add block rotate

This commit is contained in:
lllzebralll 2022-11-19 23:05:33 +03:00
parent d2416946d9
commit 900e4ae098
11 changed files with 233 additions and 73 deletions

View File

@ -106,6 +106,7 @@ void setup_definitions() {
block = new Block(BLOCK_WOOD, 7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
block->rotatable = true;
Block::blocks[block->id] = block;
block = new Block(BLOCK_LEAVES, 9);

View File

@ -30,7 +30,7 @@
INDEX += CHUNK_VERTEX_SIZE;
#define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\
#define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\
float v1 = 1-((1 + (INDEX) / 16) * uvsize);\
float u2 = u1 + uvsize;\
float v2 = v1 + uvsize;
@ -43,17 +43,41 @@ VoxelRenderer::VoxelRenderer() {
VoxelRenderer::~VoxelRenderer(){
}
inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, unsigned int id, size_t& index){
inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
float l;
float uvsize = 1.0f/16.0f;
Block* block = Block::blocks[id];
Block* block = Block::blocks[vox.id];
unsigned char group = block->drawGroup;
int textureCopyFaces[6];
int rot = 0;
for (int i=0; i<6; i++){
textureCopyFaces[i] = block->textureFaces[i];
}
if (block->rotatable){
if (vox.states == 0x31){
rot = 1;
textureCopyFaces[0] = block->textureFaces[2];
textureCopyFaces[1] = block->textureFaces[3];
textureCopyFaces[2] = block->textureFaces[0];
textureCopyFaces[3] = block->textureFaces[1];
} else if (vox.states == 0x32){
rot = 2;
} else if (vox.states == 0x33){
rot = 3;
textureCopyFaces[2] = block->textureFaces[4];
textureCopyFaces[3] = block->textureFaces[5];
textureCopyFaces[4] = block->textureFaces[2];
textureCopyFaces[5] = block->textureFaces[3];
}
}
if (!IS_BLOCKED(x,y+1,z,group)){
l = 1.0f;
SETUP_UV(block->textureFaces[3]);
SETUP_UV(textureCopyFaces[3]);
const float lr = LIGHT(x,y+1,z, 0) / 15.0f;
const float lg = LIGHT(x,y+1,z, 1) / 15.0f;
@ -80,18 +104,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1, lg1, lb1, ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3, lg3, lb3, ls3);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr3,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
}
}
if (!IS_BLOCKED(x,y-1,z,group)){
l = 0.75f;
SETUP_UV(block->textureFaces[2]);
SETUP_UV(textureCopyFaces[2]);
const float lr = LIGHT(x,y-1,z, 0) / 15.0f;
const float lg = LIGHT(x,y-1,z, 1) / 15.0f;
@ -118,19 +160,37 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x+1,y,z,group)){
l = 0.95f;
SETUP_UV(block->textureFaces[1]);
SETUP_UV(textureCopyFaces[1]);
const float lr = LIGHT(x+1,y,z, 0) / 15.0f;
const float lg = LIGHT(x+1,y,z, 1) / 15.0f;
@ -157,18 +217,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y+1,z,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y-1,z,3)) / 75.0f;
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr3,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr1,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v1, lr3,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr1,lg3,lb3,ls3);
}
}
if (!IS_BLOCKED(x-1,y,z,group)){
l = 0.85f;
SETUP_UV(block->textureFaces[0]);
SETUP_UV(textureCopyFaces[0]);
const float lr = LIGHT(x-1,y,z, 0) / 15.0f;
const float lg = LIGHT(x-1,y,z, 1) / 15.0f;
@ -195,19 +273,37 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y+1,z,3)) / 75.0f;
float ls3 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y-1,z,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x,y,z+1,group)){
l = 0.9f;
SETUP_UV(block->textureFaces[5]);
SETUP_UV(textureCopyFaces[5]);
const float lr = LIGHT(x,y,z+1, 0) / 15.0f;
const float lg = LIGHT(x,y,z+1, 1) / 15.0f;
@ -234,18 +330,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = l*(LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 75.0f;
float ls3 = l*(LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v2, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x,y,z-1,group)){
l = 0.8f;
SETUP_UV(block->textureFaces[4]);
SETUP_UV(textureCopyFaces[4]);
const float lr = LIGHT(x,y,z-1, 0) / 15.0f;
const float lg = LIGHT(x,y,z-1, 1) / 15.0f;
@ -272,21 +386,39 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = l*(LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 75.0f;
float ls3 = l*(LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr3,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
}
}
}
inline void _renderBlockShadeless(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, unsigned int id, size_t& index){
inline void _renderBlockShadeless(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
float l;
float uvsize = 1.0f/16.0f;
Block* block = Block::blocks[id];
Block* block = Block::blocks[vox.id];
unsigned char group = block->drawGroup;
if (!IS_BLOCKED(x,y+1,z,group)){
@ -447,7 +579,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
if (block->emission[0] || block->emission[1] || block->emission[2]){
continue;
}
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}
@ -460,7 +592,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
Block* block = Block::blocks[vox.id];
if (block->emission[0] || block->emission[1] || block->emission[2]){
_renderBlockShadeless(buffer, x, y, z, chunks, vox.id, index);
_renderBlockShadeless(buffer, x, y, z, chunks, vox, index);
}
}
}
@ -474,7 +606,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
if (vox.id != 9)
continue;
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}
@ -500,7 +632,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
if (vox.id != 4)
continue;
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}

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@ -126,9 +126,17 @@ void HudRenderer::draw(Level* level, Assets* assets){
int inv_hm = step*8;
int inv_w = inv_wm - (step - size);
int inv_h = inv_hm - (step - size);
int inv_x = (Window::width - (inv_w)) / 2;
int inv_y = (Window::height - (inv_h)) / 2;
int xs = (Window::width - inv_w + step)/2;
int x = 0;
int ys = (Window::height - inv_h + step)/2;
if (Window::width > inv_wm*3){
inv_x = (Window::width + (inv_w)) / 2;
inv_y = (Window::height - (inv_h)) / 2;
xs = (Window::width + inv_w + step)/2;
ys = (Window::height - inv_h + step)/2;
}
int x = 0;
int y = 0;
vec4 tint = vec4(1.0f);
int mx = Events::x;
@ -139,11 +147,11 @@ void HudRenderer::draw(Level* level, Assets* assets){
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
batch->rect(0, 0, Window::width, Window::height);
batch->rect((Window::width - (inv_w)) / 2 - 4, (Window::height - (inv_h)) / 2 - 4, inv_w+8, inv_h+8,
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect((Window::width - (inv_w)) / 2, (Window::height - (inv_h)) / 2, inv_w, inv_h,
batch->rect(inv_x, inv_y, inv_w, inv_h,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);

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@ -176,33 +176,48 @@ void PlayerController::update_interaction(){
if (vox != nullptr){
selectedBlockId = vox->id;
selectedBlockPosition = iend;
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
uint8_t states;
if (Block::blocks[player->choosenBlock]->rotatable){
states = states & 0b11111100;
// if (abs(norm.x) > abs(norm.z)){
// if (abs(norm.x) > abs(norm.y)) states = states | 0b00000001;
// if (abs(norm.x) < abs(norm.y)) states = states | 0b00000010;
// }
// if (abs(norm.x) < abs(norm.z)){
// if (abs(norm.z) > abs(norm.y)) states = states | 0b00000011;
// if (abs(norm.z) < abs(norm.y)) states = states | 0b00000010;
// }
if (abs(norm.x) > abs(norm.z)){
if (abs(norm.x) > abs(norm.y)) states = 0x31;
if (abs(norm.x) < abs(norm.y)) states = 0x32;
}
if (abs(norm.x) < abs(norm.z)){
if (abs(norm.z) > abs(norm.y)) states = 0x33;
if (abs(norm.z) < abs(norm.y)) states = 0x32;
}
}
Block* block = Block::blocks[vox->id];
if (Events::jclicked(GLFW_MOUSE_BUTTON_1) && block->breakable){
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
chunks->set(x,y,z, 0);
chunks->set(x,y,z, 0, 0);
lighting->onBlockSet(x,y,z,0);
}
if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){
int x = (int)(iend.x)+(int)(norm.x);
int y = (int)(iend.y)+(int)(norm.y);
int z = (int)(iend.z)+(int)(norm.z);
if (block->model == BLOCK_MODEL_X_SPRITE){
x = (int)iend.x;
y = (int)iend.y;
z = (int)iend.z;
if (block->model != BLOCK_MODEL_X_SPRITE){
x = (int)(iend.x)+(int)(norm.x);
y = (int)(iend.y)+(int)(norm.y);
z = (int)(iend.z)+(int)(norm.z);
}
if (!level->physics->isBlockInside(x,y,z, player->hitbox)){
chunks->set(x, y, z, player->choosenBlock);
chunks->set(x, y, z, player->choosenBlock, states);
lighting->onBlockSet(x,y,z, player->choosenBlock);
}
}
if (Events::jclicked(GLFW_MOUSE_BUTTON_3)){
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
player->choosenBlock = chunks->get(x,y,z)->id;
}
} else {

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@ -178,7 +178,7 @@ int main() {
if (status) return status;
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0,150,0);
vec3 playerPosition = vec3(0,64,0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
World* world = new World("world-1", "world/", 42);
Player* player = new Player(playerPosition, 4.0f, camera);

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@ -19,6 +19,7 @@ public:
bool obstacle = true;
bool selectable = true;
bool breakable = true;
bool rotatable = false;
float hitboxScale = 1;
float hitboxY = 1;

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@ -6,7 +6,7 @@
#define CHUNK_W 16
#define CHUNK_H 256
#define CHUNK_D 16
#define CHUNK_VOL (CHUNK_W * CHUNK_H * CHUNK_D)
#define CHUNK_VOL (CHUNK_W * CHUNK_H * CHUNK_D * 2)
#define CHUNK_MODIFIED 0x1
#define CHUNK_READY 0x2

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@ -123,7 +123,7 @@ Chunk* Chunks::getChunk(int x, int z){
return chunks[z * w + x];
}
void Chunks::set(int x, int y, int z, int id){
void Chunks::set(int x, int y, int z, int id, uint8_t states){
x -= ox * CHUNK_W;
z -= oz * CHUNK_D;
int cx = x / CHUNK_W;
@ -140,6 +140,7 @@ void Chunks::set(int x, int y, int z, int id){
int lx = x - cx * CHUNK_W;
int lz = z - cz * CHUNK_D;
chunk->voxels[(y * CHUNK_D + lz) * CHUNK_W + lx].id = id;
chunk->voxels[(y * CHUNK_D + lz) * CHUNK_W + lx].states = states;
chunk->setUnsaved(true);
chunk->setModified(true);

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@ -34,7 +34,7 @@ public:
voxel* get(int x, int y, int z);
unsigned short getLight(int x, int y, int z);
unsigned char getLight(int x, int y, int z, int channel);
void set(int x, int y, int z, int id);
void set(int x, int y, int z, int id, uint8_t states);
voxel* rayCast(vec3 start, vec3 dir, float maxLength, vec3& end, vec3& norm, vec3& iend);
bool isObstacle(int x, int y, int z);

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@ -151,6 +151,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
id = BLOCK_FLOWER;
}
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = 0x32;
}
}
}

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@ -5,6 +5,7 @@
struct voxel {
uint8_t id;
uint8_t states;
};
#endif /* VOXELS_VOXEL_H_ */