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Author: ipe369 (posted 2014-06-22 20:43:43, viewed 125 times)

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public void updateChunk()
   {
      vertexCount = 0;
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER,  VBOID);
      //Format for vbo - x1,y1,z1,r1,g1,b1,a1, x2,y2 etc...
      //7 floats per vertex
      //7*4 = 28, stride of 28 bytes per vertex
      //28 floats per side
      
      //For the greedy meshing, create 6 arrays of cross sections
      //Look at these as multiple 2d arrays, rather than 3d arrays
      int[][][] leftCross = new int[blocks.length][blocks[0][0].length][blocks[0].length],
               rightCross = new int[blocks.length][blocks[0][0].length][blocks[0].length],
               topCross = new int[blocks[0].length][blocks.length][blocks[0][0].length],
               bottomCross = new int[blocks[0].length][blocks.length][blocks[0][0].length],
               frontCross = new int[blocks[0][0].length][blocks.length][blocks[0].length],
               backCross = new int[blocks[0][0].length][blocks.length][blocks[0].length];
      
      
      //Assign the cross sections
      
      int length = blocks.length;
      int length2 = blocks[0].length;
      int length3 = blocks[0][0].length;
      for (int i = 0; i < length; i ++)
      {
         for (int j = 0; j < length2; j ++)
         {
            InnerLoop:
            for (int k = 0; k < length3; k ++)
            {
               int blockID = blocks[i][j][k]; // This is the ID of the block. 0 for nothing.
               if (blockID == 0) continue InnerLoop;
               Color colour = Renderer.getBlockColour(blocks[i][j][k]);
               if (colour == null)
               {
                  System.out.println("Colour not being drawn; ID not linked to a colour");
                  continue InnerLoop;
               }
               
               
               //Block is solid. for each neighbouring block containing 0 (air), place
               //the adjacent face in the correct position in the array
               if (i == 0)
               {
                  //Left
                  leftCross[i][k][j] = blockID;
               }
               else if (blocks[i - 1][j][k] == 0)
               {
                  //Left
                  leftCross[i][k][j] = blockID;
               }
               
               if (i == length - 1)
               {
                  rightCross[blocks.length - 1 - i][blocks[0][0].length - 1 - k][j] = blockID;
               }
               else if (blocks[i + 1][j][k] == 0)
               {
                  //Right
                  rightCross[blocks.length - 1 - i][blocks[0][0].length - 1 - k][j] = blockID;
               }
               
               if (j == 0)
               {
                  bottomCross[j][i][blocks[0][0].length - 1 - k] = blockID;
               }
               else if (blocks[i][j - 1][k] == 0)
               {
                  //Bottom
                  bottomCross[j][i][blocks[0][0].length - 1 - k] = blockID;
               }
               
               if (j == length2 - 1)
               {
                  //Top
                  topCross[j][i][k] = blockID;
               }
               else if (blocks[i][j + 1][k] == 0)
               {
                  topCross[j][i][k] = blockID;

               }      
               
               if (k == 0)
               {
                  frontCross[k][i][j] = blockID;
               }
               else if (blocks[i][j][k - 1] == 0)
               {                  
                  //Front
                  frontCross[k][i][j] = blockID;
               }
               
               if (k == length3 - 1)
               {
                  backCross[blocks[0][0].length - 1][i][j] = blockID;
               }
               else if (blocks[i][j][k + 1] == 0)
               {
                  //Back
                  backCross[k][i][j] = blockID;
               }
            }
         }
      }
      
      //The cross sections have been assigned. Now, to combine them into bigger
      //quads, and add them to an interleaved float buffer.
      ArrayList<FloatBuffer> buffers = new ArrayList<FloatBuffer>();
      
      length = leftCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(leftCross[i], pos, LEFT, i));
      }
      length = rightCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(rightCross[i], pos, RIGHT, i - length));
      }
      length = topCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(topCross[i], pos, TOP, -i+length));
      }
      length = bottomCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(bottomCross[i], pos, BOTTOM, i-length));
      }
      length = frontCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(frontCross[i], pos, FRONT, i - length));
      }
      length = backCross.length;
      for (int i = 0; i < length; i ++)
      {
         buffers.addAll(meshCrossSection(backCross[i], pos, BACK, i - length));
      }
      
      //Now we have a list of float buffers, we've got to combine them.
      //First, get the size -
      int size = 0;
      for (int i = 0; i < buffers.size(); i ++)
      {
         size += buffers.get(i).capacity();
      }
      
      //Now create a new buffer
      FloatBuffer buf = BufferUtils.createFloatBuffer(size);
      //Now put them all inside
      for (int i = 0; i < buffers.size(); i ++)
      {
         buf.put(buffers.get(i).array());
      }
      
      buf.rewind();
      //Send bind FloatBuffer to VBO
      GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_DYNAMIC_DRAW);
   }
   
   //NOTE: The projection argument is which angle you're looking at it from, eg.
   //LEFT or RIGHT etc.
   //Depth is which cross section it is
   private static final int LEFT = 0, RIGHT = 1, TOP = 2, BOTTOM = 3, FRONT = 4, BACK = 5;
   private ArrayList<FloatBuffer> meshCrossSection(int[][] blocks, Vector3f pos, int projection, int depth)
   {
      //Create a list of float buffers. This will contain interleaved float
      //data for each separate new quad which is made.
      ArrayList<FloatBuffer> groups = new ArrayList<FloatBuffer>();
      
      
      //Loop through the 2D array
      int length = blocks.length;
      int length2 = blocks[0].length;
      for (int i = 0; i < length; i ++)
      {
         for (int j = 0; j < length2; j ++)
         {
            if (blocks[i][j] != 0)
            {
               //Found a block. Keep track of its type.
               int currentGroup = blocks[i][j];
               int width = 1, height = 1;
               
               //Search the faces below this one in the array.
               while (height + j < length2 && blocks[i][j+height] == currentGroup)
               {
                  height ++;
               }
               //Now we have the height of the new larger quad, we can see how far it extends
               //to the right.
               while (width + i < length)
               {
                  //Start at the top block + 1 to the right
                  //Proceed down the line, check each block to see if it
                  //belongs to the group
                  //if they all do, add that line
                  //if one doesn't, create the float buffer and move on,
                  //we've found the larger quad.
                  boolean doesFit = true;
                  for(int k = j; k < height + j; k ++)
                  {
                     if (blocks[width + i][k] != currentGroup)
                     {
                        doesFit = false;
                        break;
                     }
                  }
                  if (doesFit)
                  {
                     width ++;
                  }
                  else
                  {
                     break;
                  }
               }
               
               //Now we have the width and height of the quad.
               //Get the 4 corner points - 
               Vector3f P1 = null,P2 = null,P3 = null,P4 = null;
               
               //Create the points differently depending on which angle we're looking
               //at the cross section from.
               
               if (projection == LEFT)
               {
                  P1 = new Vector3f(depth * Renderer.blockSize, (j-length2) * Renderer.blockSize, (i-length) * Renderer.blockSize);
                  P2 = new Vector3f(depth * Renderer.blockSize, (j-length2) * Renderer.blockSize, (i-length+width) * Renderer.blockSize);
                  P3 = new Vector3f(depth * Renderer.blockSize, (j-length2+height) * Renderer.blockSize, (i-length+width) * Renderer.blockSize);
                  P4 = new Vector3f(depth * Renderer.blockSize, (j-length2+height) * Renderer.blockSize, (i-length) * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cLeft, (float) c.getGreen()/255f*Renderer.sun.cLeft, (float) c.getBlue()/255f*Renderer.sun.cLeft, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cLeft, (float) c.getGreen()/255f*Renderer.sun.cLeft, (float) c.getBlue()/255f*Renderer.sun.cLeft, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cLeft, (float) c.getGreen()/255f*Renderer.sun.cLeft, (float) c.getBlue()/255f*Renderer.sun.cLeft, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cLeft, (float) c.getGreen()/255f*Renderer.sun.cLeft, (float) c.getBlue()/255f*Renderer.sun.cLeft, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);
                  groups.add(fb);
               }
               if (projection == RIGHT)
               {
                  P1 = new Vector3f(-depth * Renderer.blockSize, (j-length2) * Renderer.blockSize, -i * Renderer.blockSize);
                  P2 = new Vector3f(-depth * Renderer.blockSize, (j-length2) * Renderer.blockSize, -(i+width) * Renderer.blockSize);
                  P3 = new Vector3f(-depth * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, -(i+width) * Renderer.blockSize);
                  P4 = new Vector3f(-depth * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, -i * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cRight, (float) c.getGreen()/255f*Renderer.sun.cRight, (float) c.getBlue()/255f*Renderer.sun.cRight, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cRight, (float) c.getGreen()/255f*Renderer.sun.cRight, (float) c.getBlue()/255f*Renderer.sun.cRight, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cRight, (float) c.getGreen()/255f*Renderer.sun.cRight, (float) c.getBlue()/255f*Renderer.sun.cRight, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cRight, (float) c.getGreen()/255f*Renderer.sun.cRight, (float) c.getBlue()/255f*Renderer.sun.cRight, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);
                  groups.add(fb);
               }
               if (projection == TOP)
               {
                  P1 = new Vector3f(i * Renderer.blockSize, (-depth+1) * Renderer.blockSize, (j-length2) * Renderer.blockSize);
                  P2 = new Vector3f((i+width) * Renderer.blockSize, (-depth+1) * Renderer.blockSize, (j-length2) * Renderer.blockSize);
                  P3 = new Vector3f((i+width) * Renderer.blockSize, (-depth+1) * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize);
                  P4 = new Vector3f(i * Renderer.blockSize, (-depth+1) * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cTop, (float) c.getGreen()/255f*Renderer.sun.cTop, (float) c.getBlue()/255f*Renderer.sun.cTop, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cTop, (float) c.getGreen()/255f*Renderer.sun.cTop, (float) c.getBlue()/255f*Renderer.sun.cTop, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cTop, (float) c.getGreen()/255f*Renderer.sun.cTop, (float) c.getBlue()/255f*Renderer.sun.cTop, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cTop, (float) c.getGreen()/255f*Renderer.sun.cTop, (float) c.getBlue()/255f*Renderer.sun.cTop, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);
                  groups.add(fb);
               }
               if (projection == BOTTOM)
               {
                  P1 = new Vector3f(i * Renderer.blockSize, depth * Renderer.blockSize, -j * Renderer.blockSize);
                  P2 = new Vector3f((i+width) * Renderer.blockSize, depth * Renderer.blockSize, -j * Renderer.blockSize);
                  P3 = new Vector3f((i+width) * Renderer.blockSize, depth * Renderer.blockSize, -(j+height) * Renderer.blockSize);
                  P4 = new Vector3f(i * Renderer.blockSize, depth * Renderer.blockSize, -(j+height) * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBottom, (float) c.getGreen()/255f*Renderer.sun.cBottom, (float) c.getBlue()/255f*Renderer.sun.cBottom, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBottom, (float) c.getGreen()/255f*Renderer.sun.cBottom, (float) c.getBlue()/255f*Renderer.sun.cBottom, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBottom, (float) c.getGreen()/255f*Renderer.sun.cBottom, (float) c.getBlue()/255f*Renderer.sun.cBottom, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBottom, (float) c.getGreen()/255f*Renderer.sun.cBottom, (float) c.getBlue()/255f*Renderer.sun.cBottom, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);
                  groups.add(fb);
               }
               if (projection == FRONT)
               {
                  P1 = new Vector3f(i * Renderer.blockSize, (j-length2) * Renderer.blockSize, depth * Renderer.blockSize);
                  P2 = new Vector3f((i+width) * Renderer.blockSize, (j-length2) * Renderer.blockSize, depth * Renderer.blockSize);
                  P3 = new Vector3f((i+width) * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, depth * Renderer.blockSize);
                  P4 = new Vector3f(i * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, depth * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cFront, (float) c.getGreen()/255f*Renderer.sun.cFront, (float) c.getBlue()/255f*Renderer.sun.cFront, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cFront, (float) c.getGreen()/255f*Renderer.sun.cFront, (float) c.getBlue()/255f*Renderer.sun.cFront, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cFront, (float) c.getGreen()/255f*Renderer.sun.cFront, (float) c.getBlue()/255f*Renderer.sun.cFront, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cFront, (float) c.getGreen()/255f*Renderer.sun.cFront, (float) c.getBlue()/255f*Renderer.sun.cFront, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);   
                  groups.add(fb);
               }
               if (projection == BACK)
               {
                  P1 = new Vector3f((i) * Renderer.blockSize, (j-length2) * Renderer.blockSize, (depth+1) * Renderer.blockSize);
                  P2 = new Vector3f(((i)+width) * Renderer.blockSize, (j-length2) * Renderer.blockSize, (depth+1) * Renderer.blockSize);
                  P3 = new Vector3f(((i)+width) * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, (depth+1) * Renderer.blockSize);
                  P4 = new Vector3f((i) * Renderer.blockSize, ((j-length2)+height) * Renderer.blockSize, (depth+1) * Renderer.blockSize);
                  
                  Color c = Renderer.getBlockColour(currentGroup);
                  if (c == null)
                  {
                     c = new Color(255,255,255);
                  }
                  //Create a float array from these
                  float[] newVertex = new float[]
                  {
                        P1.x + pos.x, P1.y + pos.y, P1.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBack, (float) c.getGreen()/255f*Renderer.sun.cBack, (float) c.getBlue()/255f*Renderer.sun.cBack, (float) c.getAlpha()/255f,
                        P2.x + pos.x, P2.y + pos.y, P2.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBack, (float) c.getGreen()/255f*Renderer.sun.cBack, (float) c.getBlue()/255f*Renderer.sun.cBack, (float) c.getAlpha()/255f,
                        P3.x + pos.x, P3.y + pos.y, P3.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBack, (float) c.getGreen()/255f*Renderer.sun.cBack, (float) c.getBlue()/255f*Renderer.sun.cBack, (float) c.getAlpha()/255f,
                        P4.x + pos.x, P4.y + pos.y, P4.z + pos.z, (float) c.getRed()/255f*Renderer.sun.cBack, (float) c.getGreen()/255f*Renderer.sun.cBack, (float) c.getBlue()/255f*Renderer.sun.cBack, (float) c.getAlpha()/255f
                  };
                  FloatBuffer fb = FloatBuffer.allocate(28);
                  fb.put(newVertex);
                  groups.add(fb);
               }
               vertexCount += 4;
               //One way or another, we've now added the float buffer.
               //We need to remove these faces from the grid.
               for (int a = i; a < i +width; a ++)
               {
                  for (int b = j; b < j + height; b ++)
                  {
                     blocks[a][b] = 0;
                  }
               }
         
            }
         }
      }
      
      return groups;
   }





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List of Learning Resources
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List of Learning Resources
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2014-08-01 16:19:50

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