add block 'ambient-occlusion' property
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f485ba5e54
commit
71e20ff805
@ -71,6 +71,10 @@ Vertical sky light ray ignores block if **true**. (used for water)
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Turns off block model shading
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### *ambient-occlusion* (Vertex-based Ambient-Occlusion)
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Determines the presence of the vertex AO effect. Turned-on by default.
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## Physics
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### *obstacle*
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@ -74,6 +74,10 @@
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Выключает освещение на модели блока.
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### Вершинный Ambient-Occlusion - *ambient-occlusion*
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Определяет наличие эффекта вершинного AO. Включен по-умолчанию.
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## Физика
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### Препятствие - *obstacle*
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@ -13,5 +13,6 @@
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"size": [1, 2, 1],
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"rotation": "pane",
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"model": "aabb",
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"hitbox": [0.0, 0.0, 0.8, 1.0, 2.0, 0.2]
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"hitbox": [0.0, 0.0, 0.8, 1.0, 2.0, 0.2],
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"ambient-occlusion": false
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}
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@ -217,6 +217,7 @@ void ContentLoader::loadBlock(Block& def, const std::string& name, const fs::pat
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root->flag("light-passing", def.lightPassing);
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root->flag("sky-light-passing", def.skyLightPassing);
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root->flag("shadeless", def.shadeless);
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root->flag("ambient-occlusion", def.ambientOcclusion);
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root->flag("breakable", def.breakable);
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root->flag("selectable", def.selectable);
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root->flag("grounded", def.grounded);
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@ -104,7 +104,7 @@ void BlocksRenderer::face(
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertex(
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void BlocksRenderer::vertexAO(
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const vec3& coord,
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float u, float v,
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const vec4& tint,
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@ -117,7 +117,7 @@ void BlocksRenderer::vertex(
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::face(
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void BlocksRenderer::faceAO(
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const vec3& coord,
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const vec3& X,
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const vec3& Y,
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@ -140,12 +140,12 @@ void BlocksRenderer::face(
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vec3 axisZ = glm::normalize(Z);
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vec4 tint(d);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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} else {
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vec4 tint(1.0f);
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glm::vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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@ -154,6 +154,33 @@ void BlocksRenderer::face(
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::face(
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const vec3& coord,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& region,
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vec4 tint,
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bool lights
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) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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float s = 0.5f;
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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tint *= d;
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::tetragonicFace(
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const vec3& coord,
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const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4,
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@ -231,7 +258,8 @@ void BlocksRenderer::blockAABB(
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const UVRegion(&texfaces)[6],
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const Block* block,
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ubyte rotation,
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bool lights
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bool lights,
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bool ao
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) {
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if (block->hitboxes.empty()) {
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return;
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@ -256,18 +284,30 @@ void BlocksRenderer::blockAABB(
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}
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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if (ao) {
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faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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faceAO(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
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faceAO(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
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faceAO(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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faceAO(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
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faceAO(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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} else {
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auto tint = pickLight(icoord);
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], tint, lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], tint, lights); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], tint, lights); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], tint, lights); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], tint, lights); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], tint, lights); // east
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}
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}
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void BlocksRenderer::blockCustomModel(
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const ivec3& icoord, const Block* block, ubyte rotation, bool lights
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const ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
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) {
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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@ -289,12 +329,12 @@ void BlocksRenderer::blockCustomModel(
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orient.transform(box);
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}
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vec3 center_coord = coord - vec3(0.5f) + box.center();
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face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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faceAO(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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faceAO(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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faceAO(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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faceAO(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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faceAO(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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faceAO(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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}
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for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
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@ -314,7 +354,8 @@ void BlocksRenderer::blockCube(
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const UVRegion(&texfaces)[6],
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const Block* block,
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blockstate states,
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bool lights
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bool lights,
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bool ao
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) {
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ubyte group = block->drawGroup;
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@ -330,23 +371,45 @@ void BlocksRenderer::blockCube(
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Z = orient.axisZ;
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}
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord, Z, Y, -X, texfaces[0], lights);
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if (ao) {
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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faceAO(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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faceAO(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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faceAO(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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faceAO(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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faceAO(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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faceAO(coord, Z, Y, -X, texfaces[0], lights);
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}
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} else {
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auto tint = pickLight({x, y, z});
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, texfaces[5], tint, lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], tint, lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord, X, -Z, Y, texfaces[3], tint, lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord, X, Z, -Y, texfaces[2], tint, lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord, -Z, Y, X, texfaces[1], tint, lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord, Z, Y, -X, texfaces[0], tint, lights);
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}
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}
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}
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@ -440,7 +503,8 @@ void BlocksRenderer::render(const voxel* voxels) {
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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case BlockModel::block:
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blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless);
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blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless,
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def.ambientOcclusion);
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break;
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1.0f),
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@ -448,11 +512,13 @@ void BlocksRenderer::render(const voxel* voxels) {
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break;
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}
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case BlockModel::aabb: {
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, !def.shadeless);
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion);
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break;
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}
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case BlockModel::custom: {
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blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, !def.shadeless);
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blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion);
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break;
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}
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default:
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@ -40,7 +40,7 @@ class BlocksRenderer {
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void index(int a, int b, int c, int d, int e, int f);
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void vertex(
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void vertexAO(
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const glm::vec3& coord, float u, float v,
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const glm::vec4& brightness,
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const glm::vec3& axisX,
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@ -58,6 +58,15 @@ class BlocksRenderer {
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const glm::vec4& tint
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);
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void face(
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const glm::vec3& coord,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& region,
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glm::vec4 tint,
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bool lights
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);
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void faceAO(
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const glm::vec3& coord,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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@ -80,14 +89,16 @@ class BlocksRenderer {
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const UVRegion(&faces)[6],
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const Block* block,
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blockstate states,
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bool lights
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bool lights,
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bool ao
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);
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void blockAABB(
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const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights
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bool lights,
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bool ambientOcclusion
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);
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void blockXSprite(
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int x, int y, int z,
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@ -100,7 +111,8 @@ class BlocksRenderer {
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const glm::ivec3& icoord,
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const Block* block,
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ubyte rotation,
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bool lights
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bool lights,
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bool ao
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);
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bool isOpenForLight(int x, int y, int z) const;
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@ -50,6 +50,7 @@ ChunksRenderer::ChunksRenderer(
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renderer = std::make_unique<BlocksRenderer>(
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RENDERER_CAPACITY, level->content, cache, settings
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);
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logger.info() << "created " << threadPool.getWorkersCount() << " workers";
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}
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ChunksRenderer::~ChunksRenderer() {
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@ -200,7 +200,7 @@ public:
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}
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}
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void enqueueJob(std::shared_ptr<T> job) {
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void enqueueJob(const std::shared_ptr<T>& job) {
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{
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std::lock_guard<std::mutex> lock(jobsMutex);
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jobs.push(job);
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@ -244,6 +244,10 @@ public:
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update();
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}
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}
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uint getWorkersCount() const {
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return threads.size();
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}
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};
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} // namespace util
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@ -20,11 +20,11 @@ namespace timeutil {
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* ...
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* }
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*/
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class ScopeLogTimer : public Timer{
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long long scopeid_;
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public:
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ScopeLogTimer(long long id);
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~ScopeLogTimer();
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class ScopeLogTimer : public Timer {
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long long scopeid_;
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public:
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ScopeLogTimer(long long id);
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~ScopeLogTimer();
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};
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inline constexpr float time_value(float hour, float minute, float second) {
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@ -136,6 +136,9 @@ public:
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/// @brief Does block model have shading
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bool shadeless = false;
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/// @brief Does block model have vertex-based AO effect
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bool ambientOcclusion = true;
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/// @brief Is the block a physical obstacle
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bool obstacle = true;
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