fix: extended blocks raycast fix

This commit is contained in:
MihailRis 2024-06-09 13:48:43 +03:00
parent c89d31ca20
commit b3ae8484a2
4 changed files with 104 additions and 83 deletions

View File

@ -27,6 +27,8 @@ BlocksRenderer::BlocksRenderer(
const ContentGfxCache* cache,
const EngineSettings* settings
) : content(content),
vertexBuffer(std::make_unique<float[]>(capacity)),
indexBuffer(std::make_unique<int[]>(capacity)),
vertexOffset(0),
indexOffset(0),
indexSize(0),
@ -34,8 +36,6 @@ BlocksRenderer::BlocksRenderer(
cache(cache),
settings(settings)
{
vertexBuffer = std::make_unique<float[]>(capacity);
indexBuffer = std::make_unique<int[]>(capacity);
voxelsBuffer = std::make_unique<VoxelsVolume>(
CHUNK_W + voxelBufferPadding*2,
CHUNK_H,
@ -60,10 +60,10 @@ void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& lig
uint32_t integer;
} compressed;
compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
compressed.integer |= (uint32_t(light.a * 255) & 0xff);
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
vertexBuffer[vertexOffset++] = compressed.floating;
}
@ -78,15 +78,17 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
indexOffset += 4;
}
/* Add face with precalculated lights */
void BlocksRenderer::face(const vec3& coord,
float w, float h, float d,
const vec3& axisX,
const vec3& axisY,
const vec3& axisZ,
const UVRegion& region,
const vec4(&lights)[4],
const vec4& tint) {
/// @brief Add face with precalculated lights
void BlocksRenderer::face(
const vec3& coord,
float w, float h, float d,
const vec3& axisX,
const vec3& axisY,
const vec3& axisZ,
const UVRegion& region,
const vec4(&lights)[4],
const vec4& tint
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
@ -102,23 +104,27 @@ void BlocksRenderer::face(const vec3& coord,
index(0, 1, 3, 1, 2, 3);
}
void BlocksRenderer::vertex(const vec3& coord,
float u, float v,
const vec4& tint,
const vec3& axisX,
const vec3& axisY,
const vec3& axisZ) {
void BlocksRenderer::vertex(
const vec3& coord,
float u, float v,
const vec4& tint,
const vec3& axisX,
const vec3& axisY,
const vec3& axisZ
) {
vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
vertex(coord, u, v, light * tint);
}
void BlocksRenderer::face(const vec3& coord,
const vec3& X,
const vec3& Y,
const vec3& Z,
const UVRegion& region,
bool lights) {
void BlocksRenderer::face(
const vec3& coord,
const vec3& X,
const vec3& Y,
const vec3& Z,
const UVRegion& region,
bool lights
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
@ -148,14 +154,13 @@ void BlocksRenderer::face(const vec3& coord,
index(0, 1, 2, 0, 2, 3);
}
void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
const vec3& p2, const vec3& p3, const vec3& p4,
const vec3& X,
const vec3& Y,
const vec3& Z,
const UVRegion& texreg,
bool lights) {
void BlocksRenderer::tetragonicFace(
const vec3& coord,
const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4,
const vec3& X, const vec3& Y, const vec3& Z,
const UVRegion& texreg,
bool lights
) {
const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
@ -182,17 +187,19 @@ void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
index(0, 1, 3, 1, 2, 3);
}
void BlocksRenderer::blockXSprite(int x, int y, int z,
const vec3& size,
const UVRegion& texface1,
const UVRegion& texface2,
float spread) {
vec4 lights[]{
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
void BlocksRenderer::blockXSprite(
int x, int y, int z,
const vec3& size,
const UVRegion& texface1,
const UVRegion& texface2,
float spread
) {
vec4 lights[] {
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0})
};
int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
float xs = ((float)(char)rand / 512) * spread;
@ -218,7 +225,7 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
// HINT: texture faces order: {east, west, bottom, top, south, north}
/* AABB blocks render method */
/// @brief AABB blocks render method
void BlocksRenderer::blockAABB(
const ivec3& icoord,
const UVRegion(&texfaces)[6],
@ -259,8 +266,9 @@ void BlocksRenderer::blockAABB(
face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
}
void BlocksRenderer::blockCustomModel(const ivec3& icoord,
const Block* block, ubyte rotation, bool lights) {
void BlocksRenderer::blockCustomModel(
const ivec3& icoord, const Block* block, ubyte rotation, bool lights
) {
vec3 X(1, 0, 0);
vec3 Y(0, 1, 0);
vec3 Z(0, 0, 1);
@ -347,8 +355,9 @@ 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)
if (id == BLOCK_VOID) {
return false;
}
const Block& block = *blockDefsCache[id];
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
return true;
@ -360,8 +369,9 @@ 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)
if (id == BLOCK_VOID) {
return false;
}
const Block& block = *blockDefsCache[id];
if (block.lightPassing) {
return true;
@ -371,15 +381,13 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
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,
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 {
Lightmap::extract(light, 1) / 15.0f,
Lightmap::extract(light, 2) / 15.0f,
Lightmap::extract(light, 3) / 15.0f);
} else {
return vec4(0.0f);
}
}
@ -391,17 +399,20 @@ vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
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;
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({
static_cast<int>(round(x)),
static_cast<int>(round(y)),
static_cast<int>(round(z))},
right, up);
}
void BlocksRenderer::render(const voxel* voxels) {
@ -457,10 +468,8 @@ void BlocksRenderer::render(const voxel* voxels) {
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
this->chunk = chunk;
voxelsBuffer->setPosition(
chunk->x * CHUNK_W - voxelBufferPadding,
0,
chunk->z * CHUNK_D - voxelBufferPadding
);
chunk->x * CHUNK_W - voxelBufferPadding, 0,
chunk->z * CHUNK_D - voxelBufferPadding);
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
overflow = false;
vertexOffset = 0;

View File

@ -293,7 +293,7 @@ void PlayerController::updateControls(float delta){
player->updateInput(level, input, delta);
}
static int determine_rotation(Block* def, glm::ivec3& norm, glm::vec3& camDir) {
static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& camDir) {
if (def && def->rotatable){
const std::string& name = def->rotations.name;
if (name == "pipe") {

View File

@ -3,7 +3,7 @@
#include <glm/glm.hpp>
// Axis Aligned Bounding Box
/// @brief Axis Aligned Bounding Box
struct AABB {
glm::vec3 a {0.0f};
glm::vec3 b {1.0f};
@ -13,17 +13,17 @@ struct AABB {
AABB(glm::vec3 size) : a(0.0f), b(size) {
}
/* Get AABB point with minimal x,y,z */
/// @brief Get AABB point with minimal x,y,z
inline glm::vec3 min() const {
return glm::min(a, b);
}
/* Get AABB point with minimal x,y,z */
/// @brief Get AABB point with minimal x,y,z
inline glm::vec3 max() const {
return glm::max(a, b);
}
/* Get AABB dimensions: width, height, depth */
/// @brief Get AABB dimensions: width, height, depth
inline glm::vec3 size() const {
return glm::vec3(
fabs(b.x - a.x),
@ -36,14 +36,14 @@ struct AABB {
return (a + b) * 0.5f;
}
/* Multiply AABB size from center */
/// @brief Multiply AABB size from center
inline void scale(const glm::vec3 mul) {
glm::vec3 center = (a + b) * 0.5f;
a = (a - center) * mul + center;
b = (b - center) * mul + center;
}
/* Multiply AABB size from given origin */
/// @brief Multiply AABB size from given origin
inline void scale(const glm::vec3 mul, const glm::vec3 orig) {
glm::vec3 beg = min();
glm::vec3 end = max();
@ -52,7 +52,7 @@ struct AABB {
b = (b - center) * mul + center;
}
/* Check if given point is inside */
/// @brief Check if given point is inside
inline bool contains(const glm::vec3 pos) const {
const glm::vec3 p = min();
const glm::vec3 s = size();

View File

@ -323,9 +323,9 @@ voxel* Chunks::rayCast(
end.x = px + t * dx;
end.y = py + t * dy;
end.z = pz + t * dz;
iend.x = ix;
iend.y = iy;
iend.z = iz;
iend.x = ix;
iend.y = iy;
iend.z = iz;
if (!def->rt.solid) {
const std::vector<AABB>& hitboxes = def->rotatable
@ -337,7 +337,14 @@ voxel* Chunks::rayCast(
bool hit = false;
for (const auto& box : hitboxes) {
glm::vec3 offset {};
if (voxel->state.segment) {
offset = seekOrigin(iend, def, voxel->state) - iend;
}
for (auto box : hitboxes) {
box.a += offset;
box.b += offset;
scalar_t boxDistance;
glm::ivec3 boxNorm;
if (ray.intersectAABB(iend, box, maxDist, boxNorm, boxDistance) > RayRelation::None && boxDistance < distance) {
@ -446,9 +453,14 @@ glm::vec3 Chunks::rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDis
glm::ivec3 norm;
Ray ray(start, dir);
glm::ivec3 offset {};
if (voxel->state.segment) {
offset = seekOrigin({ix, iy, iz}, def, voxel->state) - glm::ivec3(ix, iy, iz);
}
for (const auto& box : hitboxes) {
// norm is dummy now, can be inefficient
if (ray.intersectAABB(glm::ivec3(ix, iy, iz), box, maxDist, norm, distance) > RayRelation::None) {
if (ray.intersectAABB(glm::ivec3(ix, iy, iz)+offset, box, maxDist, norm, distance) > RayRelation::None) {
return start + (dir * glm::vec3(distance));
}
}