initial microrefactor
This commit is contained in:
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9af18717f8
commit
727d46de5e
@ -32,7 +32,7 @@ inline constexpr itemid_t ITEM_VOID = std::numeric_limits<itemid_t>::max();
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inline constexpr blockid_t MAX_BLOCKS = BLOCK_VOID;
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inline constexpr uint vox_index(uint x, uint y, uint z, uint w=CHUNK_W, uint d=CHUNK_D) {
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return (y * d + z) * w + x;
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return (y * d + z) * w + x;
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}
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inline const std::string SHADERS_FOLDER = "shaders";
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@ -21,105 +21,105 @@ const uint BlocksRenderer::VERTEX_SIZE = 6;
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const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings& settings)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache),
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settings(settings) {
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vertexBuffer = new float[capacity];
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indexBuffer = new int[capacity];
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voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
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blockDefsCache = content->getIndices()->getBlockDefs();
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings& settings)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache),
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settings(settings) {
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vertexBuffer = new float[capacity];
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indexBuffer = new int[capacity];
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voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
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blockDefsCache = content->getIndices()->getBlockDefs();
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}
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BlocksRenderer::~BlocksRenderer() {
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delete voxelsBuffer;
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delete[] vertexBuffer;
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delete[] indexBuffer;
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delete voxelsBuffer;
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delete[] vertexBuffer;
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delete[] indexBuffer;
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}
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/* Basic vertex add method */
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void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) {
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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
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compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
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compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
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compressed.integer |= (uint32_t(light.a * 255) & 0xff);
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compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
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compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
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compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
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compressed.integer |= (uint32_t(light.a * 255) & 0xff);
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vertexBuffer[vertexOffset++] = compressed.floating;
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vertexBuffer[vertexOffset++] = compressed.floating;
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}
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void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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indexBuffer[indexSize++] = indexOffset + a;
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indexBuffer[indexSize++] = indexOffset + b;
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indexBuffer[indexSize++] = indexOffset + c;
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indexBuffer[indexSize++] = indexOffset + d;
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indexBuffer[indexSize++] = indexOffset + e;
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indexBuffer[indexSize++] = indexOffset + f;
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indexOffset += 4;
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indexBuffer[indexSize++] = indexOffset + a;
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indexBuffer[indexSize++] = indexOffset + b;
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indexBuffer[indexSize++] = indexOffset + c;
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indexBuffer[indexSize++] = indexOffset + d;
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indexBuffer[indexSize++] = indexOffset + e;
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indexBuffer[indexSize++] = indexOffset + f;
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indexOffset += 4;
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}
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/* Add face with precalculated lights */
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void BlocksRenderer::face(const vec3& coord,
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float w, float h, float d,
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const vec3& axisX,
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const vec3& axisY,
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float w, float h, float d,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ,
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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vec3 X = axisX * w;
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vec3 Y = axisY * h;
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vec3 Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
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index(0, 1, 3, 1, 2, 3);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertex(const vec3& coord,
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float u, float v,
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const vec4& tint,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ) {
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float u, float v,
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const vec4& tint,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ) {
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vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
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vertex(coord, u, v, light * tint);
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vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::face(const vec3& coord,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& region,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& region,
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bool lights) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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float s = 0.5f;
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if (lights) {
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@ -146,12 +146,12 @@ void BlocksRenderer::face(const vec3& coord,
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}
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void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
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const vec3& p2, const vec3& p3, const vec3& p4,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& texreg,
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bool lights) {
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const vec3& p2, const vec3& p3, const vec3& p4,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& texreg,
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bool lights) {
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const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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@ -172,80 +172,80 @@ void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
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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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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(int x, int y, int z,
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const vec3& size,
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const UVRegion& texface1,
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const UVRegion& texface2,
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float spread) {
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vec4 lights[]{
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
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const vec3& size,
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const UVRegion& texface1,
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const UVRegion& texface2,
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float spread) {
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vec4 lights[]{
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
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int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
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int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
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float xs = ((float)(char)rand / 512) * spread;
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float zs = ((float)(char)(rand >> 8) / 512) * spread;
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float xs = ((float)(char)rand / 512) * spread;
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float zs = ((float)(char)(rand >> 8) / 512) * spread;
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const float w = size.x / 1.41f;
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const float tint = 0.8f;
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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const float w = size.x / 1.41f;
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const float tint = 0.8f;
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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}
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/* AABB blocks render method */
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void BlocksRenderer::blockAABB(const ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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bool lights) {
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if (block->hitboxes.empty()) {
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return;
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}
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AABB hitbox = block->hitboxes[0];
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AABB hitbox = block->hitboxes[0];
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for (const auto& box : block->hitboxes) {
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hitbox.a = glm::min(hitbox.a, box.a);
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hitbox.b = glm::max(hitbox.b, box.b);
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}
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vec3 size = hitbox.size();
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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vec3 size = hitbox.size();
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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orient.transform(hitbox);
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}
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}
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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@ -257,209 +257,209 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
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}
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void BlocksRenderer::blockCustomModel(const ivec3& icoord,
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const Block* block, ubyte rotation, bool lights) {
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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CoordSystem orient(X,Y,Z);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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const Block* block, ubyte rotation, bool lights) {
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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CoordSystem orient(X,Y,Z);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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for (size_t i = 0; i < block->modelBoxes.size(); i++) {
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AABB box = block->modelBoxes[i];
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vec3 size = box.size();
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if (block->rotatable) {
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orient.transform(box);
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}
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vec3 center_coord = coord - vec3(0.5f) + box.center();
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face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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}
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for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
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tetragonicFace(coord,
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block->modelExtraPoints[i * 4 + 0],
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block->modelExtraPoints[i * 4 + 1],
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block->modelExtraPoints[i * 4 + 2],
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block->modelExtraPoints[i * 4 + 3],
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X, Y, Z,
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block->modelUVs[block->modelBoxes.size()*6 + i], lights);
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}
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for (size_t i = 0; i < block->modelBoxes.size(); i++) {
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AABB box = block->modelBoxes[i];
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vec3 size = box.size();
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if (block->rotatable) {
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orient.transform(box);
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}
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vec3 center_coord = coord - vec3(0.5f) + box.center();
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face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
|
||||
face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
|
||||
face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
|
||||
face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
|
||||
tetragonicFace(coord,
|
||||
block->modelExtraPoints[i * 4 + 0],
|
||||
block->modelExtraPoints[i * 4 + 1],
|
||||
block->modelExtraPoints[i * 4 + 2],
|
||||
block->modelExtraPoints[i * 4 + 3],
|
||||
X, Y, Z,
|
||||
block->modelUVs[block->modelBoxes.size()*6 + i], lights);
|
||||
}
|
||||
}
|
||||
|
||||
/* Fastest solid shaded blocks render method */
|
||||
void BlocksRenderer::blockCube(int x, int y, int z,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block,
|
||||
ubyte states,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block,
|
||||
ubyte states,
|
||||
bool lights) {
|
||||
ubyte group = block->drawGroup;
|
||||
ubyte group = block->drawGroup;
|
||||
|
||||
vec3 X(1, 0, 0);
|
||||
vec3 Y(0, 1, 0);
|
||||
vec3 Z(0, 0, 1);
|
||||
vec3 coord(x, y, z);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
|
||||
X = orient.axisX;
|
||||
Y = orient.axisY;
|
||||
Z = orient.axisZ;
|
||||
}
|
||||
|
||||
if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
|
||||
face(coord, X, Y, Z, texfaces[5], lights);
|
||||
}
|
||||
if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
|
||||
face(coord, -X, Y, -Z, texfaces[4], lights);
|
||||
}
|
||||
if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
|
||||
face(coord, X, -Z, Y, texfaces[3], lights);
|
||||
}
|
||||
if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
|
||||
face(coord, X, Z, -Y, texfaces[2], lights);
|
||||
}
|
||||
if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
|
||||
face(coord, -Z, Y, X, texfaces[1], lights);
|
||||
}
|
||||
if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
|
||||
face(coord, Z, Y, -X, texfaces[0], lights);
|
||||
}
|
||||
vec3 X(1, 0, 0);
|
||||
vec3 Y(0, 1, 0);
|
||||
vec3 Z(0, 0, 1);
|
||||
vec3 coord(x, y, z);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
|
||||
X = orient.axisX;
|
||||
Y = orient.axisY;
|
||||
Z = orient.axisZ;
|
||||
}
|
||||
|
||||
if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
|
||||
face(coord, X, Y, Z, texfaces[5], lights);
|
||||
}
|
||||
if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
|
||||
face(coord, -X, Y, -Z, texfaces[4], lights);
|
||||
}
|
||||
if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
|
||||
face(coord, X, -Z, Y, texfaces[3], lights);
|
||||
}
|
||||
if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
|
||||
face(coord, X, Z, -Y, texfaces[2], lights);
|
||||
}
|
||||
if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
|
||||
face(coord, -Z, Y, X, texfaces[1], lights);
|
||||
}
|
||||
if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
|
||||
face(coord, Z, Y, -X, texfaces[0], lights);
|
||||
}
|
||||
}
|
||||
|
||||
// Does block allow to see other blocks sides (is it transparent)
|
||||
bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if (block.lightPassing) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if (block.lightPassing) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
|
||||
if (isOpenForLight(x, y, z)) {
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
return vec4(Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
Lightmap::extract(light, 2) / 15.0f,
|
||||
Lightmap::extract(light, 3) / 15.0f);
|
||||
}
|
||||
else {
|
||||
return vec4(0.0f);
|
||||
}
|
||||
if (isOpenForLight(x, y, z)) {
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
return vec4(Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
Lightmap::extract(light, 2) / 15.0f,
|
||||
Lightmap::extract(light, 3) / 15.0f);
|
||||
}
|
||||
else {
|
||||
return vec4(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
|
||||
return pickLight(coord.x, coord.y, coord.z);
|
||||
return pickLight(coord.x, coord.y, coord.z);
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return (
|
||||
pickLight(coord) +
|
||||
pickLight(coord - right) +
|
||||
pickLight(coord - right - up) +
|
||||
pickLight(coord - up)) * 0.25f;
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return (
|
||||
pickLight(coord) +
|
||||
pickLight(coord - right) +
|
||||
pickLight(coord - right - up) +
|
||||
pickLight(coord - up)) * 0.25f;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
|
||||
}
|
||||
|
||||
void BlocksRenderer::render(const voxel* voxels) {
|
||||
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int end = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (int i = begin; i < end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const Block& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup)
|
||||
continue;
|
||||
const UVRegion texfaces[6]{ cache->getRegion(id, 0),
|
||||
cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2),
|
||||
cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4),
|
||||
cache->getRegion(id, 5)};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int end = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (int i = begin; i < end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const Block& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup)
|
||||
continue;
|
||||
const UVRegion texfaces[6]{ cache->getRegion(id, 0),
|
||||
cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2),
|
||||
cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4),
|
||||
cache->getRegion(id, 5)};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (overflow)
|
||||
return;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (overflow)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
this->chunk = chunk;
|
||||
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
|
||||
chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
const voxel* voxels = chunk->voxels;
|
||||
render(voxels);
|
||||
this->chunk = chunk;
|
||||
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
|
||||
chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
const voxel* voxels = chunk->voxels;
|
||||
render(voxels);
|
||||
}
|
||||
|
||||
Mesh* BlocksRenderer::createMesh() {
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
|
||||
return mesh;
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
@ -468,5 +468,5 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
}
|
||||
|
||||
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
||||
return voxelsBuffer;
|
||||
return voxelsBuffer;
|
||||
}
|
||||
@ -20,83 +20,83 @@ class ContentGfxCache;
|
||||
|
||||
class BlocksRenderer {
|
||||
static const glm::vec3 SUN_VECTOR;
|
||||
static const uint VERTEX_SIZE;
|
||||
const Content* const content;
|
||||
float* vertexBuffer;
|
||||
int* indexBuffer;
|
||||
size_t vertexOffset;
|
||||
size_t indexOffset, indexSize;
|
||||
size_t capacity;
|
||||
static const uint VERTEX_SIZE;
|
||||
const Content* const content;
|
||||
float* vertexBuffer;
|
||||
int* indexBuffer;
|
||||
size_t vertexOffset;
|
||||
size_t indexOffset, indexSize;
|
||||
size_t capacity;
|
||||
|
||||
bool overflow = false;
|
||||
bool overflow = false;
|
||||
|
||||
const Chunk* chunk = nullptr;
|
||||
VoxelsVolume* voxelsBuffer;
|
||||
const Chunk* chunk = nullptr;
|
||||
VoxelsVolume* voxelsBuffer;
|
||||
|
||||
const Block* const* blockDefsCache;
|
||||
const ContentGfxCache* const cache;
|
||||
const EngineSettings& settings;
|
||||
const Block* const* blockDefsCache;
|
||||
const ContentGfxCache* const cache;
|
||||
const EngineSettings& settings;
|
||||
|
||||
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
|
||||
void index(int a, int b, int c, int d, int e, int f);
|
||||
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
|
||||
void index(int a, int b, int c, int d, int e, int f);
|
||||
|
||||
void vertex(const glm::vec3& coord, float u, float v,
|
||||
const glm::vec4& brightness,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ);
|
||||
void vertex(const glm::vec3& coord, float u, float v,
|
||||
const glm::vec4& brightness,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ);
|
||||
|
||||
void face(const glm::vec3& coord, float w, float h, float d,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
void face(const glm::vec3& coord, float w, float h, float d,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ,
|
||||
const UVRegion& region,
|
||||
const glm::vec4(&lights)[4],
|
||||
const glm::vec4& tint);
|
||||
|
||||
void face(const glm::vec3& coord,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ,
|
||||
const UVRegion& region,
|
||||
const UVRegion& region,
|
||||
const glm::vec4(&lights)[4],
|
||||
const glm::vec4& tint);
|
||||
|
||||
void face(const glm::vec3& coord,
|
||||
const glm::vec3& axisX,
|
||||
const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ,
|
||||
const UVRegion& region,
|
||||
bool lights);
|
||||
|
||||
void tetragonicFace(const glm::vec3& coord,
|
||||
const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec3& p3, const glm::vec3& p4,
|
||||
const glm::vec3& X,
|
||||
const glm::vec3& Y,
|
||||
const glm::vec3& Z,
|
||||
const UVRegion& texreg,
|
||||
bool lights);
|
||||
|
||||
void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
|
||||
void blockAABB(const glm::ivec3& coord,
|
||||
void tetragonicFace(const glm::vec3& coord,
|
||||
const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec3& p3, const glm::vec3& p4,
|
||||
const glm::vec3& X,
|
||||
const glm::vec3& Y,
|
||||
const glm::vec3& Z,
|
||||
const UVRegion& texreg,
|
||||
bool lights);
|
||||
|
||||
void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
|
||||
void blockAABB(const glm::ivec3& coord,
|
||||
const UVRegion(&faces)[6],
|
||||
const Block* block,
|
||||
ubyte rotation,
|
||||
bool lights);
|
||||
void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
|
||||
void blockCustomModel(const glm::ivec3& icoord,
|
||||
const Block* block, ubyte rotation,
|
||||
bool lights);
|
||||
void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
|
||||
void blockCustomModel(const glm::ivec3& icoord,
|
||||
const Block* block, ubyte rotation,
|
||||
bool lights);
|
||||
|
||||
bool isOpenForLight(int x, int y, int z) const;
|
||||
bool isOpen(int x, int y, int z, ubyte group) const;
|
||||
bool isOpenForLight(int x, int y, int z) const;
|
||||
bool isOpen(int x, int y, int z, ubyte group) const;
|
||||
|
||||
glm::vec4 pickLight(int x, int y, int z) const;
|
||||
glm::vec4 pickLight(const glm::ivec3& coord) const;
|
||||
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
void render(const voxel* voxels);
|
||||
glm::vec4 pickLight(int x, int y, int z) const;
|
||||
glm::vec4 pickLight(const glm::ivec3& coord) const;
|
||||
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
void render(const voxel* voxels);
|
||||
public:
|
||||
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
|
||||
virtual ~BlocksRenderer();
|
||||
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
|
||||
virtual ~BlocksRenderer();
|
||||
|
||||
void build(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
Mesh* createMesh();
|
||||
VoxelsVolume* getVoxelsBuffer() const;
|
||||
VoxelsVolume* getVoxelsBuffer() const;
|
||||
};
|
||||
|
||||
#endif // GRAPHICS_BLOCKS_RENDERER_H
|
||||
@ -11,8 +11,8 @@
|
||||
|
||||
ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings)
|
||||
: level(level), cache(cache), settings(settings) {
|
||||
const int MAX_FULL_CUBES = 3000;
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
const int MAX_FULL_CUBES = 3000;
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
|
||||
);
|
||||
|
||||
@ -88,7 +88,7 @@ void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& rende
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
|
||||
chunk->setModified(false);
|
||||
chunk->setModified(false);
|
||||
|
||||
if (important) {
|
||||
Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage.get());
|
||||
@ -111,29 +111,29 @@ std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool
|
||||
}
|
||||
|
||||
void ChunksRenderer::unload(Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(std::shared_ptr<Chunk> chunk, bool important) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()){
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()){
|
||||
if (chunk->isModified()) {
|
||||
render(chunk, important);
|
||||
}
|
||||
return found->second;
|
||||
}
|
||||
return render(chunk, important);
|
||||
return found->second;
|
||||
}
|
||||
return render(chunk, important);
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
return found->second;
|
||||
}
|
||||
return nullptr;
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
return found->second;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::update() {
|
||||
|
||||
@ -29,9 +29,9 @@ struct mesh_entry {
|
||||
};
|
||||
|
||||
class ChunksRenderer {
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
Level* level;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
Level* level;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
std::vector<std::thread> threads;
|
||||
|
||||
@ -50,16 +50,16 @@ class ChunksRenderer {
|
||||
void threadLoop(int index);
|
||||
void process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer);
|
||||
public:
|
||||
ChunksRenderer(Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings& settings);
|
||||
virtual ~ChunksRenderer();
|
||||
ChunksRenderer(Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings& settings);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
std::shared_ptr<Mesh> render(std::shared_ptr<Chunk> chunk, bool important);
|
||||
void unload(Chunk* chunk);
|
||||
std::shared_ptr<Mesh> render(std::shared_ptr<Chunk> chunk, bool important);
|
||||
void unload(Chunk* chunk);
|
||||
|
||||
std::shared_ptr<Mesh> getOrRender(std::shared_ptr<Chunk> chunk, bool important);
|
||||
std::shared_ptr<Mesh> get(Chunk* chunk);
|
||||
std::shared_ptr<Mesh> getOrRender(std::shared_ptr<Chunk> chunk, bool important);
|
||||
std::shared_ptr<Mesh> get(Chunk* chunk);
|
||||
|
||||
void update();
|
||||
};
|
||||
|
||||
@ -60,9 +60,9 @@ Skybox::~Skybox() {
|
||||
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
|
||||
Shader* backShader = assets->getShader("background");
|
||||
backShader->use();
|
||||
backShader->uniformMatrix("u_view", camera->getView(false));
|
||||
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
|
||||
backShader->uniform1f("u_ar", float(width)/float(height));
|
||||
backShader->uniformMatrix("u_view", camera->getView(false));
|
||||
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
|
||||
backShader->uniform1f("u_ar", float(width)/float(height));
|
||||
backShader->uniform1i("u_cubemap", 1);
|
||||
bind();
|
||||
mesh->draw();
|
||||
@ -99,7 +99,7 @@ void Skybox::draw(
|
||||
{
|
||||
const Viewport& viewport = pctx.getViewport();
|
||||
int width = viewport.getWidth();
|
||||
int height = viewport.getHeight();
|
||||
int height = viewport.getHeight();
|
||||
|
||||
drawBackground(camera, assets, width, height);
|
||||
|
||||
|
||||
@ -18,8 +18,8 @@ using namespace gui;
|
||||
GUI::GUI() {
|
||||
container = std::make_shared<Container>(glm::vec2(1000));
|
||||
uicamera = std::make_unique<Camera>(glm::vec3(), Window::height);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
|
||||
menu = std::make_shared<PagesControl>();
|
||||
container->add(menu);
|
||||
@ -133,9 +133,9 @@ void GUI::draw(const GfxContext* pctx, Assets* assets) {
|
||||
menu->setPos((wsize - menu->getSize()) / 2.0f);
|
||||
uicamera->setFov(wsize.y);
|
||||
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
|
||||
|
||||
pctx->getBatch2D()->begin();
|
||||
container->draw(pctx, assets);
|
||||
|
||||
@ -8,12 +8,10 @@
|
||||
#include "../../delegates.h"
|
||||
|
||||
using namespace gui;
|
||||
using glm::vec2;
|
||||
using glm::vec4;
|
||||
|
||||
std::shared_ptr<Button> guiutil::backButton(std::shared_ptr<PagesControl> menu) {
|
||||
return std::make_shared<Button>(
|
||||
langs::get(L"Back"), vec4(10.f), [=](GUI*) {
|
||||
langs::get(L"Back"), glm::vec4(10.f), [=](GUI*) {
|
||||
menu->back();
|
||||
}
|
||||
);
|
||||
@ -25,15 +23,15 @@ std::shared_ptr<Button> guiutil::gotoButton(
|
||||
std::shared_ptr<PagesControl> menu
|
||||
) {
|
||||
text = langs::get(text, L"menu");
|
||||
return std::make_shared<Button>(text, vec4(10.f), [=](GUI* gui) {
|
||||
return std::make_shared<Button>(text, glm::vec4(10.f), [=](GUI* gui) {
|
||||
menu->setPage(page);
|
||||
});
|
||||
}
|
||||
|
||||
void guiutil::alert(GUI* gui, const std::wstring& text, runnable on_hidden) {
|
||||
auto menu = gui->getMenu();
|
||||
auto panel = std::make_shared<Panel>(vec2(500, 200), vec4(8.0f), 8.0f);
|
||||
panel->setColor(vec4(0.0f, 0.0f, 0.0f, 0.5f));
|
||||
auto panel = std::make_shared<Panel>(glm::vec2(500, 200), glm::vec4(8.0f), 8.0f);
|
||||
panel->setColor(glm::vec4(0.0f, 0.0f, 0.0f, 0.5f));
|
||||
|
||||
// TODO: implement built-in text wrapping
|
||||
const int wrap_length = 60;
|
||||
@ -54,7 +52,7 @@ void guiutil::alert(GUI* gui, const std::wstring& text, runnable on_hidden) {
|
||||
panel->add(std::make_shared<Label>(text));
|
||||
}
|
||||
panel->add(std::make_shared<Button>(
|
||||
langs::get(L"Ok"), vec4(10.f),
|
||||
langs::get(L"Ok"), glm::vec4(10.f),
|
||||
[=](GUI* gui) {
|
||||
if (on_hidden) {
|
||||
on_hidden();
|
||||
@ -77,19 +75,19 @@ void guiutil::confirm(
|
||||
if (notext.empty()) notext = langs::get(L"No");
|
||||
|
||||
auto menu = gui->getMenu();
|
||||
auto panel = std::make_shared<Panel>(vec2(600, 200), vec4(8.0f), 8.0f);
|
||||
panel->setColor(vec4(0.0f, 0.0f, 0.0f, 0.5f));
|
||||
auto panel = std::make_shared<Panel>(glm::vec2(600, 200), glm::vec4(8.0f), 8.0f);
|
||||
panel->setColor(glm::vec4(0.0f, 0.0f, 0.0f, 0.5f));
|
||||
panel->add(std::make_shared<Label>(text));
|
||||
auto subpanel = std::make_shared<Panel>(vec2(600, 53));
|
||||
subpanel->setColor(vec4(0));
|
||||
auto subpanel = std::make_shared<Panel>(glm::vec2(600, 53));
|
||||
subpanel->setColor(glm::vec4(0));
|
||||
|
||||
subpanel->add(std::make_shared<Button>(yestext, vec4(8.f), [=](GUI*){
|
||||
subpanel->add(std::make_shared<Button>(yestext, glm::vec4(8.f), [=](GUI*){
|
||||
if (on_confirm)
|
||||
on_confirm();
|
||||
menu->back();
|
||||
}));
|
||||
|
||||
subpanel->add(std::make_shared<Button>(notext, vec4(8.f), [=](GUI*){
|
||||
subpanel->add(std::make_shared<Button>(notext, glm::vec4(8.f), [=](GUI*){
|
||||
menu->back();
|
||||
}));
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user