531 lines
17 KiB
C++
531 lines
17 KiB
C++
#include "BlocksRenderer.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/commons/Model.hpp"
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#include "maths/UVRegion.hpp"
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#include "constants.hpp"
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#include "content/Content.hpp"
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#include "voxels/ChunksStorage.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "settings.hpp"
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#include <glm/glm.hpp>
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const uint BlocksRenderer::VERTEX_SIZE = 6;
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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) : content(content),
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vertexBuffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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indexBuffer(std::make_unique<int[]>(capacity)),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache),
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settings(settings)
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{
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voxelsBuffer = std::make_unique<VoxelsVolume>(
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CHUNK_W + voxelBufferPadding*2,
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CHUNK_H,
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CHUNK_D + voxelBufferPadding*2);
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blockDefsCache = content->getIndices()->blocks.getDefs();
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}
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BlocksRenderer::~BlocksRenderer() {
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}
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/// Basic vertex add method
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void BlocksRenderer::vertex(
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const glm::vec3& coord, float u, float v, const glm::vec4& light
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) {
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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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vertexBuffer[vertexOffset++] = compressed.floating;
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}
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void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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indexBuffer[indexSize++] = indexOffset + a;
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indexBuffer[indexSize++] = indexOffset + b;
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indexBuffer[indexSize++] = indexOffset + c;
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indexBuffer[indexSize++] = indexOffset + d;
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indexBuffer[indexSize++] = indexOffset + e;
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indexBuffer[indexSize++] = indexOffset + f;
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indexOffset += 4;
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}
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/// @brief Add face with precalculated lights
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void BlocksRenderer::face(
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const glm::vec3& coord,
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float w, float h, float d,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region,
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const glm::vec4(&lights)[4],
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const glm::vec4& tint
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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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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertexAO(
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const glm::vec3& coord,
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float u, float v,
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const glm::vec4& tint,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ
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) {
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auto pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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auto light = pickSoftLight(
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glm::ivec3(std::round(pos.x), std::round(pos.y), std::round(pos.z)),
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axisX,
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axisY
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);
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::faceAO(
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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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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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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(d);
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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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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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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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}
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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 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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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::blockXSprite(
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int x, int y, int z,
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const glm::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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) {
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glm::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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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0})
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};
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randomizer.setSeed((x * 52321) ^ (z * 389) ^ y);
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short rand = randomizer.rand32();
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float xs = ((float)(char)rand / 512) * spread;
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float zs = ((float)(char)(rand >> 8) / 512) * spread;
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const float w = size.x / 1.41f;
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const glm::vec4 tint (0.8f);
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, glm::vec3(),
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texface1, lights, tint);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, glm::vec3(),
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texface1, lights, tint);
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, glm::vec3(),
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texface2, lights, tint);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, glm::vec3(),
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texface2, lights, tint);
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}
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/// @brief AABB blocks render method
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void BlocksRenderer::blockAABB(
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const glm::ivec3& icoord,
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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 ao
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) {
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if (block->hitboxes.empty()) {
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return;
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}
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AABB hitbox = block->hitboxes[0];
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for (const auto& box : block->hitboxes) {
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hitbox.a = glm::min(hitbox.a, box.a);
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hitbox.b = glm::max(hitbox.b, box.b);
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}
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auto size = hitbox.size();
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glm::vec3 X(1, 0, 0);
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glm::vec3 Y(0, 1, 0);
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glm::vec3 Z(0, 0, 1);
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glm::vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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orient.transform(hitbox);
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}
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coord -= glm::vec3(0.5f) - hitbox.center();
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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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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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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 glm::ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
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) {
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glm::vec3 X(1, 0, 0);
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glm::vec3 Y(0, 1, 0);
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glm::vec3 Z(0, 0, 1);
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CoordSystem orient(X,Y,Z);
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glm::vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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const auto& model = cache->getModel(block->rt.id);
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for (const auto& mesh : model.meshes) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * mesh.vertices.size() > capacity) {
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overflow = true;
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return;
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}
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for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
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auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
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mesh.vertices[triangle * 3 + 1].coord;
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r = glm::normalize(r);
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for (int i = 0; i < 3; i++) {
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const auto& vertex = mesh.vertices[triangle * 3 + i];
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auto n = vertex.normal.x * X + vertex.normal.y * Y +
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vertex.normal.z * Z;
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float d = glm::dot(n, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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const auto& vcoord = vertex.coord - 0.5f;
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vertexAO(
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coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
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vertex.uv.x,
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vertex.uv.y,
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glm::vec4(d, d, d, d),
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glm::cross(r, n),
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r,
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n
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);
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indexBuffer[indexSize++] = indexOffset++;
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}
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}
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}
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}
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCube(
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const glm::ivec3& coord,
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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 ao
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) {
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ubyte group = block.drawGroup;
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glm::ivec3 X(1, 0, 0);
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glm::ivec3 Y(0, 1, 0);
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glm::ivec3 Z(0, 0, 1);
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if (block.rotatable) {
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auto& rotations = block.rotations;
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auto& orient = rotations.variants[states.rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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if (ao) {
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if (isOpen(coord + Z, group)) {
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faceAO(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(coord - Z, group)) {
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faceAO(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(coord + Y, group)) {
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faceAO(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(coord - Y, group)) {
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faceAO(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(coord + X, group)) {
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faceAO(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(coord - X, 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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if (isOpen(coord + Z, group)) {
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face(coord, X, Y, Z, texfaces[5], pickLight(coord + Z), lights);
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}
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if (isOpen(coord - Z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], pickLight(coord - Z), lights);
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}
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if (isOpen(coord + Y, group)) {
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face(coord, X, -Z, Y, texfaces[3], pickLight(coord + Y), lights);
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}
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if (isOpen(coord - Y, group)) {
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face(coord, X, Z, -Y, texfaces[2], pickLight(coord - Y), lights);
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}
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if (isOpen(coord + X, group)) {
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face(coord, -Z, Y, X, texfaces[1], pickLight(coord + X), lights);
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}
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if (isOpen(coord - X, group)) {
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face(coord, Z, Y, -X, texfaces[0], pickLight(coord - X), lights);
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}
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}
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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,
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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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}
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const Block& block = *blockDefsCache[id];
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if (block.lightPassing) {
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return true;
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}
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return !id;
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}
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glm::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,
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chunk->z * CHUNK_D + z);
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return glm::vec4(Lightmap::extract(light, 0),
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Lightmap::extract(light, 1),
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Lightmap::extract(light, 2),
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Lightmap::extract(light, 3)) / 15.0f;
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} else {
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return glm::vec4(0.0f);
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}
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}
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glm::vec4 BlocksRenderer::pickLight(const glm::ivec3& coord) const {
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return pickLight(coord.x, coord.y, coord.z);
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}
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glm::vec4 BlocksRenderer::pickSoftLight(
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const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up
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) const {
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return (pickLight(coord) +
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pickLight(coord - right) +
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pickLight(coord - right - up) +
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pickLight(coord - up)) * 0.25f;
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}
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glm::vec4 BlocksRenderer::pickSoftLight(
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float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
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) const {
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return pickSoftLight({
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static_cast<int>(std::round(x)),
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static_cast<int>(std::round(y)),
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static_cast<int>(std::round(z))},
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right, up);
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}
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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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for (int i = begin; i < end; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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blockstate state = vox.state;
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const auto& def = *blockDefsCache[id];
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if (id == 0 || def.drawGroup != drawGroup || state.segment) {
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continue;
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}
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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:
|
|
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
|
|
def.ambientOcclusion);
|
|
break;
|
|
case BlockModel::xsprite: {
|
|
blockXSprite(x, y, z, glm::vec3(1.0f),
|
|
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
|
break;
|
|
}
|
|
case BlockModel::aabb: {
|
|
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
|
!def.shadeless, def.ambientOcclusion);
|
|
break;
|
|
}
|
|
case BlockModel::custom: {
|
|
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
|
!def.shadeless, def.ambientOcclusion);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
if (overflow) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
|
|
this->chunk = chunk;
|
|
voxelsBuffer->setPosition(
|
|
chunk->x * CHUNK_W - voxelBufferPadding, 0,
|
|
chunk->z * CHUNK_D - voxelBufferPadding);
|
|
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
|
|
overflow = false;
|
|
vertexOffset = 0;
|
|
indexOffset = indexSize = 0;
|
|
if (voxelsBuffer->pickBlockId(
|
|
chunk->x * CHUNK_W, 0, chunk->z * CHUNK_D
|
|
) == BLOCK_VOID) {
|
|
cancelled = true;
|
|
return;
|
|
}
|
|
cancelled = false;
|
|
const voxel* voxels = chunk->voxels;
|
|
render(voxels);
|
|
}
|
|
|
|
MeshData BlocksRenderer::createMesh() {
|
|
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
|
return MeshData(
|
|
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
|
|
util::Buffer<int>(indexBuffer.get(), indexSize),
|
|
util::Buffer<vattr>({{3}, {2}, {1}, {0}})
|
|
);
|
|
}
|
|
|
|
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
|
build(chunk, chunks);
|
|
|
|
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
|
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
|
return std::make_shared<Mesh>(
|
|
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
|
|
);
|
|
}
|
|
|
|
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
|
return voxelsBuffer.get();
|
|
}
|