render refactoring
This commit is contained in:
parent
89d9447410
commit
88280f8002
@ -52,6 +52,7 @@ Engine::Engine(EngineSettings& settings, EnginePaths* paths)
|
||||
|
||||
auto resdir = paths->getResources();
|
||||
contentPacks.push_back(ContentPack::read(resdir/path("content/base")));
|
||||
contentPacks.push_back(ContentPack::read(resdir / path("content/mcclassic")));
|
||||
loadContent();
|
||||
|
||||
Audio::initialize();
|
||||
|
||||
@ -125,7 +125,7 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
TextBox* box = new TextBox(L"");
|
||||
box->textSupplier([this, ax]() {
|
||||
Hitbox* hitbox = this->level->player->hitbox;
|
||||
return std::to_wstring((int)hitbox->position[ax]);
|
||||
return std::to_wstring(hitbox->position[ax]);
|
||||
});
|
||||
box->textConsumer([this, ax](wstring text) {
|
||||
try {
|
||||
|
||||
@ -139,12 +139,11 @@ void BlocksRenderer::face(const ivec3& coord,
|
||||
index(0, 1, 2, 0, 2, 3);
|
||||
}
|
||||
|
||||
void BlocksRenderer::face(const ivec3& coord_,
|
||||
void BlocksRenderer::face(const vec3& coord,
|
||||
const ivec3& axisX,
|
||||
const ivec3& axisY,
|
||||
const ivec3& axisZ,
|
||||
const ivec3& laxisZ,
|
||||
const vec3& offset,
|
||||
float width,
|
||||
float height,
|
||||
float depth,
|
||||
@ -158,8 +157,6 @@ void BlocksRenderer::face(const ivec3& coord_,
|
||||
const vec3 X(axisX);
|
||||
const vec3 Y(axisY);
|
||||
const vec3 Z(axisZ);
|
||||
|
||||
vec3 coord(vec3(coord_) + offset);
|
||||
|
||||
if (lights) {
|
||||
const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f);
|
||||
@ -242,17 +239,21 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
|
||||
|
||||
/* AABB blocks render method (WIP) */
|
||||
void BlocksRenderer::blockAABB(const ivec3& icoord,
|
||||
const vec3& offset,
|
||||
const vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block, ubyte rotation,
|
||||
bool lights) {
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block, ubyte rotation,
|
||||
bool lights) {
|
||||
AABB inversedHitbox = block->hitbox;
|
||||
inversedHitbox.a = vec3(1.0f) - inversedHitbox.a;
|
||||
inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
|
||||
|
||||
vec3 size = inversedHitbox.size();
|
||||
vec3 offset = inversedHitbox.min();
|
||||
|
||||
ivec3 X(1, 0, 0);
|
||||
ivec3 Y(0, 1, 0);
|
||||
ivec3 Z(0, 0, 1);
|
||||
ivec3 loff(0);
|
||||
ivec3 coord = icoord;
|
||||
vec3 coord(icoord);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
auto& orient = rotations.variants[rotation];
|
||||
@ -267,25 +268,25 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
|
||||
vec3 fZ(Z);
|
||||
|
||||
// TODO: simplify this pile of magic calculations and fix 5th arg (laxisZ)
|
||||
face(coord, X, Y, Z, Z+loff,
|
||||
(1.0f - offset.x - size.x) * fX - (offset.z + size.z)*fZ,
|
||||
face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
|
||||
X, Y, Z, Z+loff,
|
||||
size.x, size.y, size.z, texfaces[5], lights); // north
|
||||
face(coord, -X, Y, -Z, Z-Z-X+loff,
|
||||
(1.0f - offset.x) * fX - (offset.z + size.z) * fZ,
|
||||
face(coord + (1.0f - offset.x) * fX - (offset.z + size.z) * fZ,
|
||||
-X, Y, -Z, Z-Z-X+loff,
|
||||
size.x, size.y, 0.0f, texfaces[4], lights); // south
|
||||
|
||||
face(coord, X, -Z, Y, Y-Y+loff,
|
||||
(1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y*fY,
|
||||
face(coord + (1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y * fY,
|
||||
X, -Z, Y, Y-Y+loff,
|
||||
size.x, size.z, 0.0f, texfaces[3], lights); // top
|
||||
face(coord, -X, -Z, -Y, -X-Y+loff,
|
||||
(1.0f - offset.x) * fX - offset.z * fZ,
|
||||
face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
|
||||
-X, -Z, -Y, -X-Y+loff,
|
||||
size.x, size.z, 0.0f, texfaces[2], lights); // bottom
|
||||
|
||||
face(coord, -Z, Y, X, X-X+loff,
|
||||
(1.0f - offset.x) * fX - offset.z * fZ,
|
||||
face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
|
||||
-Z, Y, X, X-X+loff,
|
||||
size.z, size.y, 0.0f, texfaces[1], lights); // west
|
||||
face(coord, Z, Y, -X, -X-Y+loff,
|
||||
(1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
|
||||
face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
|
||||
Z, Y, -X, -X-Y+loff,
|
||||
size.z, size.y, 0.0f, texfaces[0], lights); // east
|
||||
}
|
||||
|
||||
@ -427,13 +428,7 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
AABB inversedHitbox = def.hitbox;
|
||||
inversedHitbox.a = vec3(1.0f) - inversedHitbox.a;
|
||||
inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
|
||||
|
||||
vec3 size = inversedHitbox.size();
|
||||
vec3 off = inversedHitbox.min();
|
||||
blockAABB(ivec3(x,y,z), off, size, texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
||||
@ -64,12 +64,11 @@ class BlocksRenderer {
|
||||
const glm::ivec3& laxisZ,
|
||||
const UVRegion& region);
|
||||
|
||||
void face(const glm::ivec3& coord,
|
||||
void face(const glm::vec3& 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,
|
||||
@ -87,9 +86,7 @@ class BlocksRenderer {
|
||||
void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
|
||||
|
||||
void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
|
||||
void blockAABB(const glm::ivec3& coord,
|
||||
const glm::vec3& offset,
|
||||
const glm::vec3& size,
|
||||
void blockAABB(const glm::ivec3& coord,
|
||||
const UVRegion(&faces)[6],
|
||||
const Block* block,
|
||||
ubyte rotation,
|
||||
|
||||
@ -4,6 +4,15 @@
|
||||
|
||||
using glm::vec3;
|
||||
|
||||
CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix)
|
||||
: axisX(axisX), axisY(axisY), axisZ(axisZ), fix(fix)
|
||||
{
|
||||
fix2 = glm::ivec3(0);
|
||||
if (isVectorHasNegatives(axisX)) fix2 -= axisX;
|
||||
if (isVectorHasNegatives(axisY)) fix2 -= axisY;
|
||||
if (isVectorHasNegatives(axisZ)) fix2 -= axisZ;
|
||||
}
|
||||
|
||||
void CoordSystem::transform(AABB& aabb) {
|
||||
vec3 X(axisX);
|
||||
vec3 Y(axisY);
|
||||
@ -14,26 +23,26 @@ void CoordSystem::transform(AABB& aabb) {
|
||||
aabb.b += fix2;
|
||||
}
|
||||
|
||||
const BlockRotProfile BlockRotProfile::PIPE {"pipe", {//TODO consexpr or init-time fix and fix2 calculations
|
||||
{ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }, { 0, 0, -1 }, { 0, 1, 0 } }, // North
|
||||
{ { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }, { 1, 0, -1 }, { 1, 1, 0 } }, // East
|
||||
{ { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }, { 1, 0, 0 }, { 1, 1, 1 } }, // South
|
||||
{ { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }, { 0, 0, 0 }, { 0, 1, 1 } }, // West
|
||||
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 0, 0 } }, // Up
|
||||
{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1,-1 }, { 0, 1, 1 } }, // Down
|
||||
const BlockRotProfile BlockRotProfile::PIPE {"pipe", {//TODO consexpr or init-time fix calculations
|
||||
{ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }, { 0, 0, -1 }}, // North
|
||||
{ { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }, { 1, 0, -1 }}, // East
|
||||
{ { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }, { 1, 0, 0 }}, // South
|
||||
{ { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }, { 0, 0, 0 }}, // West
|
||||
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 } }, // Up
|
||||
{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1,-1 } }, // Down
|
||||
}};
|
||||
|
||||
const BlockRotProfile BlockRotProfile::PANE {"pane", {
|
||||
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 0, 0 } }, // North
|
||||
{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }, { 1, 0, 0 }, { 0, 0, 1 } }, // East
|
||||
{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }, { 1, 0,-1 }, { 1, 0, 1 } }, // South
|
||||
{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0,-1 }, { 1, 0, 0 } }, // West
|
||||
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }}, // North
|
||||
{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }, { 1, 0, 0 }}, // East
|
||||
{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }, { 1, 0,-1 }}, // South
|
||||
{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0,-1 }}, // West
|
||||
}};
|
||||
|
||||
Block::Block(std::string name)
|
||||
: name(name),
|
||||
textureFaces {TEXTURE_NOTFOUND,TEXTURE_NOTFOUND,TEXTURE_NOTFOUND,
|
||||
TEXTURE_NOTFOUND,TEXTURE_NOTFOUND,TEXTURE_NOTFOUND,} {
|
||||
TEXTURE_NOTFOUND,TEXTURE_NOTFOUND,TEXTURE_NOTFOUND} {
|
||||
rotations = BlockRotProfile::PIPE;
|
||||
}
|
||||
|
||||
|
||||
@ -24,7 +24,17 @@ struct CoordSystem {
|
||||
glm::ivec3 fix;
|
||||
glm::ivec3 fix2;
|
||||
|
||||
CoordSystem() = default;
|
||||
CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix);
|
||||
|
||||
void transform(AABB& aabb);
|
||||
|
||||
static bool CoordSystem::isVectorHasNegatives(glm::ivec3 vec) {
|
||||
if (vec.x < 0 || vec.y < 0 || vec.z < 0) {
|
||||
return true;
|
||||
}
|
||||
else return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct BlockRotProfile {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user