Merge branch 'MihailRis:main' into main

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Xertis 2024-12-27 09:43:49 +03:00 committed by GitHub
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51 changed files with 569 additions and 140 deletions

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@ -30,6 +30,7 @@ AppDir:
- libogg0
- libvorbis0a
- libvorbisfile3
- libluajit-5.1-2
exclude:
- hicolor-icon-theme
- sound-theme-freedesktop

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@ -60,7 +60,7 @@ Library **audio** contains available Audio API in Lua scripts.
```lua
audio.play_stream(
-- audio file location
-- audio file location (without entry point, but with extension included)
name: string,
-- audio source world position
x: number, y: number, z: number,
@ -79,7 +79,7 @@ Plays streaming audio from the specified file at the specified world position. R
```lua
audio.play_stream_2d(
-- audio file location
-- audio file location (without entry point, but with extension included)
name: string,
-- audio gain (0.0 - 1.0)
volume: number
@ -202,4 +202,4 @@ audio.count_speakers() -> integer
-- get current number of playing streams
audio.count_streams() -> integer
```
```

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@ -35,6 +35,16 @@ Block model type from list:
- "X" - grass model (two crossed sprites)
- "aabb" - model based of block hitbox (complex hitbox will be combined into one). Examples: pipes, bulbs, panels.
### *model-name*
In addition to built-in model types, you can use your own, loaded from file.
The property specifies the model name without `entry_point:models/` nor extension.
> [!WARNING]
> Textures (materials) used in the model must be in the `blocks` atlas and specified in the *atlas-texture* format:
> `blocks:texture_name`
### *draw-group*
Integer specifying number of block draw group (render order). Used for semi-transparent blocks.
@ -81,6 +91,13 @@ Turns off block model shading
Determines the presence of the vertex AO effect. Turned-on by default.
### *culling*
Face culling mode:
- **default** - normal face culling
- **optional** - face culling among blocks of the same rendering group can be disabled via the `graphics.dense-render` setting.
- **disabled** - face culling among blocks of the same rendering group disabled.
## Physics
### *obstacle*

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@ -16,6 +16,10 @@ Particles are a table, all fields of which are optional.
| acceleration | Particles acceleration. | {0, -16, 0} |
| explosion | Force of particles explosion on spawn. | {2, 2, 2} |
| size | Size of particles. | {0.1, 0.1, 0.1} |
| size_spread | Maximum particle size spread over time. | 0.2 |
| angle_spread | Maximum initial rotation angle spread (0 to 1) | 0.0 |
| min_angular_vel | Minimum angular velocity (radians per sec). Non-negative. | 0.0 |
| max_angular_vel | Maximum angular velocity (radians per sec). Non-negative. | 0.0 |
| spawn_shape | Shape of particle spawn area. (ball/sphere/box) | ball |
| spawn_spread | Size of particle spawn area. | {0, 0, 0} |
| random_sub_uv | Size of random texture subregion (1 - entire texture will be used). | 1.0 |

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@ -15,7 +15,8 @@ entities.get(uid: int) -> table
-- prefix - component pack id
-- name - component name
-- component prefix and name are separated with two underscores
entities.spawn(name: str, pos: vec3, [optional] args: table)
-- Returns an entity object
entities.spawn(name: str, pos: vec3, [optional] args: table) -> table
-- Checks the existence of an entity by a unique identifier.
entities.exists(uid: int) -> bool

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@ -27,6 +27,7 @@
* [Small structures placement](#small-structures-placement)
* [Wide structures placement](#wide-structures-placement)
- [Structural air](#structural-air)
- [Generator 'Demo' (base:demo)](#generator-demo-basedemo)
## Basic concepts
@ -52,6 +53,7 @@ The main properties described in the configuration file:
- **biomes-bpd** - number of blocks per point of the biome selection parameter map. Default: 4.
- **heights-bpd** - number of blocks per point of the height map. Default: 4.
- **wide-structs-chunks-radius** - maximum radius for placing 'wide' structures, measured in chunks.
- **heightmap-inputs** - an array of parameter map numbers that will be passed by the inputs table to the height map generation function.
## Global variables
@ -472,3 +474,24 @@ function place_structures_wide(
`core:struct_air` - a block that should be used in chunks to mark empty space that should not be filled with blocks when generated in the world.
<image src="../../res/textures/blocks/struct_air.png" width="128px" height="128px" style="image-rendering: pixelated">
# Generator 'Demo' (base:demo)
## Adding new ore
To add a new ore in your pack:
1. In the `generators` folder, create a `demo.files` folder (you don't need to create demo.toml).
2. In the created folder, create a fragments folder and place the ore fragment file in it.
3. In `demo.files`, create a structures.toml file:
```toml
fragment_name = {}
```
4. Also in `demo.files`, create an ores.json file:
```json
[
{"struct": "fragment_name", "rarity": rarity}
]
```
The higher the rarity value, the less ore generation chance.
You can rely on the rarity of coal ore: 4400.

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@ -61,7 +61,7 @@
```lua
audio.play_stream(
-- путь к аудио-файлу
-- путь к аудио-файлу (без точки входа, но с указанием расширения)
name: string,
-- позиция источника аудио в мире
x: number, y: number, z: number,
@ -80,7 +80,7 @@ audio.play_stream(
```lua
audio.play_stream_2d(
-- путь к аудио-файлу
-- путь к аудио-файлу (без точки входа, но с указанием расширения)
name: string,
-- громкость аудио (от 0.0 до 1.0)
volume: number

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@ -35,6 +35,16 @@
- "X" - модель травы (крест из двух спрайтов)
- "aabb" - модель, соответствующая хитбоксу блока (составной хитбокс будет объединен в один). Примеры: трубы, лампочки, панели.
### Имя модели - *model-name*
Кроме встроенных типов моделей, можно использовать собственные, загружаемые из файлов.
В свойстве указывается имя модели без очкахода:models/` и расширения.
> [!WARNING]
> Текстуры (материалы), использующиеся в модели, должны находиться в атласе `blocks` и указываться в соответствующем формате:
> `blocks:имя_текстуры`
### Группа отрисовки - *draw-group*
Целое число определяющее номер группы отрисовки данного блока.
@ -82,7 +92,6 @@
При значении `true` блок не препятствует прохождению вертикального луча солнечного света.
### Без освещения - *shadeless*
Выключает освещение на модели блока.
@ -91,6 +100,13 @@
Определяет наличие эффекта вершинного AO. Включен по-умолчанию.
### Отсечение - *culling*
Режим отсечения граней:
- **default** - обычное отсечение граней
- **optional** - отсечение граней среди блоков одной группы отрисовки можно отключить через настройку `graphics.dense-render` (Плотный рендер блоков).
- **disabled** - отсечение граней среди блоков одной группы отрисовки отключено.
## Физика
### Препятствие - *obstacle*

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@ -18,6 +18,9 @@
| explosion | Сила разлёта частиц при спавне. | {2, 2, 2} |
| size | Размер частиц. | {0.1, 0.1, 0.1} |
| size_spread | Максимальное отклонение времени размера частиц. | 0.2 |
| angle_spread | Максимальное отклонение начального угла поворота (от 0 до 1) | 0.0 |
| min_angular_vel | Минимальная угловая скорость (радианы в сек.). Неотрицательное. | 0.0 |
| max_angular_vel | Максимальная угловая скорость (радианы в сек.). Неотрицательное. | 0.0 |
| spawn_shape | Форма области спавна частиц. (ball/sphere/box) | ball |
| spawn_spread | Размер области спавна частиц. | {0, 0, 0} |
| random_sub_uv | Размер случайного подрегиона текстуры (1 - будет использована вся текстура). | 1.0 |

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@ -15,7 +15,8 @@ entities.get(uid: int) -> table
-- префикс - id пака
-- имя - название компонента
-- префикс и имя компонента разделяются двумя подчеркиваниями
entities.spawn(name: str, pos: vec3, [optional] args: table)
-- Возвращает обьект сущности
entities.spawn(name: str, pos: vec3, [optional] args: table) -> table
-- Проверяет наличие сущности по уникальному идентификатору.
entities.exists(uid: int) -> bool

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@ -46,6 +46,13 @@ table.remove_value(t: table, x: object)
Удаляет элемент **x** из **t**.
```lua
table.shuffle(t: table) -> table
```
Перемешивает значения в таблице.
```lua
table.tostring(t: table) -> string
```
@ -146,6 +153,18 @@ math.rand(low, high)
Возвращает случайное дробное число в диапазоне от **low** до **high**.
```lua
math.normalize(num: number, [опционально] conf: num) -> number
```
Возвращает нормализованное значение num относительно conf.
```lua
math.round(num: number, [опционально] places: num) -> number
```
Возвращает округлённое значение num до указанного количества знаков после запятой places.
## Дополнительные глобальные функции
В этом же скрипте также определены и другие глобальные функции которые доступны для использования. Ниже их список

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@ -27,6 +27,7 @@
* [Расстановка малых структур](#расстановка-малых-структур)
* [Расстановка 'широких' структур](#расстановка-широких-структур)
- [Структурный воздух](#структурный-воздух)
- [Генератор 'Demo' (base:demo)](#генератор-demo-basedemo)
## Основные понятия
@ -52,6 +53,7 @@
- **biomes-bpd** - количество блоков на точку карты параметра выбора биомов. По-умолчанию: 4.
- **heights-bpd** - количество блоков на точку карты высот. По-умолчанию: 4.
- **wide-structs-chunks-radius** - масимальный радиус размещения 'широких' структур, измеряемый в чанках.
- **heightmap-inputs** - массив номеров карт параметров, которые будут переданы таблицей inputs в функцию генерации карты высот.
## Глобальные переменные
@ -477,3 +479,23 @@ function place_structures_wide(
`core:struct_air` - блок, которые следует использовать в фрагментах для обозначения пустого пространства, которое не должно заполняться блоками при генерации в мире.
<image src="../../res/textures/blocks/struct_air.png" width="128px" height="128px" style="image-rendering: pixelated">
# Генератор 'Demo' (base:demo)
## Добавление новой руды
Чтобы добавить новую руду из своего пака:
1. В папке `generators` создайте папку `demo.files` (demo.toml создавать не нужно).
2. В созданной папке создайте папку fragments и поместите в неё файл фрагмента руды.
3. В `demo.files` создайте файл structures.toml:
```toml
имя_фрагмента = {}
```
4. Также в `demo.files` создайте файл ores.json:
```json
[
{"struct": "имя_фрагмента", "rarity": редкость}
]
```
Чем выше значение редкости, тем меньше вероятность генерации руды.
Опираться можно на редкость угольной руды: 4400.

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@ -1,5 +1,26 @@
{
"texture": "leaves",
"material": "base:grass",
"draw-group": 5,
"culling": "optional",
"particles": {
"lifetime": 4.0,
"spawn_interval": 1000.0,
"acceleration": [0, -0.1, 0],
"velocity": [0.2, -2.5, 0.3],
"explosion": [0, 0, 0],
"collision": false,
"size": [0.3, 0.3, 0.3],
"size_spread": 0.2,
"spawn_shape": "box",
"spawn_spread": [0.2, 0.2, 0.2],
"angle_spread": 1.0,
"min_angular_vel": 0.5,
"max_angular_vel": 2.0,
"lighting": true,
"frames": [
"particles:leaf_0"
]
},
"base:durability": 0.7
}

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@ -41,4 +41,5 @@ function on_open()
create_setting("graphics.fog-curve", "Fog Curve", 0.1)
create_setting("graphics.gamma", "Gamma", 0.05, "", "graphics.gamma.tooltip")
create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
end

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@ -72,9 +72,14 @@ function data_buffer:put_byte(byte)
end
function data_buffer:put_bytes(bytes)
for i = 1, #bytes do
self:put_byte(bytes[i])
end
if type(self.bytes) == 'table' then
for i = 1, #bytes do
self:put_byte(bytes[i])
end
else
self.bytes:insert(self.pos, bytes)
self.pos = self.pos + #bytes
end
end
function data_buffer:put_single(single)
@ -308,4 +313,4 @@ end
setmetatable(data_buffer, data_buffer)
return data_buffer
return data_buffer

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@ -1,6 +1,6 @@
-- Check if given table is an array
function is_array(x)
if #t > 0 then
if #x > 0 then
return true
end
for k, v in pairs(x) do
@ -51,6 +51,19 @@ function math.rand(low, high)
return low + (high - low) * math.random()
end
function math.normalize(num, conf)
conf = conf or 1
return (num / conf) % 1
end
function math.round(num, places)
places = places or 0
local mult = 10 ^ places
return math.floor(num * mult + 0.5) / mult
end
----------------------------------------------
function table.copy(t)
@ -74,7 +87,7 @@ function table.deep_copy(t)
end
end
return copied
return setmetatable(copied, getmetatable(t))
end
function table.count_pairs(t)
@ -91,6 +104,15 @@ function table.random(t)
return t[math.random(1, #t)]
end
function table.shuffle(t)
for i = #t, 2, -1 do
local j = math.random(i)
t[i], t[j] = t[j], t[i]
end
return t
end
----------------------------------------------
local pattern_escape_replacements = {

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@ -17,7 +17,7 @@ vec3 pick_sky_color(samplerCube cubemap) {
vec3 skyLightColor = texture(cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb;
skyLightColor *= SKY_LIGHT_TINT;
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
skyLightColor = max(MAX_SKY_LIGHT, skyLightColor);
skyLightColor = max(MIN_SKY_LIGHT, skyLightColor);
return skyLightColor;
}

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@ -10,7 +10,7 @@
// lighting
#define SKY_LIGHT_MUL 2.9
#define SKY_LIGHT_TINT vec3(0.9, 0.8, 1.0)
#define MAX_SKY_LIGHT vec3(0.1, 0.11, 0.14)
#define MIN_SKY_LIGHT vec3(0.2, 0.25, 0.33)
// fog
#define FOG_POS_SCALE vec3(1.0, 0.2, 1.0)

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@ -16,6 +16,7 @@ devtools.traceback=Traceback (most recent call first)
# Tooltips
graphics.gamma.tooltip=Lighting brightness curve
graphics.backlight.tooltip=Backlight to prevent total darkness
graphics.dense-render.tooltip=Enables transparency in blocks like leaves
# settings
settings.Controls Search Mode=Search by attached button name

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@ -28,6 +28,7 @@ pack.remove-confirm=Удалить весь поставляемый паком/
# Подсказки
graphics.gamma.tooltip=Кривая яркости освещения
graphics.backlight.tooltip=Подсветка, предотвращающая полную темноту
graphics.dense-render.tooltip=Включает прозрачность блоков, таких как листья.
# Меню
menu.Apply=Применить
@ -67,6 +68,7 @@ world.delete-confirm=Удалить мир безвозвратно?
# Настройки
settings.Ambient=Фон
settings.Backlight=Подсветка
settings.Dense blocks render=Плотный рендер блоков
settings.Camera Shaking=Тряска Камеры
settings.Camera Inertia=Инерция Камеры
settings.Camera FOV Effects=Эффекты поля зрения

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@ -220,11 +220,11 @@ void ContentLoader::loadBlock(
}
// block model
std::string modelTypeName;
std::string modelTypeName = to_string(def.model);
root.at("model").get(modelTypeName);
root.at("model-name").get(def.modelName);
if (auto model = BlockModel_from(modelTypeName)) {
if (*model == BlockModel::custom) {
if (*model == BlockModel::custom && def.customModelRaw == nullptr) {
if (root.has("model-primitives")) {
def.customModelRaw = root["model-primitives"];
} else if (def.modelName.empty()) {
@ -239,14 +239,22 @@ void ContentLoader::loadBlock(
}
def.model = *model;
} else if (!modelTypeName.empty()) {
logger.error() << "unknown model " << modelTypeName;
logger.error() << "unknown model: " << modelTypeName;
def.model = BlockModel::none;
}
std::string cullingModeName = to_string(def.culling);
root.at("culling").get(cullingModeName);
if (auto mode = CullingMode_from(cullingModeName)) {
def.culling = *mode;
} else {
logger.error() << "unknown culling mode: " << cullingModeName;
}
root.at("material").get(def.material);
// rotation profile
std::string profile = "none";
std::string profile = def.rotations.name;
root.at("rotation").get(profile);
def.rotatable = profile != "none";
@ -285,8 +293,6 @@ void ContentLoader::loadBlock(
);
aabb.b += aabb.a;
def.hitboxes = {aabb};
} else {
def.hitboxes = {AABB()};
}
// block light emission [r, g, b] where r,g,b in range [0..15]

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@ -68,6 +68,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.section("graphics");
builder.add("fog-curve", &settings.graphics.fogCurve);
builder.add("backlight", &settings.graphics.backlight);
builder.add("dense-render", &settings.graphics.denseRender);
builder.add("gamma", &settings.graphics.gamma);
builder.add("frustum-culling", &settings.graphics.frustumCulling);
builder.add("skybox-resolution", &settings.graphics.skyboxResolution);

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@ -6,53 +6,71 @@
#include "assets/Assets.hpp"
#include "content/Content.hpp"
#include "content/ContentPack.hpp"
#include "core_defs.hpp"
#include "graphics/core/Atlas.hpp"
#include "maths/UVRegion.hpp"
#include "voxels/Block.hpp"
#include "core_defs.hpp"
#include "settings.hpp"
ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
: content(content) {
auto indices = content->getIndices();
ContentGfxCache::ContentGfxCache(
const Content& content,
const Assets& assets,
const GraphicsSettings& settings
)
: content(content), assets(assets), settings(settings) {
refresh();
}
void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
for (uint side = 0; side < 6; side++) {
std::string tex = def.textureFaces[side];
if (def.culling == CullingMode::OPTIONAL &&
!settings.denseRender.get() && atlas.has(tex + "_opaque")) {
tex = tex + "_opaque";
}
if (atlas.has(tex)) {
sideregions[def.rt.id * 6 + side] = atlas.get(tex);
} else if (atlas.has(TEXTURE_NOTFOUND)) {
sideregions[def.rt.id * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
}
}
if (def.model == BlockModel::custom) {
auto model = assets.require<model::Model>(def.modelName);
// temporary dirty fix tbh
if (def.modelName.find(':') == std::string::npos) {
for (auto& mesh : model.meshes) {
size_t pos = mesh.texture.find(':');
if (pos == std::string::npos) {
continue;
}
if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
for (auto& vertex : mesh.vertices) {
vertex.uv = region->apply(vertex.uv);
}
}
}
}
models[def.rt.id] = std::move(model);
}
}
void ContentGfxCache::refresh() {
auto indices = content.getIndices();
sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
const auto& atlas = assets.require<Atlas>("blocks");
const auto& blocks = indices->blocks.getIterable();
for (blockid_t i = 0; i < blocks.size(); i++) {
auto def = blocks[i];
for (uint side = 0; side < 6; side++) {
const std::string& tex = def->textureFaces[side];
if (atlas.has(tex)) {
sideregions[i * 6 + side] = atlas.get(tex);
} else if (atlas.has(TEXTURE_NOTFOUND)) {
sideregions[i * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
}
}
if (def->model == BlockModel::custom) {
auto model = assets.require<model::Model>(def->modelName);
// temporary dirty fix tbh
if (def->modelName.find(':') == std::string::npos) {
for (auto& mesh : model.meshes) {
size_t pos = mesh.texture.find(':');
if (pos == std::string::npos) {
continue;
}
if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
for (auto& vertex : mesh.vertices) {
vertex.uv = region->apply(vertex.uv);
}
}
}
}
models[def->rt.id] = std::move(model);
}
refresh(*def, atlas);
}
}
ContentGfxCache::~ContentGfxCache() = default;
const Content* ContentGfxCache::getContent() const {
return content;
return &content;
}
const model::Model& ContentGfxCache::getModel(blockid_t id) const {

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@ -10,19 +10,29 @@
class Content;
class Assets;
class Atlas;
class Block;
struct UVRegion;
struct GraphicsSettings;
namespace model {
struct Model;
}
class ContentGfxCache {
const Content* content;
const Content& content;
const Assets& assets;
const GraphicsSettings& settings;
// array of block sides uv regions (6 per block)
std::unique_ptr<UVRegion[]> sideregions;
std::unordered_map<blockid_t, model::Model> models;
public:
ContentGfxCache(const Content* content, const Assets& assets);
ContentGfxCache(
const Content& content,
const Assets& assets,
const GraphicsSettings& settings
);
~ContentGfxCache();
inline const UVRegion& getRegion(blockid_t id, int side) const {
@ -32,4 +42,8 @@ public:
const model::Model& getModel(blockid_t id) const;
const Content* getContent() const;
void refresh(const Block& block, const Atlas& atlas);
void refresh();
};

View File

@ -14,12 +14,17 @@
#include "world/Level.hpp"
LevelFrontend::LevelFrontend(
Player* currentPlayer, LevelController* controller, Assets& assets
) : level(*controller->getLevel()),
controller(controller),
assets(assets),
contentCache(std::make_unique<ContentGfxCache>(level.content, assets))
{
Player* currentPlayer,
LevelController* controller,
Assets& assets,
const EngineSettings& settings
)
: level(*controller->getLevel()),
controller(controller),
assets(assets),
contentCache(std::make_unique<ContentGfxCache>(
*level.content, assets, settings.graphics
)) {
assets.store(
BlocksPreview::build(
*contentCache, assets, *level.content->getIndices()
@ -98,6 +103,10 @@ const Assets& LevelFrontend::getAssets() const {
return assets;
}
ContentGfxCache& LevelFrontend::getContentGfxCache() {
return *contentCache;
}
const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
return *contentCache;
}

View File

@ -7,6 +7,7 @@ class Assets;
class Player;
class ContentGfxCache;
class LevelController;
struct EngineSettings;
class LevelFrontend {
Level& level;
@ -14,12 +15,18 @@ class LevelFrontend {
const Assets& assets;
std::unique_ptr<ContentGfxCache> contentCache;
public:
LevelFrontend(Player* currentPlayer, LevelController* controller, Assets& assets);
LevelFrontend(
Player* currentPlayer,
LevelController* controller,
Assets& assets,
const EngineSettings& settings
);
~LevelFrontend();
Level& getLevel();
const Level& getLevel() const;
const Assets& getAssets() const;
const ContentGfxCache& getContentGfxCache() const;
ContentGfxCache& getContentGfxCache();
LevelController* getController() const;
};

View File

@ -47,6 +47,7 @@
#include "window/Window.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
#include "debug/Logger.hpp"
#include <assert.h>
#include <memory>
@ -56,6 +57,8 @@
using namespace gui;
static debug::Logger logger("hud");
bool Hud::showGeneratorMinimap = false;
// implemented in debug_panel.cpp
@ -485,7 +488,32 @@ void Hud::openPermanent(UiDocument* doc) {
add(HudElement(hud_element_mode::permanent, doc, doc->getRoot(), false));
}
void Hud::dropExchangeSlot() {
auto slotView = std::dynamic_pointer_cast<SlotView>(
gui->get(SlotView::EXCHANGE_SLOT_NAME)
);
if (slotView == nullptr) {
return;
}
ItemStack& stack = slotView->getStack();
auto indices = frontend.getLevel().content->getIndices();
if (auto invView = std::dynamic_pointer_cast<InventoryView>(blockUI)) {
invView->getInventory()->move(stack, indices);
}
if (stack.isEmpty()) {
return;
}
player->getInventory()->move(stack, indices);
if (!stack.isEmpty()) {
logger.warning() << "discard item [" << stack.getItemId() << ":"
<< stack.getCount();
stack.clear();
}
}
void Hud::closeInventory() {
dropExchangeSlot();
gui->remove(SlotView::EXCHANGE_SLOT_NAME);
exchangeSlot = nullptr;
exchangeSlotInv = nullptr;

View File

@ -128,6 +128,9 @@ class Hud : public util::ObjectsKeeper {
void updateHotbarControl();
void cleanup();
/// @brief Perform exchange slot removal when it's not empty.
void dropExchangeSlot();
void showExchangeSlot();
void updateWorldGenDebugVisualization();
public:

View File

@ -17,6 +17,7 @@
#include "graphics/render/Decorator.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/GUI.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "logic/LevelController.hpp"
#include "logic/scripting/scripting_hud.hpp"
#include "util/stringutil.hpp"
@ -42,7 +43,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
frontend = std::make_unique<LevelFrontend>(
controller->getPlayer(), controller.get(), assets
controller->getPlayer(), controller.get(), assets, settings
);
worldRenderer = std::make_unique<WorldRenderer>(
engine, *frontend, controller->getPlayer()
@ -57,6 +58,11 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear();
}));
keepAlive(settings.graphics.denseRender.observe([=](bool) {
controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear();
frontend->getContentGfxCache().refresh();
}));
keepAlive(settings.camera.fov.observe([=](double value) {
controller->getPlayer()->fpCamera->setFov(glm::radians(value));
}));

View File

@ -25,7 +25,7 @@ GLTexture::GLTexture(const ubyte* data, uint width, uint height, ImageFormat ima
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}

View File

@ -8,9 +8,6 @@
#include "voxels/Chunks.hpp"
#include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "settings.hpp"
#include <glm/glm.hpp>
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
@ -342,41 +339,41 @@ void BlocksRenderer::blockCube(
}
if (ao) {
if (isOpen(coord + Z, group)) {
if (isOpen(coord + Z, block)) {
faceAO(coord, X, Y, Z, texfaces[5], lights);
}
if (isOpen(coord - Z, group)) {
if (isOpen(coord - Z, block)) {
faceAO(coord, -X, Y, -Z, texfaces[4], lights);
}
if (isOpen(coord + Y, group)) {
if (isOpen(coord + Y, block)) {
faceAO(coord, X, -Z, Y, texfaces[3], lights);
}
if (isOpen(coord - Y, group)) {
if (isOpen(coord - Y, block)) {
faceAO(coord, X, Z, -Y, texfaces[2], lights);
}
if (isOpen(coord + X, group)) {
if (isOpen(coord + X, block)) {
faceAO(coord, -Z, Y, X, texfaces[1], lights);
}
if (isOpen(coord - X, group)) {
if (isOpen(coord - X, block)) {
faceAO(coord, Z, Y, -X, texfaces[0], lights);
}
} else {
if (isOpen(coord + Z, group)) {
if (isOpen(coord + Z, block)) {
face(coord, X, Y, Z, texfaces[5], pickLight(coord + Z), lights);
}
if (isOpen(coord - Z, group)) {
if (isOpen(coord - Z, block)) {
face(coord, -X, Y, -Z, texfaces[4], pickLight(coord - Z), lights);
}
if (isOpen(coord + Y, group)) {
if (isOpen(coord + Y, block)) {
face(coord, X, -Z, Y, texfaces[3], pickLight(coord + Y), lights);
}
if (isOpen(coord - Y, group)) {
if (isOpen(coord - Y, block)) {
face(coord, X, Z, -Y, texfaces[2], pickLight(coord - Y), lights);
}
if (isOpen(coord + X, group)) {
if (isOpen(coord + X, block)) {
face(coord, -Z, Y, X, texfaces[1], pickLight(coord + X), lights);
}
if (isOpen(coord - X, group)) {
if (isOpen(coord - X, block)) {
face(coord, Z, Y, -X, texfaces[0], pickLight(coord - X), lights);
}
}

View File

@ -13,6 +13,7 @@
#include "graphics/core/MeshData.hpp"
#include "maths/util.hpp"
#include "commons.hpp"
#include "settings.hpp"
class Content;
class Mesh;
@ -22,7 +23,6 @@ class Chunks;
class VoxelsVolume;
class Chunks;
class ContentGfxCache;
struct EngineSettings;
struct UVRegion;
class BlocksRenderer {
@ -118,7 +118,7 @@ class BlocksRenderer {
bool isOpenForLight(int x, int y, int z) const;
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, ubyte group) const {
inline bool isOpen(const glm::ivec3& pos, const Block& def) const {
auto id = voxelsBuffer->pickBlockId(
chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
);
@ -126,7 +126,13 @@ class BlocksRenderer {
return false;
}
const auto& block = *blockDefsCache[id];
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
if (((block.drawGroup != def.drawGroup) && block.drawGroup) || !block.rt.solid) {
return true;
}
if ((def.culling == CullingMode::DISABLED ||
(def.culling == CullingMode::OPTIONAL &&
settings.graphics.denseRender.get())) &&
id == def.rt.id) {
return true;
}
return !id;

View File

@ -99,9 +99,8 @@ void Decorator::update(
void Decorator::update(float delta, const Camera& camera) {
glm::ivec3 pos = camera.position;
pos -= glm::ivec3(UPDATE_AREA_DIAMETER / 2);
for (int i = 0; i < ITERATIONS; i++) {
update(delta, pos, camera.position);
update(delta, pos - glm::ivec3(UPDATE_AREA_DIAMETER / 2), pos);
}
const auto& chunks = *level.chunks;
const auto& indices = *level.content->getIndices();

View File

@ -14,7 +14,7 @@ class Chunks;
class Camera;
class Assets;
class Player;
struct Block;
class Block;
class Engine;
class LevelController;
class WorldRenderer;

View File

@ -19,12 +19,13 @@ Emitter::Emitter(
)
: level(level),
origin(std::move(origin)),
prototype({this, 0, glm::vec3(), preset.velocity, preset.lifetime, region}),
prototype({this, 0, {}, preset.velocity, preset.lifetime, region}),
texture(texture),
count(count),
preset(std::move(preset)) {
random.setSeed(reinterpret_cast<ptrdiff_t>(this));
this->prototype.emitter = this;
timer = preset.spawnInterval;
timer = preset.spawnInterval * random.randFloat();
}
const Texture* Emitter::getTexture() const {
@ -76,6 +77,10 @@ void Emitter::update(
count = std::max(0, count - skipped);
timer -= skipped * spawnInterval;
}
if (count < 0) {
int skipped = timer / spawnInterval;
timer -= skipped * spawnInterval;
}
return;
}
while (count && timer > spawnInterval) {
@ -83,6 +88,15 @@ void Emitter::update(
Particle particle = prototype;
particle.emitter = this;
particle.random = random.rand32();
if (glm::abs(preset.angleSpread) >= 0.005f) {
particle.angle =
random.randFloat() * preset.angleSpread * glm::pi<float>() * 2;
}
particle.angularVelocity =
(preset.minAngularVelocity +
random.randFloat() *
(preset.maxAngularVelocity - preset.minAngularVelocity)) *
((random.rand() % 2) * 2 - 1);
glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
spawnOffset *= preset.spawnSpread;
@ -103,6 +117,7 @@ void Emitter::update(
if (count > 0) {
count--;
}
refCount++;
}
}
@ -114,6 +129,10 @@ bool Emitter::isDead() const {
return count == 0;
}
bool Emitter::isReferred() const {
return refCount > 0;
}
const EmitterOrigin& Emitter::getOrigin() const {
return origin;
}

View File

@ -27,6 +27,10 @@ struct Particle {
float lifetime;
/// @brief UV region
UVRegion region;
/// @brief Current rotation angle
float angle;
/// @brief Angular velocity
float angularVelocity;
};
class Texture;
@ -39,7 +43,7 @@ class Emitter {
EmitterOrigin origin;
/// @brief Particle prototype
Particle prototype;
/// @brief Particle
/// @brief Particle texture
const Texture* texture;
/// @brief Number of particles should be spawned before emitter deactivation.
/// -1 is infinite.
@ -50,6 +54,9 @@ class Emitter {
util::PseudoRandom random;
public:
/// @brief Number of references (alive particles)
int refCount = 0;
/// @brief Particle settings
ParticlesPreset preset;
Emitter(
@ -82,6 +89,9 @@ public:
/// @return true if the emitter has spawned all particles
bool isDead() const;
/// @return true if there is at least one alive referring particle left
bool isReferred() const;
const EmitterOrigin& getOrigin() const;
void setOrigin(const EmitterOrigin& origin);

View File

@ -7,7 +7,7 @@
struct ItemDef;
class Assets;
class Content;
struct Block;
class Block;
class ModelsGenerator {
public:

View File

@ -31,12 +31,14 @@ static inline void update_particle(
const auto& preset = particle.emitter->preset;
auto& pos = particle.position;
auto& vel = particle.velocity;
auto& angle = particle.angle;
vel += delta * preset.acceleration;
if (preset.collision && chunks.isObstacleAt(pos + vel * delta)) {
vel *= 0.0f;
}
pos += vel * delta;
angle += particle.angularVelocity * delta;
particle.lifetime -= delta;
}
@ -61,7 +63,8 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
auto iter = vec.begin();
while (iter != vec.end()) {
auto& particle = *iter;
auto& preset = particle.emitter->preset;
auto& emitter = *particle.emitter;
auto& preset = emitter.preset;
if (!preset.frames.empty()) {
float time = preset.lifetime - particle.lifetime;
@ -82,19 +85,52 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
}
update_particle(particle, delta, chunks);
float scale = 1.0f + ((particle.random ^ 2628172) % 1000) *
0.001f * preset.sizeSpread;
glm::vec4 light(1, 1, 1, 0);
if (preset.lighting) {
light = MainBatch::sampleLight(
particle.position, chunks, backlight
particle.position,
chunks,
backlight
);
auto size = glm::max(glm::vec3(0.5f), preset.size * scale);
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
for (int z = -1; z <= 1; z++) {
light = glm::max(
light,
MainBatch::sampleLight(
particle.position -
size * glm::vec3(x, y, z),
chunks,
backlight
)
);
}
}
}
light *= 0.9f + (particle.random % 100) * 0.001f;
}
float scale = 1.0f + ((particle.random ^ 2628172) % 1000) *
0.001f * preset.sizeSpread;
glm::vec3 localRight = right;
glm::vec3 localUp = preset.globalUpVector ? glm::vec3(0, 1, 0) : up;
float angle = particle.angle;
if (glm::abs(angle) >= 0.005f) {
glm::vec3 rotatedRight(glm::cos(angle), -glm::sin(angle), 0.0f);
glm::vec3 rotatedUp(glm::sin(angle), glm::cos(angle), 0.0f);
localRight = right * rotatedRight.x + localUp * rotatedRight.y +
camera.front * rotatedRight.z;
localUp = right * rotatedUp.x + localUp * rotatedUp.y +
camera.front * rotatedUp.z;
}
batch->quad(
particle.position,
right,
preset.globalUpVector ? glm::vec3(0, 1, 0) : up,
localRight,
localUp,
preset.size * scale,
light,
glm::vec3(1.0f),
@ -102,6 +138,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
);
if (particle.lifetime <= 0.0f) {
iter = vec.erase(iter);
emitter.refCount--;
} else {
iter++;
}
@ -124,19 +161,15 @@ void ParticlesRenderer::render(const Camera& camera, float delta) {
auto iter = emitters.begin();
while (iter != emitters.end()) {
auto& emitter = *iter->second;
if (emitter.isDead() && !emitter.isReferred()) {
// destruct Emitter only when there is no particles spawned by it
iter = emitters.erase(iter);
continue;
}
auto texture = emitter.getTexture();
const auto& found = particles.find(texture);
std::vector<Particle>* vec;
if (found == particles.end()) {
if (emitter.isDead()) {
// destruct Emitter only when there is no particles spawned by it
iter = emitters.erase(iter);
continue;
}
vec = &particles[texture];
} else {
vec = &found->second;
}
vec = &particles[texture];
emitter.update(delta, camera.position, *vec);
iter++;
}

View File

@ -149,27 +149,6 @@ static int l_read_bytes(lua::State* L) {
);
}
static void read_bytes_from_table(
lua::State* L, int tableIndex, std::vector<ubyte>& bytes
) {
if (!lua::istable(L, tableIndex)) {
throw std::runtime_error("table expected");
} else {
size_t size = lua::objlen(L, tableIndex);
for (size_t i = 0; i < size; i++) {
lua::rawgeti(L, i + 1, tableIndex);
const int byte = lua::tointeger(L, -1);
lua::pop(L);
if (byte < 0 || byte > 255) {
throw std::runtime_error(
"invalid byte '" + std::to_string(byte) + "'"
);
}
bytes.push_back(byte);
}
}
}
static int l_write_bytes(lua::State* L) {
fs::path path = get_writeable_path(L);
@ -181,7 +160,7 @@ static int l_write_bytes(lua::State* L) {
}
std::vector<ubyte> bytes;
read_bytes_from_table(L, 2, bytes);
lua::read_bytes_from_table(L, 2, bytes);
return lua::pushboolean(
L, files::write_bytes(path, bytes.data(), bytes.size())
);
@ -223,7 +202,7 @@ static int l_list(lua::State* L) {
static int l_gzip_compress(lua::State* L) {
std::vector<ubyte> bytes;
read_bytes_from_table(L, 1, bytes);
lua::read_bytes_from_table(L, 1, bytes);
auto compressed_bytes = gzip::compress(bytes.data(), bytes.size());
int newTable = lua::gettop(L);
@ -237,7 +216,7 @@ static int l_gzip_compress(lua::State* L) {
static int l_gzip_decompress(lua::State* L) {
std::vector<ubyte> bytes;
read_bytes_from_table(L, 1, bytes);
lua::read_bytes_from_table(L, 1, bytes);
auto decompressed_bytes = gzip::decompress(bytes.data(), bytes.size());
int newTable = lua::gettop(L);

View File

@ -2,6 +2,7 @@
#include <typeindex>
#include <typeinfo>
#include <stdexcept>
#include <unordered_map>
#include "data/dv.hpp"
@ -698,4 +699,25 @@ namespace lua {
}
return def;
}
inline void read_bytes_from_table(
lua::State* L, int tableIndex, std::vector<ubyte>& bytes
) {
if (!lua::istable(L, tableIndex)) {
throw std::runtime_error("table expected");
} else {
size_t size = lua::objlen(L, tableIndex);
for (size_t i = 0; i < size; i++) {
lua::rawgeti(L, i + 1, tableIndex);
const int byte = lua::tointeger(L, -1);
lua::pop(L);
if (byte < 0 || byte > 255) {
throw std::runtime_error(
"invalid byte '" + std::to_string(byte) + "'"
);
}
bytes.push_back(byte);
}
}
}
}

View File

@ -2,6 +2,7 @@
#include <sstream>
#include "util/listutil.hpp"
#include "../lua_util.hpp"
using namespace lua;
@ -18,8 +19,16 @@ LuaBytearray::~LuaBytearray() {
static int l_append(lua::State* L) {
if (auto buffer = touserdata<LuaBytearray>(L, 1)) {
auto value = tointeger(L, 2);
buffer->data().push_back(static_cast<ubyte>(value));
if (lua::isnumber(L, 2)) {
auto value = tointeger(L, 2);
buffer->data().push_back(static_cast<ubyte>(value));
} else if (lua::istable(L, 2)) {
lua::read_bytes_from_table(L, 2, buffer->data());
} else if (auto extension = lua::touserdata<LuaBytearray>(L, 2)) {
util::concat(buffer->data(), extension->data());
} else {
throw std::runtime_error("integer/table/Bytearray expected");
}
}
return 0;
}
@ -34,8 +43,19 @@ static int l_insert(lua::State* L) {
if (static_cast<size_t>(index) > data.size()) {
return 0;
}
auto value = tointeger(L, 3);
data.insert(data.begin() + index, static_cast<ubyte>(value));
if (lua::isnumber(L, 3)) {
auto value = tointeger(L, 3);
data.insert(data.begin() + index, static_cast<ubyte>(value));
} else if (lua::istable(L, 3)) {
std::vector<ubyte> temp;
lua::read_bytes_from_table(L, 3, temp);
data.insert(data.begin() + index, temp.begin(), temp.end());
} else if (auto extension = lua::touserdata<LuaBytearray>(L, 3)) {
const std::vector<ubyte>& src = extension->data();
data.insert(data.begin() + index, src.begin(), src.end());
} else {
throw std::runtime_error("integer/table/Bytearray expected");
}
return 0;
}

30
src/maths/UVFace.hpp Normal file
View File

@ -0,0 +1,30 @@
#pragma once
#include <array>
#include <glm/glm.hpp>
#include "UVRegion.hpp"
struct UVFace {
std::array<glm::vec2, 4> points;
UVFace(const UVRegion& region) {
points[0] = {region.u1, region.v1};
points[1] = {region.u2, region.v1};
points[2] = {region.u2, region.v2};
points[3] = {region.u1, region.v2};
}
template<int n>
inline void rotate() {
int times = n % 4;
if (times < 0) {
times += 4;
}
std::array<glm::vec2, 4> temp = points;
points[0] = temp[times];
points[1] = temp[(times + 1) % 4];
points[2] = temp[(times + 2) % 4];
points[3] = temp[(times + 3) % 4];
}
};

View File

@ -9,6 +9,12 @@
#include <glm/gtx/norm.hpp>
namespace util {
inline uint64_t shuffle_bits_step(uint64_t x, uint64_t m, unsigned shift) {
uint64_t t = ((x >> shift) ^ x) & m;
x = (x ^ t) ^ (t << shift);
return x;
}
constexpr inline float EPSILON = 1e-6f;
class PseudoRandom {
@ -57,17 +63,20 @@ namespace util {
return randU64() / static_cast<double>(UINT64_MAX);
}
void setSeed(int number) {
seed = (static_cast<unsigned short>(number * 23729) ^
static_cast<unsigned short>(number + 16786));
rand();
}
void setSeed(int number1, int number2) {
seed = ((static_cast<unsigned short>(number1 * 23729) |
static_cast<unsigned short>(number2 % 16786)) ^
static_cast<unsigned short>(number2 * number1));
rand();
}
void setSeed(long number) {
number = shuffle_bits_step(number, 0x2222222222222222ull, 1);
number = shuffle_bits_step(number, 0x0c0c0c0c0c0c0c0cull, 2);
number = shuffle_bits_step(number, 0x00f000f000f000f0ull, 4);
seed = number;
rand();
}
};
template<typename T>

View File

@ -43,6 +43,9 @@ dv::value ParticlesPreset::serialize() const {
root["explosion"] = dv::to_value(explosion);
root["size"] = dv::to_value(size);
root["size_spread"] = sizeSpread;
root["angle_spread"] = angleSpread;
root["min_angular_vel"] = minAngularVelocity;
root["max_angular_vel"] = maxAngularVelocity;
root["spawn_spread"] = dv::to_value(size);
root["spawn_shape"] = to_string(spawnShape);
root["random_sub_uv"] = randomSubUV;
@ -58,6 +61,9 @@ void ParticlesPreset::deserialize(const dv::value& src) {
src.at("spawn_interval").get(spawnInterval);
src.at("lifetime").get(lifetime);
src.at("lifetime_spread").get(lifetimeSpread);
src.at("angle_spread").get(angleSpread);
src.at("min_angular_vel").get(minAngularVelocity);
src.at("max_angular_vel").get(maxAngularVelocity);
src.at("random_sub_uv").get(randomSubUV);
if (src.has("velocity")) {
dv::get_vec(src["velocity"], velocity);

View File

@ -27,7 +27,7 @@ struct ParticlesPreset : public Serializable {
/// @brief Use global up vector instead of camera-dependent one
bool globalUpVector = false;
/// @brief Max distance of actually spawning particles.
float maxDistance = 16.0f;
float maxDistance = 32.0f;
/// @brief Particles spawn interval
float spawnInterval = 0.1f;
/// @brief Particle life time
@ -44,6 +44,12 @@ struct ParticlesPreset : public Serializable {
glm::vec3 size {0.1f};
/// @brief Particles size spread
float sizeSpread = 0.2f;
/// @brief Random initial angle spread
float angleSpread = 0.0f;
/// @brief Minimum angular velocity
float minAngularVelocity = 0.0f;
/// @brief Maximum angular velocity
float maxAngularVelocity = 0.0f;
/// @brief Spawn spread shape
ParticleSpawnShape spawnShape = BALL;
/// @brief Spawn spread

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@ -63,16 +63,22 @@ struct GraphicsSettings {
NumberSetting gamma {1.0f, 0.4f, 1.0f};
/// @brief Enable blocks backlight to prevent complete darkness
FlagSetting backlight {true};
/// @brief Disable culling with 'optional' mode
FlagSetting denseRender {true};
/// @brief Enable chunks frustum culling
FlagSetting frustumCulling {true};
/// @brief Skybox texture face resolution
IntegerSetting skyboxResolution {64 + 32, 64, 128};
/// @brief Chunk renderer vertices buffer capacity
IntegerSetting chunkMaxVertices {200'000, 0, 4'000'000};
/// @brief Limit of chunk renderers count
IntegerSetting chunkMaxRenderers {6, -4, 32};
};
struct DebugSettings {
/// @brief Turns off chunks saving/loading
FlagSetting generatorTestMode {false};
/// @brief Write lights cache
FlagSetting doWriteLights {true};
};

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@ -49,6 +49,30 @@ std::optional<BlockModel> BlockModel_from(std::string_view str) {
return std::nullopt;
}
std::string to_string(CullingMode mode) {
switch (mode) {
case CullingMode::DEFAULT:
return "default";
case CullingMode::OPTIONAL:
return "optional";
case CullingMode::DISABLED:
return "disabled";
default:
return "unknown";
}
}
std::optional<CullingMode> CullingMode_from(std::string_view str) {
if (str == "default") {
return CullingMode::DEFAULT;
} else if (str == "optional") {
return CullingMode::OPTIONAL;
} else if (str == "disabled") {
return CullingMode::DISABLED;
}
return std::nullopt;
}
CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ)
: axisX(axisX), axisY(axisY), axisZ(axisZ) {
fix = glm::ivec3(0);

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@ -97,6 +97,15 @@ enum class BlockModel {
std::string to_string(BlockModel model);
std::optional<BlockModel> BlockModel_from(std::string_view str);
enum class CullingMode {
DEFAULT,
OPTIONAL,
DISABLED,
};
std::string to_string(CullingMode mode);
std::optional<CullingMode> CullingMode_from(std::string_view str);
using BoxModel = AABB;
/// @brief Common kit of block properties applied to groups of blocks
@ -142,6 +151,9 @@ public:
std::string modelName = "";
/// @brief Culling mode
CullingMode culling = CullingMode::DEFAULT;
/// @brief Does the block passing lights into itself
bool lightPassing = false;
@ -181,7 +193,7 @@ public:
bool translucent = false;
/// @brief Set of block physical hitboxes
std::vector<AABB> hitboxes;
std::vector<AABB> hitboxes {AABB()};
/// @brief Set of available block rotations (coord-systems)
BlockRotProfile rotations = BlockRotProfile::NONE;