minor refactor + 4 spaces indentation

This commit is contained in:
MihailRis 2024-03-13 19:21:40 +03:00
parent 5bc79c8a77
commit 4d70138b24
8 changed files with 381 additions and 325 deletions

View File

@ -6,175 +6,232 @@
#include <GL/glew.h>
#include "../typedefs.h"
const uint B3D_VERTEX_SIZE = 9;
using glm::vec2;
using glm::vec3;
using glm::vec4;
inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)
: capacity(capacity) {
const vattr attrs[] = {
{3}, {2}, {4}, {0}
};
: capacity(capacity) {
const vattr attrs[] = {
{3}, {2}, {4}, {0}
};
buffer = new float[capacity * B3D_VERTEX_SIZE];
mesh = std::make_unique<Mesh>(buffer, 0, attrs);
index = 0;
buffer = new float[capacity * B3D_VERTEX_SIZE];
mesh = std::make_unique<Mesh>(buffer, 0, attrs);
index = 0;
ubyte pixels[] = {
255, 255, 255, 255,
};
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr;
ubyte pixels[] = {
255, 255, 255, 255,
};
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr;
}
Batch3D::~Batch3D(){
delete[] buffer;
delete[] buffer;
}
void Batch3D::begin(){
_texture = nullptr;
blank->bind();
_texture = nullptr;
blank->bind();
}
void Batch3D::vertex(float x, float y, float z, float u, float v,
float r, float g, float b, float a) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
float r, float g, float b, float a) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::vertex(vec3 coord, float u, float v,
float r, float g, float b, float a) {
buffer[index++] = coord.x;
buffer[index++] = coord.y;
buffer[index++] = coord.z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
void Batch3D::vertex(glm::vec3 coord, float u, float v,
float r, float g, float b, float a) {
buffer[index++] = coord.x;
buffer[index++] = coord.y;
buffer[index++] = coord.z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::vertex(vec3 point,
vec2 uvpoint,
float r, float g, float b, float a) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
void Batch3D::vertex(glm::vec3 point,
glm::vec2 uvpoint,
float r, float g, float b, float a) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch3D::face(const vec3& coord, float w, float h,
const vec3& axisX,
const vec3& axisY,
const UVRegion& region,
const vec4& tint) {
if (index + B3D_VERTEX_SIZE * 6 > capacity) {
flush();
}
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w, region.u2, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
void Batch3D::face(
const glm::vec3& coord,
float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE * 6 > capacity) {
flush();
}
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w, region.u2, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisY * h, region.u1, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisY * h, region.u1, region.v2,
tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::texture(Texture* new_texture){
if (_texture == new_texture)
return;
flush();
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
else
new_texture->bind();
if (_texture == new_texture)
return;
flush();
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
else
new_texture->bind();
}
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRegion& uv, vec4 color){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B3D_VERTEX_SIZE >= capacity) {
flush();
}
void Batch3D::sprite(
glm::vec3 pos,
glm::vec3 up,
glm::vec3 right,
float w, float h,
const UVRegion& uv,
glm::vec4 color
){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B3D_VERTEX_SIZE >= capacity) {
flush();
}
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
uv.u1, uv.v1,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
uv.u1, uv.v1,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
uv.u2, uv.v2,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
uv.u2, uv.v2,
r,g,b,a);
vertex(pos.x - right.x * w + up.x * h,
pos.y - right.y * w + up.y * h,
pos.z - right.z * w + up.z * h,
uv.u1, uv.v2,
r,g,b,a);
vertex(pos.x - right.x * w + up.x * h,
pos.y - right.y * w + up.y * h,
pos.z - right.z * w + up.z * h,
uv.u1, uv.v2,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
uv.u1, uv.v1,
r,g,b,a);
vertex(pos.x - right.x * w - up.x * h,
pos.y - right.y * w - up.y * h,
pos.z - right.z * w - up.z * h,
uv.u1, uv.v1,
r,g,b,a);
vertex(pos.x + right.x * w - up.x * h,
pos.y + right.y * w - up.y * h,
pos.z + right.z * w - up.z * h,
uv.u2, uv.v1,
r,g,b,a);
vertex(pos.x + right.x * w - up.x * h,
pos.y + right.y * w - up.y * h,
pos.z + right.z * w - up.z * h,
uv.u2, uv.v1,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
uv.u2, uv.v2,
r,g,b,a);
vertex(pos.x + right.x * w + up.x * h,
pos.y + right.y * w + up.y * h,
pos.z + right.z * w + up.z * h,
uv.u2, uv.v2,
r,g,b,a);
}
inline vec4 do_tint(float value) {
return vec4(value, value, value, 1.0f);
inline glm::vec4 do_tint(float value) {
return glm::vec4(value, value, value, 1.0f);
}
void Batch3D::xSprite(float w, float h, const UVRegion& uv, const vec4 tint, bool shading) {
face(vec3(-w *0.25f, 0.0f, 0.0f - w *0.25f), w, h, vec3(1, 0, 0), vec3(0, 1, 0), uv, (shading ? do_tint(1.0f)*tint : tint));
face(vec3(w * 0.25f, 0.0f, w * 0.5f - w *0.25f), w, h, vec3(0, 0, -1), vec3(0, 1, 0), uv, (shading ? do_tint(0.9f)*tint : tint));
void Batch3D::xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading) {
face(
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
w, h,
glm::vec3(1, 0, 0),
glm::vec3(0, 1, 0),
uv, (shading ? do_tint(1.0f)*tint : tint)
);
face(
glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
w, h,
glm::vec3(0, 0, -1),
glm::vec3(0, 1, 0),
uv, (shading ? do_tint(0.9f)*tint : tint)
);
}
void Batch3D::cube(const vec3 coord, const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
face(coord+vec3(0.0f, 0.0f, 0.0f), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], (shading ? do_tint(0.8)*tint : tint));
face(coord+vec3(size.x, 0.0f, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], (shading ? do_tint(0.8f)*tint : tint));
face(coord+vec3(0.0f, size.y, 0.0f), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], (shading ? do_tint(1.0f)*tint : tint));
face(coord+vec3(0.0f, 0.0f, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], (shading ? do_tint(0.7f)*tint : tint));
face(coord+vec3(0.0f, 0.0f, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], (shading ? do_tint(0.9f)*tint : tint));
face(coord+vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], (shading ? do_tint(0.9f)*tint : tint));
void Batch3D::cube(
const glm::vec3 coord,
const glm::vec3 size,
const UVRegion(&texfaces)[6],
const glm::vec4 tint,
bool shading
) {
const glm::vec3 X(1.0f, 0.0f, 0.0f);
const glm::vec3 Y(0.0f, 1.0f, 0.0f);
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
face(
coord+glm::vec3(0.0f, 0.0f, 0.0f),
size.x, size.y, X, Y, texfaces[5],
(shading ? do_tint(0.8)*tint : tint)
);
face(
coord+glm::vec3(size.x, 0.0f, -size.z),
size.x, size.y, -X, Y, texfaces[4],
(shading ? do_tint(0.8f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, size.y, 0.0f),
size.x, size.z, X, -Z, texfaces[3],
(shading ? do_tint(1.0f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.x, size.z, X, Z, texfaces[2],
(shading ? do_tint(0.7f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.z, size.y, Z, Y, texfaces[0],
(shading ? do_tint(0.9f)*tint : tint)
);
face(
coord+glm::vec3(size.x, 0.0f, 0.0f),
size.z, size.y, -Z, Y, texfaces[1],
(shading ? do_tint(0.9f)*tint : tint)
);
}
void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
void Batch3D::blockCube(
const glm::vec3 size,
const UVRegion(&texfaces)[6],
const glm::vec4 tint,
bool shading
) {
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
}
@ -187,13 +244,13 @@ void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
}
void Batch3D::flush() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
mesh->draw();
index = 0;
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
mesh->draw();
index = 0;
}
void Batch3D::flushPoints() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
mesh->draw(GL_POINTS);
index = 0;
mesh->draw(GL_POINTS);
index = 0;
}

View File

@ -12,42 +12,42 @@ class Mesh;
class Texture;
class Batch3D {
float* buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
size_t index;
Texture* _texture;
float* buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
size_t index;
Texture* _texture;
void vertex(float x, float y, float z,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 coord,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a);
void vertex(float x, float y, float z,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 coord,
float u, float v,
float r, float g, float b, float a);
void vertex(glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint);
public:
Batch3D(size_t capacity);
~Batch3D();
Batch3D(size_t capacity);
~Batch3D();
void begin();
void texture(Texture* texture);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void begin();
void texture(Texture* texture);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void flush();
void flush();
void flushPoints();
};

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@ -3,77 +3,77 @@
#include <GL/glew.h>
const uint LB_VERTEX_SIZE = (3+4);
inline constexpr uint LB_VERTEX_SIZE = (3+4);
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
const vattr attrs[] = { {3},{4}, {0} };
buffer = new float[capacity * LB_VERTEX_SIZE * 2];
mesh = std::make_unique<Mesh>(buffer, 0, attrs);
index = 0;
const vattr attrs[] = { {3},{4}, {0} };
buffer = new float[capacity * LB_VERTEX_SIZE * 2];
mesh = std::make_unique<Mesh>(buffer, 0, attrs);
index = 0;
}
LineBatch::~LineBatch(){
delete[] buffer;
delete[] buffer;
}
void LineBatch::line(
float x1, float y1,
float z1, float x2,
float y2, float z2,
float r, float g, float b, float a
float x1, float y1,
float z1, float x2,
float y2, float z2,
float r, float g, float b, float a
) {
if (index + LB_VERTEX_SIZE * 2 >= capacity) {
render();
}
buffer[index] = x1;
buffer[index+1] = y1;
buffer[index+2] = z1;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
if (index + LB_VERTEX_SIZE * 2 >= capacity) {
render();
}
buffer[index] = x1;
buffer[index+1] = y1;
buffer[index+2] = z1;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
buffer[index] = x2;
buffer[index+1] = y2;
buffer[index+2] = z2;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
buffer[index] = x2;
buffer[index+1] = y2;
buffer[index+2] = z2;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
}
void LineBatch::box(float x, float y, float z, float w, float h, float d,
float r, float g, float b, float a) {
w *= 0.5f;
h *= 0.5f;
d *= 0.5f;
float r, float g, float b, float a) {
w *= 0.5f;
h *= 0.5f;
d *= 0.5f;
line(x-w, y-h, z-d, x+w, y-h, z-d, r,g,b,a);
line(x-w, y+h, z-d, x+w, y+h, z-d, r,g,b,a);
line(x-w, y-h, z+d, x+w, y-h, z+d, r,g,b,a);
line(x-w, y+h, z+d, x+w, y+h, z+d, r,g,b,a);
line(x-w, y-h, z-d, x+w, y-h, z-d, r,g,b,a);
line(x-w, y+h, z-d, x+w, y+h, z-d, r,g,b,a);
line(x-w, y-h, z+d, x+w, y-h, z+d, r,g,b,a);
line(x-w, y+h, z+d, x+w, y+h, z+d, r,g,b,a);
line(x-w, y-h, z-d, x-w, y+h, z-d, r,g,b,a);
line(x+w, y-h, z-d, x+w, y+h, z-d, r,g,b,a);
line(x-w, y-h, z+d, x-w, y+h, z+d, r,g,b,a);
line(x+w, y-h, z+d, x+w, y+h, z+d, r,g,b,a);
line(x-w, y-h, z-d, x-w, y+h, z-d, r,g,b,a);
line(x+w, y-h, z-d, x+w, y+h, z-d, r,g,b,a);
line(x-w, y-h, z+d, x-w, y+h, z+d, r,g,b,a);
line(x+w, y-h, z+d, x+w, y+h, z+d, r,g,b,a);
line(x-w, y-h, z-d, x-w, y-h, z+d, r,g,b,a);
line(x+w, y-h, z-d, x+w, y-h, z+d, r,g,b,a);
line(x-w, y+h, z-d, x-w, y+h, z+d, r,g,b,a);
line(x+w, y+h, z-d, x+w, y+h, z+d, r,g,b,a);
line(x-w, y-h, z-d, x-w, y-h, z+d, r,g,b,a);
line(x+w, y-h, z-d, x+w, y-h, z+d, r,g,b,a);
line(x-w, y+h, z-d, x-w, y+h, z+d, r,g,b,a);
line(x+w, y+h, z-d, x+w, y+h, z+d, r,g,b,a);
}
void LineBatch::render(){
if (index == 0)
return;
mesh->reload(buffer, index / LB_VERTEX_SIZE);
mesh->draw(GL_LINES);
index = 0;
if (index == 0)
return;
mesh->reload(buffer, index / LB_VERTEX_SIZE);
mesh->draw(GL_LINES);
index = 0;
}
void LineBatch::lineWidth(float width) {
glLineWidth(width);
}
glLineWidth(width);
}

View File

@ -8,29 +8,29 @@
class Mesh;
class LineBatch {
std::unique_ptr<Mesh> mesh;
float* buffer;
size_t index;
size_t capacity;
std::unique_ptr<Mesh> mesh;
float* buffer;
size_t index;
size_t capacity;
public:
LineBatch(size_t capacity=4096);
~LineBatch();
LineBatch(size_t capacity=4096);
~LineBatch();
inline void line(const glm::vec3 a, const glm::vec3 b, const glm::vec4 color) {
line(a.x, a.y, a.z, b.x, b.y, b.z, color.r, color.g, color.b, color.a);
}
void line(float x1, float y1, float z1, float x2, float y2, float z2,
float r, float g, float b, float a);
void box(float x, float y, float z, float w, float h, float d,
float r, float g, float b, float a);
inline void line(const glm::vec3 a, const glm::vec3 b, const glm::vec4 color) {
line(a.x, a.y, a.z, b.x, b.y, b.z, color.r, color.g, color.b, color.a);
}
void line(float x1, float y1, float z1, float x2, float y2, float z2,
float r, float g, float b, float a);
void box(float x, float y, float z, float w, float h, float d,
float r, float g, float b, float a);
inline void box(glm::vec3 xyz, glm::vec3 whd, glm::vec4 rgba) {
box(xyz.x, xyz.y, xyz.z, whd.x, whd.y, whd.z,
rgba.r, rgba.g, rgba.b, rgba.a);
}
inline void box(glm::vec3 xyz, glm::vec3 whd, glm::vec4 rgba) {
box(xyz.x, xyz.y, xyz.z, whd.x, whd.y, whd.z,
rgba.r, rgba.g, rgba.b, rgba.a);
}
void render();
void lineWidth(float width);
void render();
void lineWidth(float width);
};
#endif /* GRAPHICS_LINEBATCH_H_ */

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@ -4,11 +4,11 @@
#include "../util/data_io.h"
void Lightmap::set(const Lightmap* lightmap) {
set(lightmap->map);
set(lightmap->map);
}
void Lightmap::set(const light_t* map) {
for (size_t i = 0; i < CHUNK_VOL; i++) {
for (size_t i = 0; i < CHUNK_VOL; i++) {
this->map[i] = map[i];
}
}
@ -16,19 +16,19 @@ void Lightmap::set(const light_t* map) {
static_assert(sizeof(light_t) == 2, "replace dataio calls to new light_t");
ubyte* Lightmap::encode() const {
ubyte* buffer = new ubyte[LIGHTMAP_DATA_LEN];
for (uint i = 0; i < CHUNK_VOL; i+=2) {
buffer[i/2] = ((map[i] >> 12) & 0xF) | ((map[i+1] >> 8) & 0xF0);
}
return buffer;
ubyte* buffer = new ubyte[LIGHTMAP_DATA_LEN];
for (uint i = 0; i < CHUNK_VOL; i+=2) {
buffer[i/2] = ((map[i] >> 12) & 0xF) | ((map[i+1] >> 8) & 0xF0);
}
return buffer;
}
light_t* Lightmap::decode(ubyte* buffer) {
light_t* lights = new light_t[CHUNK_VOL];
for (uint i = 0; i < CHUNK_VOL; i+=2) {
ubyte b = buffer[i/2];
lights[i] = ((b & 0xF) << 12);
lights[i+1] = ((b & 0xF0) << 8);
}
return lights;
light_t* lights = new light_t[CHUNK_VOL];
for (uint i = 0; i < CHUNK_VOL; i+=2) {
ubyte b = buffer[i/2];
lights[i] = ((b & 0xF) << 12);
lights[i+1] = ((b & 0xF0) << 8);
}
return lights;
}

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@ -4,85 +4,85 @@
#include "../constants.h"
#include "../typedefs.h"
const int LIGHTMAP_DATA_LEN = CHUNK_VOL/2;
inline constexpr int LIGHTMAP_DATA_LEN = CHUNK_VOL/2;
// Lichtkarte
class Lightmap {
public:
light_t map[CHUNK_VOL] {};
int highestPoint = 0;
light_t map[CHUNK_VOL] {};
int highestPoint = 0;
void set(const Lightmap* lightmap);
void set(const Lightmap* lightmap);
void set(const light_t* map);
void set(const light_t* map);
inline unsigned short get(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x]);
}
inline unsigned short get(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x]);
}
inline unsigned char get(int x, int y, int z, int channel) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> (channel << 2)) & 0xF;
}
inline unsigned char get(int x, int y, int z, int channel) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> (channel << 2)) & 0xF;
}
inline unsigned char getR(int x, int y, int z) const {
return map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] & 0xF;
}
inline unsigned char getR(int x, int y, int z) const {
return map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] & 0xF;
}
inline unsigned char getG(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 4) & 0xF;
}
inline unsigned char getG(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 4) & 0xF;
}
inline unsigned char getB(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 8) & 0xF;
}
inline unsigned char getB(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 8) & 0xF;
}
inline unsigned char getS(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 12) & 0xF;
}
inline unsigned char getS(int x, int y, int z) const {
return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> 12) & 0xF;
}
inline void setR(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xFFF0) | value;
}
inline void setR(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xFFF0) | value;
}
inline void setG(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xFF0F) | (value << 4);
}
inline void setG(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xFF0F) | (value << 4);
}
inline void setB(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xF0FF) | (value << 8);
}
inline void setB(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0xF0FF) | (value << 8);
}
inline void setS(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0x0FFF) | (value << 12);
}
inline void setS(int x, int y, int z, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & 0x0FFF) | (value << 12);
}
inline void set(int x, int y, int z, int channel, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & (0xFFFF & (~(0xF << (channel*4))))) | (value << (channel << 2));
}
inline void set(int x, int y, int z, int channel, int value){
const int index = y*CHUNK_D*CHUNK_W+z*CHUNK_W+x;
map[index] = (map[index] & (0xFFFF & (~(0xF << (channel*4))))) | (value << (channel << 2));
}
inline const light_t* getLights() const {
return map;
}
inline const light_t* getLights() const {
return map;
}
inline light_t* getLightsWriteable() {
return map;
}
inline light_t* getLightsWriteable() {
return map;
}
static constexpr light_t combine(int r, int g, int b, int s) {
return r | (g << 4) | (b << 8) | (s << 12);
}
static constexpr light_t combine(int r, int g, int b, int s) {
return r | (g << 4) | (b << 8) | (s << 12);
}
static constexpr light_t extract(light_t light, ubyte channel) {
return (light >> (channel << 2)) & 0xF;
}
return (light >> (channel << 2)) & 0xF;
}
ubyte* encode() const;
static light_t* decode(ubyte* buffer);
ubyte* encode() const;
static light_t* decode(ubyte* buffer);
};
#endif /* LIGHTING_LIGHTMAP_H_ */

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@ -255,4 +255,4 @@ RayRelation Ray::intersectAABBFaces(
if (isIntersect) return RayRelation::Intersect;
return RayRelation::None;
}
}

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@ -9,25 +9,24 @@
#include <array>
typedef glm::highp_dvec3 rayvec3;
typedef glm::highp_dvec2 rayvec2;
typedef double scalar_t;
using rayvec3 = glm::highp_dvec3;
using rayvec2 = glm::highp_dvec2;
using scalar_t = double;
enum class RayRelation{
enum class RayRelation {
Embed=2, Intersect=1, Parallel=0, None=0
};
class AABBFaces{
class AABBFaces {
static const unsigned char AABBFACES_COUNT = 6;
public:
std::array<std::pair<rayvec3, rayvec2>, AABBFACES_COUNT> faces; // every face is min-point and opposite corner point
AABBFaces(){};
AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
};
class Ray{
class Ray {
public:
rayvec3 origin;
rayvec3 dir;
@ -45,7 +44,7 @@ public:
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner);
//returns normal and distance
///returns normal and distance
RayRelation intersectYZFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
@ -63,17 +62,17 @@ public:
scalar_t& distance_ret);
RayRelation intersectAABB(
const rayvec3& boxPos,
const AABB& box,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret);
const rayvec3& boxPos,
const AABB& box,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret);
RayRelation intersectAABBFaces( // calculates only normal and distance
const AABBFaces& boxFaces,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret);
const AABBFaces& boxFaces,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret);
};
#endif // SRC_VOXNATHS_H_