AABB blocks rotation support (WIP part 1)

This commit is contained in:
MihailRis 2023-12-04 15:52:09 +03:00
parent 8bc8eb14bd
commit 0c764bcbd9
8 changed files with 120 additions and 90 deletions

View File

@ -8,7 +8,8 @@
"pane"
],
"model": "aabb",
"hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.1],
"hitbox": [0.0, 0.2, 0.0, 1.0, 1.0, 0.1],
"light-passing": true,
"sky-light-passing": true
}
"sky-light-passing": true,
"rotation": "pipe"
}

View File

@ -193,7 +193,12 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
const vec3 pos = PlayerController::selectedBlockPosition;
const vec3 point = PlayerController::selectedPointPosition;
const vec3 norm = PlayerController::selectedBlockNormal;
const AABB& hitbox = block->hitbox;
AABB hitbox = block->hitbox;
if (block->rotatable) {
auto states = PlayerController::selectedBlockStates;
block->rotations.variants[states].transform(hitbox);
}
const vec3 center = pos + hitbox.center();
const vec3 size = hitbox.size();
linesShader->use();

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@ -92,33 +92,6 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
index(0, 1, 3, 1, 2, 3);
}
void BlocksRenderer::face(const vec3& coord, float w, float h,
const vec3& axisX,
const vec3& axisY,
const UVRegion& region,
const vec4(&lights)[4],
const vec4& tint,
bool rotated) {
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
if (rotated) {
vertex(coord, region.u2, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v2, lights[1] * tint);
vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint);
vertex(coord + axisY * h, region.u1, region.v1, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
}
else {
vertex(coord, region.u1, region.v1, lights[0] * tint);
vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
index(0, 1, 2, 0, 2, 3);
}
}
void BlocksRenderer::vertex(const ivec3& coord, float u, float v,
const vec4& tint,
const ivec3& axisX,
@ -128,6 +101,15 @@ void BlocksRenderer::vertex(const ivec3& coord, float u, float v,
vertex(coord, u, v, light * tint);
}
void BlocksRenderer::vertex(const vec3& coord, float u, float v,
const vec4& tint,
const ivec3& axisX,
const ivec3& axisY,
const ivec3& axisZ) {
vec4 light = pickSoftLight(ivec3(coord.x, coord.y, coord.z)+axisZ, axisX, axisY);
vertex(coord, u, v, light * tint);
}
void BlocksRenderer::face(const ivec3& coord,
const ivec3& axisX,
const ivec3& axisY,
@ -152,6 +134,35 @@ void BlocksRenderer::face(const ivec3& coord,
index(0, 1, 2, 0, 2, 3);
}
void BlocksRenderer::face(const ivec3& coord_,
const ivec3& axisX,
const ivec3& axisY,
const ivec3& axisZ,
const ivec3& laxisZ,
const vec3& offset,
float width,
float height,
float depth,
const UVRegion& region) {
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f);
float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector);
d = 0.75f + d*0.25f;
vec4 tint(d);
vec3 coord(vec3(coord_) + offset);
vertex(coord + vec3(axisZ)*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ);
vertex(coord + vec3(axisZ)*depth + vec3(axisX)*width, region.u2, region.v1, tint, axisX, axisY, laxisZ);
vertex(coord + vec3(axisZ)*depth + vec3(axisX)*width + vec3(axisY)*height, region.u2, region.v2, tint, axisX, axisY, laxisZ);
vertex(coord + vec3(axisZ)*depth + vec3(axisY)*height, region.u1, region.v2, tint, axisX, axisY, laxisZ);
index(0, 1, 2, 0, 2, 3);
}
void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) {
vec4 lights[]{ vec4(),vec4(),vec4(),vec4() };
@ -220,57 +231,41 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U
}
void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) {
int rot = 0;
float x = pos.x;
float y = pos.y;
float z = pos.z;
{
vec4 lights[]{
pickSoftLight(x, y, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) };
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(0.9f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(pos.x, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x - 1, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x - 1, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}) };
face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(0.75f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(x, pos.y + 1, pos.z + 1, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x + 1, pos.y + 1, pos.z + 1, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x + 1, pos.y + 1, pos.z, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x, pos.y + 1, pos.z, {1, 0, 0}, {0, 0, 1}) };
face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights, vec4(1.0f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(pos.x, pos.y - 1, pos.z - 1, {1, 0, 0}, {0, 0, -1}),
pickSoftLight(pos.x + 1, y - 1, pos.z - 1, {1, 0, 0}, {0, 0,-1}),
pickSoftLight(pos.x + 1, y - 1, pos.z, {1, 0, 0}, {0, 0, -1}),
pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) };
face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(0.6f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(0.7f), rot == 3);
} {
vec4 lights[]{
pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(0.8f), rot == 3);
ivec3 X(1, 0, 0);
ivec3 Y(0, 1, 0);
ivec3 Z(0, 0, 1);
ivec3 loff(0);
ivec3 coord(x, y, z);
if (block->rotatable) {
auto& rotations = block->rotations;
auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
X = orient.axisX;
Y = orient.axisY;
Z = orient.axisZ;
coord += orient.fix;
loff -= orient.fix;
}
vec3 local = pos - vec3(coord);
local -= loff;
face(coord, X, Y, Z, Z+loff, local, size.x, size.y, -size.z, texfaces[5]);
face(coord+X-Z, -X, Y, -Z, Z-Z-X+loff, local, size.x, size.y, 0.0f, texfaces[4]);
face(coord+Y, X, -Z, Y, Y-Y+loff, local-vec3(Z)*size.z, size.x, size.z, 0.0f, texfaces[3]);
face(coord-Z, X, Z, -Y, -Y+Z+loff, local, size.x, size.z, 0.0f, texfaces[2]);
face(coord+X, -Z, Y, X, X-X+loff, local-vec3(Z)*size.z, size.z, size.y, 0.0f, texfaces[1]);
face(coord-Z, Z, Y, -X, -X+Z+loff, local, size.z, size.y, 0.0f, texfaces[0]);
}
void BlocksRenderer::blockCubeShaded(int x, int y, int z, const UVRegion(&texfaces)[6], const Block* block, ubyte states) {
void BlocksRenderer::blockCubeShaded(int x, int y, int z,
const UVRegion(&texfaces)[6],
const Block* block,
ubyte states) {
ubyte group = block->drawGroup;
ivec3 X(1, 0, 0);
@ -394,8 +389,8 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
case BlockModel::aabb: {
vec3 size = def.hitbox.size();
vec3 off = def.hitbox.min();
off.z *= -1.0f;
off.z = -1.0f-off.z + size.z;
//off.z *= -1.0f;
//off.z = -1.0f-off.z + size.z;
blockCubeShaded(off+vec3(x,y,z), size, texfaces, &def, vox.states);
break;
}

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@ -43,20 +43,18 @@ class BlocksRenderer {
const glm::ivec3& axisY,
const glm::ivec3& axisZ);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint);
void vertex(const glm::vec3& coord, float u, float v,
const glm::vec4& brightness,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint,
bool rotated);
const glm::vec4& tint);
void face(const glm::ivec3& coord,
const glm::ivec3& axisX,
@ -65,6 +63,17 @@ class BlocksRenderer {
const glm::ivec3& laxisZ,
const UVRegion& region);
void face(const glm::ivec3& coord,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ,
const glm::ivec3& laxisZ,
const glm::vec3& offset,
float width,
float height,
float depth,
const UVRegion& region);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,

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@ -110,6 +110,7 @@ vec3 PlayerController::selectedBlockPosition;
vec3 PlayerController::selectedPointPosition;
vec3 PlayerController::selectedBlockNormal;
int PlayerController::selectedBlockId = -1;
int PlayerController::selectedBlockStates = 0;
PlayerController::PlayerController(Level* level, const EngineSettings& settings)
: level(level),
@ -133,6 +134,7 @@ void PlayerController::update(float delta, bool input, bool pause) {
updateInteraction();
} else {
selectedBlockId = -1;
selectedBlockStates = 0;
}
}
@ -207,6 +209,7 @@ void PlayerController::updateInteraction(){
if (vox != nullptr){
player->selectedVoxel = *vox;
selectedBlockId = vox->id;
selectedBlockStates = vox->states;
selectedBlockPosition = iend;
selectedPointPosition = end;
selectedBlockNormal = norm;
@ -250,5 +253,6 @@ void PlayerController::updateInteraction(){
}
} else {
selectedBlockId = -1;
selectedBlockStates = 0;
}
}

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@ -40,6 +40,7 @@ public:
static glm::vec3 selectedBlockNormal;
static glm::vec3 selectedPointPosition;
static int selectedBlockId;
static int selectedBlockStates;
PlayerController(Level* level, const EngineSettings& settings);
void update(float delta, bool input, bool pause);

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@ -1,12 +1,24 @@
#include "Block.h"
BlockRotProfile BlockRotProfile::PIPE {{
using glm::vec3;
void CoordSystem::transform(AABB& aabb) {
vec3 X(axisX);
vec3 Y(axisY);
vec3 Z(axisZ);
aabb.a = X * aabb.a.x + Y * aabb.a.y + Z * aabb.a.z;
aabb.b = X * aabb.b.x + Y * aabb.b.y + Z * aabb.b.z;
aabb.a += fix2;
aabb.b += fix2;
}
const BlockRotProfile BlockRotProfile::PIPE {{
// Vertical
{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {0, 0, 0}},
{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {0, 0, 0}, {0, 0, 0}},
// X-Aligned
{{0, -1, 0}, {1, 0, 0}, {0, 0, 1}, {0, 1, 0}},
{{0, -1, 0}, {1, 0, 0}, {0, 0, 1}, {0, 1, 0}, {0, 1, 0}},
// Z-Aligned
{{1, 0, 0}, {0, 0, 1}, {0, -1, 0}, {0, 0, -1}},
{{1, 0, 0}, {0, 0, 1}, {0, -1, 0}, {0, 0, -1}, {0, 1, 0}},
}};
Block::Block(std::string name)

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@ -22,6 +22,9 @@ struct CoordSystem {
glm::ivec3 axisZ;
// Grid 3d position fix offset (for negative vectors)
glm::ivec3 fix;
glm::ivec3 fix2;
void transform(AABB& aabb);
};
struct BlockRotProfile {
@ -30,7 +33,7 @@ struct BlockRotProfile {
/* Wood logs, pillars, pipes
3 orientations supported
*/
static BlockRotProfile PIPE;
static const BlockRotProfile PIPE;
};
enum class BlockModel {