diff --git a/res/content/base/blocks/pane.json b/res/content/base/blocks/pane.json index 1ceed9b8..1806b829 100644 --- a/res/content/base/blocks/pane.json +++ b/res/content/base/blocks/pane.json @@ -8,7 +8,7 @@ "pane" ], "model": "aabb", - "hitbox": [0.0, 0.2, 0.0, 1.0, 1.0, 0.1], + "hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.1], "light-passing": true, "sky-light-passing": true, "rotation": "pipe" diff --git a/src/graphics/BlocksRenderer.cpp b/src/graphics/BlocksRenderer.cpp index 0e2bb498..3b0825aa 100644 --- a/src/graphics/BlocksRenderer.cpp +++ b/src/graphics/BlocksRenderer.cpp @@ -92,7 +92,8 @@ void BlocksRenderer::face(const vec3& coord, float w, float h, index(0, 1, 3, 1, 2, 3); } -void BlocksRenderer::vertex(const ivec3& coord, float u, float v, +void BlocksRenderer::vertex(const ivec3& coord, + float u, float v, const vec4& tint, const ivec3& axisX, const ivec3& axisY, @@ -101,7 +102,8 @@ 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, +void BlocksRenderer::vertex(const vec3& coord, + float u, float v, const vec4& tint, const ivec3& axisX, const ivec3& axisY, @@ -149,59 +151,54 @@ void BlocksRenderer::face(const ivec3& coord_, return; } + const vec3 X(axisX); + const vec3 Y(axisY); + const vec3 Z(axisZ); + const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f); - float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector); + float d = glm::dot(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); + vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ); + vertex(coord + Z*depth + X*width, region.u2, region.v1, tint, axisX, axisY, laxisZ); + vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, tint, axisX, axisY, laxisZ); + vertex(coord + Z*depth + Y*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() }; - - face(coord, size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[0], lights); - face(coord + vec3(size.x, 0, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[1], lights); - - face(coord + vec3(0, size.y, 0), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[2], lights); - face(coord + vec3(0, 0, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[3], lights); - - face(coord + vec3(0, 0, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[4], lights); - face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights); -} - -void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion(&texfaces)[6], ubyte group) { +void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], ubyte group) { vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) }; if (isOpen(x, y, z + 1, group)) { - face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f)); + face(vec3(x, y, z), 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f)); } if (isOpen(x, y, z - 1, group)) { - 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)); + face(vec3(x + 1, y, z - 1), 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f)); } if (isOpen(x, y + 1, z, group)) { - face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights); + face(vec3(x, y + 1, z), 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights); } if (isOpen(x, y - 1, z, group)) { - 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)); + face(vec3(x, y, z - 1), 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f)); } if (isOpen(x - 1, y, z, group)) { - 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)); + face(vec3(x, y, z - 1), 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f)); } if (isOpen(x + 1, y, z, group)) { - 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)); + face(vec3(x + 1, y, z), 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f)); } } -void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const UVRegion& texface1, const UVRegion& texface2, float spread) { +void BlocksRenderer::blockXSprite(int x, int y, int z, + const vec3& size, + const UVRegion& texface1, + const UVRegion& texface2, + float spread) { vec4 lights[]{ pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}), pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}), @@ -215,22 +212,25 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U const float w = size.x / 1.41f; const float tint = 0.8f; - face(vec3(x + xs + (1.0 - w) * 0.5f, y, - z + zs - 1 + (1.0 - w) * 0.5f), w, size.y, - vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint)); - face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, - z + zs - (1.0 - w) * 0.5f), w, size.y, - vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint)); + face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - 1 + (1.0 - w) * 0.5f), + w, size.y, vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), + texface1, lights, vec4(tint)); + face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs - (1.0 - w) * 0.5f), + w, size.y, vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), + texface1, lights, vec4(tint)); - face(vec3(x + xs + (1.0 - w) * 0.5f, y, - z + zs - (1.0 - w) * 0.5f), w, size.y, - vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint)); - face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, - z + zs + (1.0 - w) * 0.5f - 1), w, size.y, - vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint)); + face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - (1.0 - w) * 0.5f), + w, size.y, vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), + texface2, lights, vec4(tint)); + face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs + (1.0 - w) * 0.5f - 1), + w, size.y, vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), + texface2, lights, vec4(tint)); } -void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) { +void BlocksRenderer::blockCubeShaded(const vec3& pos, + const vec3& size, + const UVRegion(&texfaces)[6], + const Block* block, ubyte states) { float x = pos.x; float y = pos.y; float z = pos.z; @@ -305,7 +305,9 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, // Does block allow to see other blocks sides (is it transparent) bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const { - blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); + blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, + y, + chunk->z * CHUNK_D + z); if (id == BLOCK_VOID) return false; const Block& block = *blockDefsCache[id]; @@ -316,7 +318,9 @@ bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const { } bool BlocksRenderer::isOpenForLight(int x, int y, int z) const { - blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); + blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, + y, + chunk->z * CHUNK_D + z); if (id == BLOCK_VOID) return false; const Block& block = *blockDefsCache[id]; @@ -328,7 +332,9 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const { vec4 BlocksRenderer::pickLight(int x, int y, int z) const { if (isOpenForLight(x, y, z)) { - light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); + light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, + y, + chunk->z * CHUNK_D + z); return vec4(Lightmap::extract(light, 0) / 15.0f, Lightmap::extract(light, 1) / 15.0f, Lightmap::extract(light, 2) / 15.0f, @@ -344,7 +350,8 @@ vec4 BlocksRenderer::pickLight(const ivec3& coord) const { } vec4 BlocksRenderer::pickSoftLight(const ivec3& coord, - const ivec3& right, const ivec3& up) const { + const ivec3& right, + const ivec3& up) const { return ( pickLight(coord) + pickLight(coord - right) + @@ -353,11 +360,12 @@ vec4 BlocksRenderer::pickSoftLight(const ivec3& coord, } vec4 BlocksRenderer::pickSoftLight(float x, float y, float z, - const ivec3& right, const ivec3& up) const { + const ivec3& right, + const ivec3& up) const { return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up); } -void BlocksRenderer::render(const voxel* voxels, int atlas_size) { +void BlocksRenderer::render(const voxel* voxels) { int begin = chunk->bottom * (CHUNK_W * CHUNK_D); int end = chunk->top * (CHUNK_W * CHUNK_D); for (const auto drawGroup : *content->drawGroups) { @@ -367,30 +375,32 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) { const Block& def = *blockDefsCache[id]; if (!id || def.drawGroup != drawGroup) continue; - const UVRegion texfaces[6]{ cache->getRegion(id, 0), cache->getRegion(id, 1), - cache->getRegion(id, 2), cache->getRegion(id, 3), - cache->getRegion(id, 4), cache->getRegion(id, 5)}; + const UVRegion texfaces[6]{ cache->getRegion(id, 0), + cache->getRegion(id, 1), + cache->getRegion(id, 2), + cache->getRegion(id, 3), + cache->getRegion(id, 4), + cache->getRegion(id, 5)}; int x = i % CHUNK_W; int y = i / (CHUNK_D * CHUNK_W); int z = (i / CHUNK_D) % CHUNK_W; switch (def.model) { case BlockModel::block: if (def.rt.emissive) { - blockCube(x, y, z, vec3(1.0f), texfaces, def.drawGroup); + blockCube(x, y, z, texfaces, def.drawGroup); } else { blockCubeShaded(x, y, z, texfaces, &def, vox.states); } break; case BlockModel::xsprite: { - blockXSprite(x, y, z, vec3(1.0f), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); + blockXSprite(x, y, z, vec3(1.0f), + texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); break; } 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; blockCubeShaded(off+vec3(x,y,z), size, texfaces, &def, vox.states); break; } @@ -403,7 +413,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) { } } -Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks) { +Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) { this->chunk = chunk; voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1); chunks->getVoxels(voxelsBuffer, settings.graphics.backlight); @@ -411,10 +421,11 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto vertexOffset = 0; indexOffset = indexSize = 0; const voxel* voxels = chunk->voxels; - render(voxels, atlas_size); + render(voxels); const vattr attrs[]{ {3}, {2}, {1}, {0} }; - Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / BlocksRenderer::VERTEX_SIZE, indexBuffer, indexSize, attrs); + size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE; + Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs); return mesh; } diff --git a/src/graphics/BlocksRenderer.h b/src/graphics/BlocksRenderer.h index 12c709ac..856ea5cd 100644 --- a/src/graphics/BlocksRenderer.h +++ b/src/graphics/BlocksRenderer.h @@ -83,8 +83,7 @@ class BlocksRenderer { face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f)); } - void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion(&faces)[6]); - void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], ubyte group); + void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group); /* Fastest solid shaded blocks render method */ void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states); /* AABB blocks render method (WIP)*/ @@ -98,12 +97,12 @@ class BlocksRenderer { glm::vec4 pickLight(const glm::ivec3& coord) const; glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const; glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const; - void render(const voxel* voxels, int atlas_size); + void render(const voxel* voxels); public: BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings); virtual ~BlocksRenderer(); - Mesh* render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks); + Mesh* render(const Chunk* chunk, const ChunksStorage* chunks); VoxelsVolume* getVoxelsBuffer() const; }; diff --git a/src/graphics/ChunksRenderer.cpp b/src/graphics/ChunksRenderer.cpp index ff4058bb..b87ad1ee 100644 --- a/src/graphics/ChunksRenderer.cpp +++ b/src/graphics/ChunksRenderer.cpp @@ -22,7 +22,7 @@ ChunksRenderer::~ChunksRenderer() { shared_ptr ChunksRenderer::render(Chunk* chunk) { chunk->setModified(false); - Mesh* mesh = renderer->render(chunk, 16, level->chunksStorage); + Mesh* mesh = renderer->render(chunk, level->chunksStorage); auto sptr = shared_ptr(mesh); meshes[ivec2(chunk->x, chunk->z)] = sptr; return sptr;