implement custom models preview & BlocksRenderer cleanup
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@ -60,47 +60,24 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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}
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batch->flush();
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break;
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case BlockModel::custom:
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{
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glm::vec3 pmul = glm::vec3(size * 0.63f);
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glm::vec3 hitbox = glm::vec3();
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// for (const auto& box : def.modelBoxes) {
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// hitbox = glm::max(hitbox, box.size());
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// }
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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// for (size_t i = 0; i < def.modelBoxes.size(); i++) {
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// const UVRegion (&boxtexfaces)[6] = {
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// def.modelUVs[i * 6],
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// def.modelUVs[i * 6 + 1],
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// def.modelUVs[i * 6 + 2],
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// def.modelUVs[i * 6 + 3],
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// def.modelUVs[i * 6 + 4],
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// def.modelUVs[i * 6 + 5]
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// };
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// batch->cube(
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// def.modelBoxes[i].a * glm::vec3(1.0f, 1.0f, -1.0f) * pmul,
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// def.modelBoxes[i].size() * pmul,
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// boxtexfaces, glm::vec4(1.0f), !def.rt.emissive
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// );
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// }
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// auto& points = def.modelExtraPoints;
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// glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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// for (size_t i = 0; i < def.modelExtraPoints.size() / 4; i++) {
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// const UVRegion& reg = def.modelUVs[def.modelBoxes.size() * 6 + i];
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// batch->vertex((points[i * 4 + 0] - poff) * pmul, glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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// batch->vertex((points[i * 4 + 1] - poff) * pmul, glm::vec2(reg.u2, reg.v1), glm::vec4(1.0));
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// batch->vertex((points[i * 4 + 2] - poff) * pmul, glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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// batch->vertex((points[i * 4 + 0] - poff) * pmul, glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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// batch->vertex((points[i * 4 + 2] - poff) * pmul, glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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// batch->vertex((points[i * 4 + 3] - poff) * pmul, glm::vec2(reg.u1, reg.v2), glm::vec4(1.0));
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// }
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// batch->flush();
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case BlockModel::custom:{
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glm::vec3 pmul = glm::vec3(size * 0.63f);
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glm::vec3 hitbox = glm::vec3(1.0f);
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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const auto& model = cache->getModel(def.rt.id);
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for (const auto& mesh : model.meshes) {
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for (const auto& vertex : mesh.vertices) {
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float d = glm::dot(glm::normalize(vertex.normal), glm::vec3(0.2, 0.8, 0.4));
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d = 0.8f + d * 0.2f;
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batch->vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
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}
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batch->flush();
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}
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break;
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}
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case BlockModel::xsprite: {
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
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@ -181,40 +181,6 @@ void BlocksRenderer::face(
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::tetragonicFace(
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const glm::vec3& coord,
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const glm::vec3& p1, const glm::vec3& p2,
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const glm::vec3& p3, const glm::vec3& p4,
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const glm::vec3& X, const glm::vec3& Y, const glm::vec3& Z,
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const UVRegion& texreg,
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bool lights
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) {
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const auto fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const auto fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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const auto fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
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const auto fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
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glm::vec4 tint(1.0f);
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if (lights) {
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auto dir = glm::cross(fp2 - fp1, fp3 - fp1);
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auto normal = glm::normalize(dir);
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float d = glm::dot(normal, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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tint *= d;
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tint *= pickLight(coord);
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// debug normal
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// tint.x = normal.x * 0.5f + 0.5f;
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// tint.y = normal.y * 0.5f + 0.5f;
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// tint.z = normal.z * 0.5f + 0.5f;
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}
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vertex(coord + fp1, texreg.u1, texreg.v1, tint);
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vertex(coord + fp2, texreg.u2, texreg.v1, tint);
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vertex(coord + fp3, texreg.u2, texreg.v2, tint);
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vertex(coord + fp4, texreg.u1, texreg.v2, tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::blockXSprite(
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int x, int y, int z,
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const glm::vec3& size,
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@ -82,16 +82,6 @@ class BlocksRenderer {
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const UVRegion& region,
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bool lights
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);
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void tetragonicFace(
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const glm::vec3& coord,
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const glm::vec3& p1, const glm::vec3& p2,
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const glm::vec3& p3, const glm::vec3& p4,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& texreg,
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bool lights
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);
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void blockCube(
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const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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