commit
12db8a1448
@ -28,9 +28,9 @@ BlocksRenderer::~BlocksRenderer() {
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delete[] buffer;
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}
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void BlocksRenderer::vertex(vec3 coord,
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void BlocksRenderer::vertex(const vec3& coord,
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float u, float v,
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vec4 light) {
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const vec4& light) {
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buffer[offset++] = coord.x;
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buffer[offset++] = coord.y;
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buffer[offset++] = coord.z;
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@ -44,12 +44,12 @@ void BlocksRenderer::vertex(vec3 coord,
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buffer[offset++] = light.a;
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}
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void BlocksRenderer::face(vec3 coord, float w, float h,
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const vec3 axisX,
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const vec3 axisY,
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void BlocksRenderer::face(const vec3& coord, float w, float h,
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const vec3& axisX,
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const vec3& axisY,
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const UVRegion& region,
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const vec4 lights[4],
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const vec4 tint) {
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const vec4 (&lights)[4],
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const vec4& tint) {
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if (offset + VERTEX_SIZE * 6 > capacity) {
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overflow = true;
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return;
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@ -63,12 +63,12 @@ void BlocksRenderer::face(vec3 coord, float w, float h,
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vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
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}
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void BlocksRenderer::face(vec3 coord, float w, float h,
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const vec3 axisX,
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const vec3 axisY,
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void BlocksRenderer::face(const vec3& coord, float w, float h,
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const vec3& axisX,
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const vec3& axisY,
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const UVRegion& region,
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const vec4 lights[4],
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const vec4 tint,
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const vec4 (&lights)[4],
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const vec4& tint,
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bool rotated) {
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if (offset + VERTEX_SIZE * 6 > capacity) {
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overflow = true;
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@ -94,7 +94,7 @@ void BlocksRenderer::face(vec3 coord, float w, float h,
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}
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}
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void BlocksRenderer::cube(vec3 coord, vec3 size, const UVRegion texfaces[6]) {
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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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@ -111,7 +111,7 @@ inline vec4 do_tint(float value) {
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return vec4(value);
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}
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void BlocksRenderer::blockCube(int x, int y, int z, vec3 size, const UVRegion texfaces[6], ubyte group) {
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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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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, do_tint(0.9f));
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@ -136,7 +136,7 @@ void BlocksRenderer::blockCube(int x, int y, int z, vec3 size, const UVRegion te
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}
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}
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void BlocksRenderer::blockXSprite(int x, int y, int z, vec3 size, const UVRegion texface1, const UVRegion texface2, float spread) {
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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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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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@ -164,7 +164,7 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, vec3 size, const UVRegion
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
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}
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void BlocksRenderer::blockCubeShaded(int x, int y, int z, vec3 size, const UVRegion texfaces_[6], const Block* block, ubyte states) {
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void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion (&texfaces_)[6], const Block* block, ubyte states) {
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ubyte group = block->drawGroup;
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UVRegion texfaces[6];
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int rot = 0;
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@ -282,7 +282,7 @@ vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
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}
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}
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vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) const {
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vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, const ivec3& right, const ivec3& up) const {
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return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) +
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pickLight(x - up.x, y - up.y, z - up.z) +
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pickLight(x, y, z) +
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@ -300,38 +300,39 @@ inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
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}
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void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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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 (ubyte group = 0; group < 8; group++) {
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for (uint y = 0; y < CHUNK_H; y++) {
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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const voxel& vox = voxels[((y * CHUNK_D) + z) * CHUNK_W + x];
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blockid_t id = vox.id;
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const Block& def = *Block::blocks[id];
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if (!id || def.drawGroup != group)
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continue;
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const UVRegion texfaces[6]{ uvfor(def, 0, atlas_size), uvfor(def, 1, atlas_size),
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uvfor(def, 2, atlas_size), uvfor(def, 3, atlas_size),
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uvfor(def, 4, atlas_size), uvfor(def, 5, atlas_size) };
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switch (def.model) {
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case BlockModel::block:
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if (*((light_t*)&def.emission)) {
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blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, vec3(1, 1, 1), 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, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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default:
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break;
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}
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if (overflow)
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return;
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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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const Block& def = *Block::blocks[id];
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if (!id || def.drawGroup != group)
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continue;
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const UVRegion texfaces[6]{ uvfor(def, 0, atlas_size), uvfor(def, 1, atlas_size),
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uvfor(def, 2, atlas_size), uvfor(def, 3, atlas_size),
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uvfor(def, 4, atlas_size), uvfor(def, 5, atlas_size) };
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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 (*((light_t*)&def.emission)) {
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blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, vec3(1, 1, 1), 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, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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default:
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break;
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}
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if (overflow)
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return;
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}
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}
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}
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@ -24,41 +24,41 @@ class BlocksRenderer {
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const Chunk* chunk = nullptr;
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VoxelsVolume* voxelsBuffer;
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void vertex(glm::vec3 coord, float u, float v, glm::vec4 light);
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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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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const glm::vec4 (&lights)[4],
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const glm::vec4& tint);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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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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const glm::vec4 (&lights)[4],
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const glm::vec4& tint,
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bool rotated);
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void face(glm::vec3 coord, float w, float h,
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const glm::vec3 axisX,
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const glm::vec3 axisY,
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const glm::vec4 lights[4]) {
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const glm::vec4 (&lights)[4]) {
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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(glm::vec3 coord, glm::vec3 size, const UVRegion faces[6]);
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void blockCube(int x, int y, int z, glm::vec3 size, const UVRegion faces[6], ubyte group);
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void blockCubeShaded(int x, int y, int z, glm::vec3 size, const UVRegion faces[6], const Block* block, ubyte states);
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void blockXSprite(int x, int y, int z, glm::vec3 size, const UVRegion face1, const UVRegion face2, float spread);
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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 blockCubeShaded(int x, int y, int z, const glm::vec3& size, const UVRegion (&faces)[6], const Block* block, ubyte states);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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bool isOpenForLight(int x, int y, int z) const;
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bool isOpen(int x, int y, int z, ubyte group) const;
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glm::vec4 pickLight(int x, int y, int z) const;
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glm::vec4 pickSoftLight(int x, int y, int z, glm::ivec3 right, glm::ivec3 up) const;
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glm::vec4 pickSoftLight(int x, int y, int 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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public:
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BlocksRenderer(size_t capacity);
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Block a user