO,
- //then binds everything. Now VAO is still bound. Block 2 init starts. First
- //call is create_vbo. Since VAO is already bound, it gets bound to the OLD
- //VAO!! Always clear before use.
- glBindVertexArray(0);
-}
-
-void block_update(struct block* blk) {
- //=============== Matrix Work ==============
-
- // RTS matrix - rotate, translate, scale
- glm_mat4_identity(blk->model);
- float angle = glm_rad(blk->angle);
- // vec3 scale = { 0.90f, 0.90f, 0.90f };
- glm_translate(blk->model, blk->coords);
- // glm_scale(blk->model, scale);
- // glm_rotate_at(blk->model, pivot, angle, rot_axis);
- // View matrix (camera)
- //blk->angle = fmodf(blk->angle + 0.005f, 360.0f);
-}
-
-// Register block vbos and ebos to context
-int block_draw(struct block* blk, struct shader* shader, struct texture* texture) {
- glBindVertexArray(blk->_vao);
- set_uniform_mat4("model", shader, blk->model);
- // GLuint loc = glGetUniformLocation(shader->program, "face_colors");
- // if (loc == -1) {
- // fprintf(stderr, "Invalid var %s for get_uniform_mat4: Does not exist\n", "face_colors");
- // exit(1);
- // return -1;
- // }
- // float colors[] = {
- // 0.761f, 0.424f, 0.0f,
- // 0.761f, 0.424f, 0.0f,
- // 0.761f, 0.424f, 0.0f,
- // 0.761f, 0.424f, 0.0f,
- // 0.404f, 0.776f, 0.027f,
- // 0.761f, 0.424f, 0.0f,
- // };
- // glUniform3fv(loc, 6, (void*)colors);
- // texture_draw(texture);
- glDrawElements(GL_TRIANGLES, blk->_vertex_count, GL_UNSIGNED_INT, 0);
- glBindVertexArray(0);
- return 0;
-}
-
-void block_debug(struct block *blk) {
- fprintf(stderr, "==== Block Debug ====\n");
- fprintf(stderr, "==== Block Coords ====\n");
- glm_vec3_print(blk->coords, stderr);
- fprintf(stderr, "==== Block Model ====\n");
- glm_mat4_print(blk->model, stderr);
-
-}
-
-void block_unload(struct block *blk) {
- // Clear VBO data
- glDeleteBuffers(1, &blk->_vbo);
- // Clear EBO data
- glDeleteBuffers(1, &blk->_ebo);
- // Clear VAO
- glDeleteVertexArrays(1, &blk->_vao);
-}