BlocksRenderer simplified (part 1)
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86ab2d8145
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837fd2f32f
@ -85,7 +85,7 @@ bool WorldRenderer::drawChunk(size_t index,
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if (!frustumCulling->IsBoxVisible(min, max)) return false;
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}
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vec3 coord = vec3(chunk->x*CHUNK_W, 0.0f, chunk->z*CHUNK_D+1);
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vec3 coord = vec3(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f);
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mat4 model = glm::translate(mat4(1.0f), coord);
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shader->uniformMatrix("u_model", model);
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mesh->draw();
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@ -18,6 +18,7 @@ using glm::vec3;
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using glm::vec4;
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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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@ -78,9 +79,10 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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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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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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@ -88,20 +90,24 @@ void BlocksRenderer::face(const vec3& coord,
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overflow = true;
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return;
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}
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vertex(coord, region.u1, region.v1, lights[0] * tint);
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vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint);
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vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint);
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vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint);
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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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}
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void BlocksRenderer::vertex(const ivec3& coord,
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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 ivec3& axisX,
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const ivec3& axisY,
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const ivec3& axisZ) {
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vec4 light = pickSoftLight(coord+axisZ, axisX, axisY);
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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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vec4 light = pickSoftLight(coord+axisZ*0.5f+(axisX+axisY)*0.5f, axisX, axisY);
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vertex(coord, u, v, light * tint);
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}
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@ -115,27 +121,26 @@ void BlocksRenderer::vertex(const vec3& coord,
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::face(const ivec3& coord,
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const ivec3& axisX,
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const ivec3& axisY,
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const ivec3& axisZ,
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const ivec3& laxisZ,
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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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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 vec3 sunVector = vec3(0.411934f, 0.863868f, -0.279161f);
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float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector);
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d = 0.7f + d*0.3f;
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float d = glm::dot(Z, SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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vec4 tint(d);
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vertex(coord, region.u1, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + axisX, region.u2, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + axisX + axisY, region.u2, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + axisY, region.u1, region.v2, tint, axisX, axisY, laxisZ);
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z);
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vertex(coord + (X - Y + Z) * s, region.u2, region.v1, tint, X, Y, Z);
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vertex(coord + (X + Y + Z) * s, region.u2, region.v2, tint, X, Y, Z);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, X, Y, Z);
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index(0, 1, 2, 0, 2, 3);
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}
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@ -159,9 +164,8 @@ void BlocksRenderer::face(const vec3& coord,
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const vec3 Z(axisZ);
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if (lights) {
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const vec3 sunVector = vec3(0.431934f, 0.863868f, -0.259161f);
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float d = glm::dot(Z, sunVector);
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d = 0.75f + d*0.25f;
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float d = glm::dot(Z, SUN_VECTOR);
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d = 0.75f + d * 0.25f;
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vec4 tint(d);
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vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ);
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@ -179,26 +183,27 @@ void BlocksRenderer::face(const vec3& coord,
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void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], ubyte group) {
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vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
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vec3 coord(x, y, z);
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if (isOpen(x, y, z + 1, group)) {
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face(vec3(x, y, z), 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f));
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), texfaces[5], lights, vec4(1.0f));
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}
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if (isOpen(x, y, z - 1, group)) {
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face(vec3(x + 1, y, z - 1), 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f));
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face(coord, 1, 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, 0, -1), texfaces[4], lights, vec4(1.0f));
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}
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if (isOpen(x, y + 1, z, group)) {
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face(vec3(x, y + 1, z), 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights);
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), vec3(0, 1, 0), texfaces[3], lights, vec4(1.0f));
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}
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if (isOpen(x, y - 1, z, group)) {
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face(vec3(x, y, z - 1), 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f));
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0), texfaces[2], lights, vec4(1.0f));
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}
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if (isOpen(x - 1, y, z, group)) {
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face(vec3(x, y, z - 1), 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f));
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face(coord, 1, 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), vec3(-1, 0, 0), texfaces[0], lights, vec4(1.0f));
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}
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if (isOpen(x + 1, y, z, group)) {
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face(vec3(x + 1, y, z), 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f));
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face(coord, 1, 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), vec3(1, 0, 0), texfaces[1], lights, vec4(1.0f));
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}
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}
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@ -220,24 +225,25 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
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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 + (1.0 - w) * 0.5f, y, z + zs - 1 + (1.0 - w) * 0.5f),
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w, size.y, vec3(1.0f, 0, 1.0f), vec3(0, 1, 0),
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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 - (1.0 - w) * 0.5f + 1, y, z + zs - (1.0 - w) * 0.5f),
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w, size.y, vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0),
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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 + (1.0 - w) * 0.5f, y, z + zs - (1.0 - w) * 0.5f),
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w, size.y, vec3(1.0f, 0, -1.0f), vec3(0, 1, 0),
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texface2, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs + (1.0 - w) * 0.5f - 1),
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w, size.y, vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0),
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texface2, 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 (WIP) */
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/* AABB blocks render method (WIP) //FIXME */
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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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@ -263,6 +269,7 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
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coord += orient.fix;
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loff -= orient.fix;
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}
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coord -= vec3(0.5, 0.5f, -0.5f);
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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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@ -297,38 +304,35 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z,
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ubyte states) {
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ubyte group = block->drawGroup;
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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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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(x, y, z);
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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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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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coord += orient.fix;
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loff -= orient.fix;
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}
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, Z+loff, texfaces[5]);
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face(coord, X, Y, Z, texfaces[5]);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord+X-Z, -X, Y, -Z, Z-Z-X+loff, texfaces[4]);
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face(coord, -X, Y, -Z, texfaces[4]);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord+Y, X, -Z, Y, Y-Y+loff, texfaces[3]);
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face(coord, X, -Z, Y, texfaces[3]);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord-Z, X, Z, -Y, -Y+Z+loff, texfaces[2]);
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face(coord, X, Z, -Y, texfaces[2]);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord+X, -Z, Y, X, X-X+loff, texfaces[1]);
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face(coord, -Z, Y, X, texfaces[1]);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord-Z, Z, Y, -X, -X+Z+loff, texfaces[0]);
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face(coord, Z, Y, -X, texfaces[0]);
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}
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}
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@ -18,6 +18,7 @@ class ChunksStorage;
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class ContentGfxCache;
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class BlocksRenderer {
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static const glm::vec3 SUN_VECTOR;
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static const uint VERTEX_SIZE;
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const Content* const content;
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float* vertexBuffer;
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@ -38,11 +39,11 @@ class BlocksRenderer {
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void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
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void index(int a, int b, int c, int d, int e, int f);
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void vertex(const glm::ivec3& coord, float u, float v,
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void vertex(const glm::vec3& coord, float u, float v,
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const glm::vec4& brightness,
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const glm::ivec3& axisX,
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ);
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ);
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void vertex(const glm::vec3& coord,
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float u, float v,
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@ -51,18 +52,18 @@ class BlocksRenderer {
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ);
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void face(const glm::vec3& coord, float w, float h,
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void face(const glm::vec3& coord, float w, float h, float d,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region,
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const glm::vec4(&lights)[4],
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const glm::vec4& tint);
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void face(const glm::ivec3& coord,
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const glm::ivec3& axisX,
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ,
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const glm::ivec3& laxisZ,
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void face(const glm::vec3& coord,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region);
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void face(const glm::vec3& coord,
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@ -76,14 +77,6 @@ class BlocksRenderer {
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const UVRegion& region,
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bool lights);
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void face(const glm::vec3& coord, float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const glm::vec4(&lights)[4]) {
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face(coord, w, h, axisX, axisY, region, lights, glm::vec4(1.0f));
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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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void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
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