VoxelEngine/src/graphics/render/BlocksRenderer.cpp
2024-11-09 23:54:19 +03:00

531 lines
17 KiB
C++

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