AABB blocks rotation support (WIP part 2)
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@ -8,7 +8,7 @@
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"pane"
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],
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"model": "aabb",
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"hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.1],
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"hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.2],
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"light-passing": true,
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"sky-light-passing": true,
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"rotation": "pipe"
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@ -42,6 +42,7 @@ BlocksRenderer::~BlocksRenderer() {
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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,
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float u, float v,
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const vec4& light) {
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@ -75,12 +76,14 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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indexOffset += 4;
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}
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void BlocksRenderer::face(const vec3& coord, float w, float h,
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const vec3& axisX,
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const vec3& axisY,
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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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/* Add face with precalculated lights */
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void BlocksRenderer::face(const vec3& coord,
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float w, float h,
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const vec3& axisX,
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const vec3& axisY,
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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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@ -227,19 +230,18 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
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texface2, lights, vec4(tint));
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}
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void BlocksRenderer::blockCubeShaded(const vec3& pos,
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/* AABB blocks render method (WIP) */
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void BlocksRenderer::blockCubeShaded(const ivec3& icoord,
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const vec3& offset,
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const vec3& size,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte states) {
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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ivec3 X(1, 0, 0);
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ivec3 Y(0, 1, 0);
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ivec3 Z(0, 0, 1);
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ivec3 loff(0);
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ivec3 coord(x, y, z);
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ivec3 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[states & BLOCK_ROT_MASK];
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@ -249,19 +251,24 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos,
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coord += orient.fix;
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loff -= orient.fix;
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}
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vec3 local = pos - vec3(coord);
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local -= loff;
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face(coord, X, Y, Z, Z+loff, local, size.x, size.y, -size.z, texfaces[5]);
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face(coord+X-Z, -X, Y, -Z, Z-Z-X+loff, local, size.x, size.y, 0.0f, texfaces[4]);
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face(coord+Y, X, -Z, Y, Y-Y+loff, local-vec3(Z)*size.z, size.x, size.z, 0.0f, texfaces[3]);
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face(coord-Z, X, Z, -Y, -Y+Z+loff, local, size.x, size.z, 0.0f, texfaces[2]);
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vec3 fX(X);
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vec3 fY(Y);
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vec3 fZ(Z);
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face(coord+X, -Z, Y, X, X-X+loff, local-vec3(Z)*size.z, size.z, size.y, 0.0f, texfaces[1]);
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face(coord-Z, Z, Y, -X, -X+Z+loff, local, size.z, size.y, 0.0f, texfaces[0]);
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vec3 local = offset.x*vec3(X)+offset.y*vec3(Y)+offset.z*vec3(-Z);
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//local -= loff;
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face(coord, X, Y, Z, Z+loff, local-size.z*fZ, size.x, size.y, size.z, texfaces[5]);
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face(coord+X, -X, Y, -Z, Z-Z-X+loff, local-size.z*fZ, size.x, size.y, 0.0f, texfaces[4]);
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face(coord+Y, X, -Z, Y, Y-Y+loff, local, size.x, size.z, 0.0f, texfaces[3]); //;
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face(coord+X, -X, -Z, -Y, -Y+Z+loff, local, size.x, size.z, 0.0f, texfaces[2]); //;
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face(coord+X, -Z, Y, X, X-X+loff, local, size.z, size.y, 0.0f, texfaces[1]); //;
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face(coord+Y, -Z, -Y, -X, -X+Z+loff, local, size.z, size.y, 0.0f, texfaces[0]); //;
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}
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCubeShaded(int x, int y, int z,
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const UVRegion(&texfaces)[6],
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const Block* block,
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@ -365,6 +372,7 @@ vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
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return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
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}
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#include <iostream>
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void BlocksRenderer::render(const voxel* voxels) {
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int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
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int end = chunk->top * (CHUNK_W * CHUNK_D);
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@ -399,9 +407,18 @@ void BlocksRenderer::render(const voxel* voxels) {
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break;
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}
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case BlockModel::aabb: {
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vec3 size = def.hitbox.size();
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vec3 off = def.hitbox.min();
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blockCubeShaded(off+vec3(x,y,z), size, texfaces, &def, vox.states);
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AABB hitbox = def.hitbox;
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hitbox.a = vec3(1.0f)-hitbox.a;
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hitbox.b = vec3(1.0f)-hitbox.b;
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std::cout << hitbox.a.x << " " << hitbox.a.y << " " << hitbox.a.z << " --- ";
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std::cout << hitbox.b.x << " " << hitbox.b.y << " " << hitbox.b.z << std::endl;
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vec3 size = hitbox.size();
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std::cout << "s " << size.x << " " << size.y << " " << size.z << std::endl;
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vec3 off = hitbox.min();
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std::cout << "m " << off.x << " " << off.y << " " << off.z << std::endl;
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blockCubeShaded(ivec3(x,y,z), off, size, texfaces, &def, vox.states);
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break;
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}
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default:
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@ -84,10 +84,14 @@ class BlocksRenderer {
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}
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
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/* Fastest solid shaded blocks render method */
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void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
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/* AABB blocks render method (WIP)*/
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void blockCubeShaded(const glm::vec3& pos, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
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void blockCubeShaded(const glm::ivec3& coord,
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const glm::vec3& offset,
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const glm::vec3& size,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte states);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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bool isOpenForLight(int x, int y, int z) const;
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