fix custom models shading flag & add more properties to vcm
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57a9a26c23
commit
3e59b186d3
@ -1,3 +1,6 @@
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language = "VCM"
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extensions = ["vcm"]
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line-comment-start = "#"
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keywords = [
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"on", "off"
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]
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@ -19,10 +19,15 @@ static const std::unordered_map<std::string, int> side_indices {
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{"east", 5},
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};
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static bool to_boolean(const xml::Attribute& attr) {
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return attr.getText() != "off";
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}
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static void perform_rect(const xmlelement& root, model::Model& model) {
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auto from = root.attr("from").asVec3();
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auto right = root.attr("right").asVec3();
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auto up = root.attr("up").asVec3();
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bool shading = true;
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right *= -1;
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from -= right;
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@ -37,6 +42,10 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
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region.scale(root.attr("region-scale").asVec2());
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}
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if (root.has("shading")) {
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shading = to_boolean(root.attr("shading"));
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}
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auto flip = root.attr("flip", "").getText();
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if (flip == "h") {
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std::swap(region.u1, region.u2);
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@ -48,7 +57,7 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
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from -= up;
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}
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std::string texture = root.attr("texture", "$0").getText();
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auto& mesh = model.addMesh(texture);
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auto& mesh = model.addMesh(texture, shading);
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auto normal = glm::cross(glm::normalize(right), glm::normalize(up));
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mesh.addRect(
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@ -75,8 +84,20 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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auto center = (from + to) * 0.5f;
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auto halfsize = (to - from) * 0.5f;
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bool shading = true;
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std::string texfaces[6] {"$0","$1","$2","$3","$4","$5"};
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if (root.has("texture")) {
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auto texture = root.attr("texture").getText();
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for (int i = 0; i < 6; i++) {
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texfaces[i] = texture;
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}
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}
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if (root.has("shading")) {
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shading = to_boolean(root.attr("shading"));
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}
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for (const auto& elem : root.getElements()) {
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if (elem->getTag() == "part") {
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// todo: replace by expression parsing
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@ -120,7 +141,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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}
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bool enabled[6] {};
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enabled[i] = true;
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auto& mesh = model.addMesh(texfaces[i]);
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auto& mesh = model.addMesh(texfaces[i], shading);
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mesh.addBox(center, halfsize, regions, enabled);
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}
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}
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@ -16,7 +16,7 @@ namespace model {
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struct Mesh {
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std::string texture;
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std::vector<Vertex> vertices;
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bool lighting = true;
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bool shading = true;
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void addPlane(
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const glm::vec3& pos,
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@ -54,14 +54,14 @@ namespace model {
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/// @brief Add mesh to the model
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/// @param texture texture name
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/// @return writeable Mesh
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Mesh& addMesh(const std::string& texture) {
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Mesh& addMesh(const std::string& texture, bool shading = true) {
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for (auto& mesh : meshes) {
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if (mesh.texture == texture) {
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if (mesh.texture == texture && mesh.shading == shading) {
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return mesh;
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}
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}
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meshes.push_back({texture, {}});
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return meshes[meshes.size()-1];
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meshes.push_back({texture, {}, shading});
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return meshes[meshes.size() - 1];
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}
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/// @brief Remove all empty meshes
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void clean();
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@ -341,7 +341,7 @@ void BlocksRenderer::blockCustomModel(
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const auto& vcoord = vertex.coord - 0.5f;
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glm::vec4 aoColor {1.0f, 1.0f, 1.0f, 1.0f};
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if (ao) {
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if (mesh.shading && ao) {
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auto p = coord + vcoord.x * X + vcoord.y * Y +
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vcoord.z * Z + r * 0.5f + t * 0.5f + n * 0.5f;
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aoColor = pickSoftLight(p.x, p.y, p.z, glm::ivec3(r), glm::ivec3(t));
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@ -350,9 +350,9 @@ void BlocksRenderer::blockCustomModel(
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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) * aoColor,
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mesh.shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d),
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n,
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0.0f
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mesh.shading ? 0.0f : 1.0
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);
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indexBuffer[indexCount++] = vertexOffset++;
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}
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@ -70,7 +70,7 @@ void ModelBatch::draw(
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const auto& vertexData = mesh.vertices.data();
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glm::vec4 lights(1, 1, 1, 0);
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if (mesh.lighting) {
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if (mesh.shading) {
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glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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gpos += lightsOffset;
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lights = MainBatch::sampleLight(gpos, chunks, backlight);
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@ -81,7 +81,7 @@ void ModelBatch::draw(
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const auto vert = vertexData[i * 3 + j];
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float d = 1.0f;
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auto norm = rotation * vert.normal;
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if (mesh.lighting) {
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if (mesh.shading) {
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d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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}
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@ -91,7 +91,7 @@ void ModelBatch::draw(
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lights * d,
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tint,
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norm,
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mesh.lighting ? 0.0f : 1.0f
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mesh.shading ? 0.0f : 1.0f
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);
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}
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}
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@ -97,7 +97,7 @@ model::Model ModelsGenerator::fromCustom(
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auto model = model::Model();
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for (size_t i = 0; i < modelBoxes.size(); i++) {
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auto& mesh = model.addMesh("blocks:");
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mesh.lighting = lighting;
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mesh.shading = lighting;
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UVRegion boxtexfaces[6] = {
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get_region_for(modelTextures[i * 6 + 5], assets),
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get_region_for(modelTextures[i * 6 + 4], assets),
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@ -132,7 +132,7 @@ model::Model ModelsGenerator::fromCustom(
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norm = glm::normalize(norm);
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auto& mesh = model.addMesh(texture);
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mesh.lighting = lighting;
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mesh.shading = lighting;
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auto reg = get_region_for(texture, assets);
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mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
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@ -163,7 +163,7 @@ model::Model ModelsGenerator::generate(
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return model;
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}
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for (auto& mesh : model.meshes) {
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mesh.lighting = !blockDef.shadeless;
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mesh.shading = !blockDef.shadeless;
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switch (blockDef.model.type) {
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case BlockModelType::AABB: {
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glm::vec3 size = blockDef.hitboxes.at(0).size();
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