BlocksRenderer minor refactor
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84020a76a1
commit
9d941e934c
@ -8,7 +8,7 @@
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"pane"
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],
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"model": "aabb",
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"hitbox": [0.0, 0.2, 0.0, 1.0, 1.0, 0.1],
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"hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.1],
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"light-passing": true,
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"sky-light-passing": true,
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"rotation": "pipe"
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@ -92,7 +92,8 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertex(const ivec3& coord, float u, float v,
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void BlocksRenderer::vertex(const ivec3& coord,
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float u, float v,
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const vec4& tint,
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const ivec3& axisX,
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const ivec3& axisY,
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@ -101,7 +102,8 @@ void BlocksRenderer::vertex(const ivec3& coord, float u, float v,
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::vertex(const vec3& coord, float u, float v,
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void BlocksRenderer::vertex(const vec3& coord,
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float u, float v,
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const vec4& tint,
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const ivec3& axisX,
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const ivec3& axisY,
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@ -149,59 +151,54 @@ void BlocksRenderer::face(const ivec3& coord_,
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return;
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}
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const vec3 X(axisX);
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const vec3 Y(axisY);
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const vec3 Z(axisZ);
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const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f);
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float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector);
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float d = glm::dot(Z, sunVector);
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d = 0.75f + d*0.25f;
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vec4 tint(d);
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vec3 coord(vec3(coord_) + offset);
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vertex(coord + vec3(axisZ)*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + vec3(axisZ)*depth + vec3(axisX)*width, region.u2, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + vec3(axisZ)*depth + vec3(axisX)*width + vec3(axisY)*height, region.u2, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + vec3(axisZ)*depth + vec3(axisY)*height, region.u1, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + Z*depth + X*width, region.u2, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + Z*depth + Y*height, region.u1, region.v2, tint, axisX, axisY, laxisZ);
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) {
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vec4 lights[]{ vec4(),vec4(),vec4(),vec4() };
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face(coord, size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[0], lights);
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face(coord + vec3(size.x, 0, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[1], lights);
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face(coord + vec3(0, size.y, 0), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[2], lights);
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face(coord + vec3(0, 0, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[3], lights);
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face(coord + vec3(0, 0, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[4], lights);
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face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights);
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}
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void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion(&texfaces)[6], ubyte group) {
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void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], ubyte group) {
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vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
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if (isOpen(x, y, z + 1, group)) {
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face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f));
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face(vec3(x, y, z), 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f));
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}
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if (isOpen(x, y, z - 1, group)) {
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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(1.0f));
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face(vec3(x + 1, y, z - 1), 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f));
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}
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if (isOpen(x, y + 1, z, group)) {
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face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights);
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face(vec3(x, y + 1, z), 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights);
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}
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if (isOpen(x, y - 1, z, group)) {
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face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f));
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face(vec3(x, y, z - 1), 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f));
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}
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if (isOpen(x - 1, y, z, group)) {
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face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f));
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face(vec3(x, y, z - 1), 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f));
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}
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if (isOpen(x + 1, y, z, group)) {
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face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f));
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face(vec3(x + 1, y, z), 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f));
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}
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}
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void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const UVRegion& texface1, const UVRegion& texface2, float spread) {
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void BlocksRenderer::blockXSprite(int x, int y, int z,
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const vec3& size,
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const UVRegion& texface1,
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const UVRegion& texface2,
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float spread) {
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vec4 lights[]{
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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@ -215,22 +212,25 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U
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const float w = size.x / 1.41f;
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const float tint = 0.8f;
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face(vec3(x + xs + (1.0 - w) * 0.5f, y,
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z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
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face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - 1 + (1.0 - w) * 0.5f),
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w, size.y, vec3(1.0f, 0, 1.0f), vec3(0, 1, 0),
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texface1, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs - (1.0 - w) * 0.5f),
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w, size.y, vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0),
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texface1, lights, vec4(tint));
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face(vec3(x + xs + (1.0 - w) * 0.5f, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
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face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - (1.0 - w) * 0.5f),
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w, size.y, vec3(1.0f, 0, -1.0f), vec3(0, 1, 0),
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texface2, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs + (1.0 - w) * 0.5f - 1),
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w, size.y, vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0),
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texface2, lights, vec4(tint));
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}
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void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) {
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void BlocksRenderer::blockCubeShaded(const vec3& pos,
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const vec3& size,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte states) {
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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@ -305,7 +305,9 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z,
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// Does block allow to see other blocks sides (is it transparent)
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bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z);
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
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y,
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chunk->z * CHUNK_D + z);
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if (id == BLOCK_VOID)
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return false;
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const Block& block = *blockDefsCache[id];
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@ -316,7 +318,9 @@ bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
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}
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bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z);
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
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y,
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chunk->z * CHUNK_D + z);
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if (id == BLOCK_VOID)
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return false;
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const Block& block = *blockDefsCache[id];
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@ -328,7 +332,9 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
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vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
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if (isOpenForLight(x, y, z)) {
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light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z);
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light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x,
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y,
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chunk->z * CHUNK_D + z);
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return vec4(Lightmap::extract(light, 0) / 15.0f,
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Lightmap::extract(light, 1) / 15.0f,
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Lightmap::extract(light, 2) / 15.0f,
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@ -344,7 +350,8 @@ vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
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}
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vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
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const ivec3& right, const ivec3& up) const {
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const ivec3& right,
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const ivec3& up) const {
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return (
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pickLight(coord) +
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pickLight(coord - right) +
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@ -353,11 +360,12 @@ vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
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}
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vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
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const ivec3& right, const ivec3& up) const {
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const ivec3& right,
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const ivec3& up) const {
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return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
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}
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void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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void BlocksRenderer::render(const voxel* voxels) {
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int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
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int end = chunk->top * (CHUNK_W * CHUNK_D);
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for (const auto drawGroup : *content->drawGroups) {
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@ -367,30 +375,32 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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const Block& def = *blockDefsCache[id];
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if (!id || def.drawGroup != drawGroup)
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continue;
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const UVRegion texfaces[6]{ cache->getRegion(id, 0), cache->getRegion(id, 1),
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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cache->getRegion(id, 4), cache->getRegion(id, 5)};
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const UVRegion texfaces[6]{ cache->getRegion(id, 0),
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cache->getRegion(id, 1),
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cache->getRegion(id, 2),
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cache->getRegion(id, 3),
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cache->getRegion(id, 4),
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cache->getRegion(id, 5)};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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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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if (def.rt.emissive) {
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blockCube(x, y, z, vec3(1.0f), texfaces, def.drawGroup);
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blockCube(x, y, z, texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, texfaces, &def, vox.states);
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}
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break;
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1.0f), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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blockXSprite(x, y, z, vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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case BlockModel::aabb: {
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vec3 size = def.hitbox.size();
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vec3 off = def.hitbox.min();
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//off.z *= -1.0f;
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//off.z = -1.0f-off.z + size.z;
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blockCubeShaded(off+vec3(x,y,z), size, texfaces, &def, vox.states);
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break;
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}
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@ -403,7 +413,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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}
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}
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Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks) {
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Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
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this->chunk = chunk;
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voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
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chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
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@ -411,10 +421,11 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto
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vertexOffset = 0;
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indexOffset = indexSize = 0;
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const voxel* voxels = chunk->voxels;
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render(voxels, atlas_size);
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render(voxels);
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / BlocksRenderer::VERTEX_SIZE, indexBuffer, indexSize, attrs);
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size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
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Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
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return mesh;
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}
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@ -83,8 +83,7 @@ class BlocksRenderer {
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face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f));
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}
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void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion(&faces)[6]);
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void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], ubyte group);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
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/* Fastest solid shaded blocks render method */
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void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
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/* AABB blocks render method (WIP)*/
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@ -98,12 +97,12 @@ class BlocksRenderer {
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glm::vec4 pickLight(const glm::ivec3& coord) const;
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glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
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glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
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void render(const voxel* voxels, int atlas_size);
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void render(const voxel* voxels);
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public:
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BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
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virtual ~BlocksRenderer();
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Mesh* render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks);
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Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
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VoxelsVolume* getVoxelsBuffer() const;
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};
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@ -22,7 +22,7 @@ ChunksRenderer::~ChunksRenderer() {
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shared_ptr<Mesh> ChunksRenderer::render(Chunk* chunk) {
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chunk->setModified(false);
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Mesh* mesh = renderer->render(chunk, 16, level->chunksStorage);
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Mesh* mesh = renderer->render(chunk, level->chunksStorage);
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auto sptr = shared_ptr<Mesh>(mesh);
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meshes[ivec2(chunk->x, chunk->z)] = sptr;
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return sptr;
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