fix custom models shading flag & add more properties to vcm

This commit is contained in:
MihailRis 2025-07-13 18:51:53 +03:00
parent 57a9a26c23
commit 3e59b186d3
6 changed files with 40 additions and 16 deletions

View File

@ -1,3 +1,6 @@
language = "VCM"
extensions = ["vcm"]
line-comment-start = "#"
keywords = [
"on", "off"
]

View File

@ -19,10 +19,15 @@ static const std::unordered_map<std::string, int> side_indices {
{"east", 5},
};
static bool to_boolean(const xml::Attribute& attr) {
return attr.getText() != "off";
}
static void perform_rect(const xmlelement& root, model::Model& model) {
auto from = root.attr("from").asVec3();
auto right = root.attr("right").asVec3();
auto up = root.attr("up").asVec3();
bool shading = true;
right *= -1;
from -= right;
@ -37,6 +42,10 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
region.scale(root.attr("region-scale").asVec2());
}
if (root.has("shading")) {
shading = to_boolean(root.attr("shading"));
}
auto flip = root.attr("flip", "").getText();
if (flip == "h") {
std::swap(region.u1, region.u2);
@ -48,7 +57,7 @@ static void perform_rect(const xmlelement& root, model::Model& model) {
from -= up;
}
std::string texture = root.attr("texture", "$0").getText();
auto& mesh = model.addMesh(texture);
auto& mesh = model.addMesh(texture, shading);
auto normal = glm::cross(glm::normalize(right), glm::normalize(up));
mesh.addRect(
@ -75,8 +84,20 @@ static void perform_box(const xmlelement& root, model::Model& model) {
auto center = (from + to) * 0.5f;
auto halfsize = (to - from) * 0.5f;
bool shading = true;
std::string texfaces[6] {"$0","$1","$2","$3","$4","$5"};
if (root.has("texture")) {
auto texture = root.attr("texture").getText();
for (int i = 0; i < 6; i++) {
texfaces[i] = texture;
}
}
if (root.has("shading")) {
shading = to_boolean(root.attr("shading"));
}
for (const auto& elem : root.getElements()) {
if (elem->getTag() == "part") {
// todo: replace by expression parsing
@ -120,7 +141,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
}
bool enabled[6] {};
enabled[i] = true;
auto& mesh = model.addMesh(texfaces[i]);
auto& mesh = model.addMesh(texfaces[i], shading);
mesh.addBox(center, halfsize, regions, enabled);
}
}

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@ -16,7 +16,7 @@ namespace model {
struct Mesh {
std::string texture;
std::vector<Vertex> vertices;
bool lighting = true;
bool shading = true;
void addPlane(
const glm::vec3& pos,
@ -54,14 +54,14 @@ namespace model {
/// @brief Add mesh to the model
/// @param texture texture name
/// @return writeable Mesh
Mesh& addMesh(const std::string& texture) {
Mesh& addMesh(const std::string& texture, bool shading = true) {
for (auto& mesh : meshes) {
if (mesh.texture == texture) {
if (mesh.texture == texture && mesh.shading == shading) {
return mesh;
}
}
meshes.push_back({texture, {}});
return meshes[meshes.size()-1];
meshes.push_back({texture, {}, shading});
return meshes[meshes.size() - 1];
}
/// @brief Remove all empty meshes
void clean();

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@ -341,7 +341,7 @@ void BlocksRenderer::blockCustomModel(
const auto& vcoord = vertex.coord - 0.5f;
glm::vec4 aoColor {1.0f, 1.0f, 1.0f, 1.0f};
if (ao) {
if (mesh.shading && ao) {
auto p = coord + vcoord.x * X + vcoord.y * Y +
vcoord.z * Z + r * 0.5f + t * 0.5f + n * 0.5f;
aoColor = pickSoftLight(p.x, p.y, p.z, glm::ivec3(r), glm::ivec3(t));
@ -350,9 +350,9 @@ void BlocksRenderer::blockCustomModel(
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
vertex.uv.x,
vertex.uv.y,
glm::vec4(d, d, d, d) * aoColor,
mesh.shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d),
n,
0.0f
mesh.shading ? 0.0f : 1.0
);
indexBuffer[indexCount++] = vertexOffset++;
}

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@ -70,7 +70,7 @@ void ModelBatch::draw(
const auto& vertexData = mesh.vertices.data();
glm::vec4 lights(1, 1, 1, 0);
if (mesh.lighting) {
if (mesh.shading) {
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
gpos += lightsOffset;
lights = MainBatch::sampleLight(gpos, chunks, backlight);
@ -81,7 +81,7 @@ void ModelBatch::draw(
const auto vert = vertexData[i * 3 + j];
float d = 1.0f;
auto norm = rotation * vert.normal;
if (mesh.lighting) {
if (mesh.shading) {
d = glm::dot(norm, SUN_VECTOR);
d = 0.8f + d * 0.2f;
}
@ -91,7 +91,7 @@ void ModelBatch::draw(
lights * d,
tint,
norm,
mesh.lighting ? 0.0f : 1.0f
mesh.shading ? 0.0f : 1.0f
);
}
}

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@ -97,7 +97,7 @@ model::Model ModelsGenerator::fromCustom(
auto model = model::Model();
for (size_t i = 0; i < modelBoxes.size(); i++) {
auto& mesh = model.addMesh("blocks:");
mesh.lighting = lighting;
mesh.shading = lighting;
UVRegion boxtexfaces[6] = {
get_region_for(modelTextures[i * 6 + 5], assets),
get_region_for(modelTextures[i * 6 + 4], assets),
@ -132,7 +132,7 @@ model::Model ModelsGenerator::fromCustom(
norm = glm::normalize(norm);
auto& mesh = model.addMesh(texture);
mesh.lighting = lighting;
mesh.shading = lighting;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
@ -163,7 +163,7 @@ model::Model ModelsGenerator::generate(
return model;
}
for (auto& mesh : model.meshes) {
mesh.lighting = !blockDef.shadeless;
mesh.shading = !blockDef.shadeless;
switch (blockDef.model.type) {
case BlockModelType::AABB: {
glm::vec3 size = blockDef.hitboxes.at(0).size();