BlocksRenderer optimized for normal blocks

This commit is contained in:
MihailRis 2023-12-03 03:40:47 +03:00
parent 8588e582b6
commit b651c8aece
2 changed files with 98 additions and 72 deletions

View File

@ -119,6 +119,43 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
}
}
void BlocksRenderer::vertex(const ivec3& coord, float u, float v,
const vec4& tint,
const ivec3& axisX,
const ivec3& axisY,
const ivec3& axisZ) {
vec4 light = pickSoftLight(coord+axisZ, axisX, axisY);
vertex(coord, u, v, light * tint);
}
void BlocksRenderer::face(const ivec3& coord,
const ivec3& axisX,
const ivec3& axisY,
const ivec3& axisZ,
const UVRegion& region,
const vec4& tint,
bool rotated) {
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
if (rotated) {
vertex(coord, region.u2, region.v1, tint, axisX, axisY, axisZ);
vertex(coord + axisX, region.u2, region.v2, tint, axisX, axisY, axisZ);
vertex(coord + axisX + axisY, region.u1, region.v2, tint, axisX, axisY, axisZ);
vertex(coord + axisY, region.u1, region.v1, tint, axisX, axisY, axisZ);
index(0, 1, 2, 0, 2, 3);
}
else {
vertex(coord, region.u1, region.v1, tint, axisX, axisY, axisZ);
vertex(coord + axisX, region.u2, region.v1, tint, axisX, axisY, axisZ);
vertex(coord + axisX + axisY, region.u2, region.v2, tint, axisX, axisY, axisZ);
vertex(coord + axisY, region.u1, region.v2, tint, axisX, axisY, axisZ);
index(0, 1, 2, 0, 2, 3);
}
}
void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) {
vec4 lights[]{ vec4(),vec4(),vec4(),vec4() };
@ -132,14 +169,10 @@ void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&t
face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights);
}
inline vec4 do_tint(float value) {
return vec4(value);
}
void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRegion(&texfaces)[6], ubyte group) {
vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
if (isOpen(x, y, z + 1, group)) {
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(1.0));
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f));
}
if (isOpen(x, y, z - 1, group)) {
face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f));
@ -163,10 +196,10 @@ void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRe
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}) };
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);
@ -174,19 +207,20 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U
float zs = ((float)(char)(rand >> 8) / 512) * spread;
const float w = size.x / 1.41f;
const float tint = 0.8f;
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
face(vec3(x + xs + (1.0 - w) * 0.5f, y,
z + zs - (1.0 - w) * 0.5f), w, size.y,
vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
}
void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) {
@ -200,14 +234,14 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UV
pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) };
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f), rot == 1);
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(0.9f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(pos.x, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x - 1, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x - 1, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(pos.x, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}) };
face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, do_tint(0.75f), rot == 1);
face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(0.75f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(x, pos.y + 1, pos.z + 1, {1, 0, 0}, {0, 0, 1}),
@ -222,25 +256,25 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UV
pickSoftLight(pos.x + 1, y - 1, pos.z - 1, {1, 0, 0}, {0, 0,-1}),
pickSoftLight(pos.x + 1, y - 1, pos.z, {1, 0, 0}, {0, 0, -1}),
pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) };
face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, do_tint(0.6f), rot == 1);
face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(0.6f), rot == 1);
} {
vec4 lights[]{
pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, do_tint(0.7f), rot == 3);
face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(0.7f), rot == 3);
} {
vec4 lights[]{
pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, do_tint(0.8f), rot == 3);
face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(0.8f), rot == 3);
}
}
void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) {
void BlocksRenderer::blockCubeShaded(int x, int y, int z, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) {
ubyte group = block->drawGroup;
UVRegion texfaces[6];
int rot = 0;
@ -248,7 +282,6 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, cons
for (int i = 0; i < 6; i++) {
texfaces[i] = texfaces_[i];
}
if (block->rotatable) {
if (states == BLOCK_DIR_X) {
rot = 1;
@ -268,57 +301,28 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, cons
texfaces[5] = texfaces_[3];
}
}
static const ivec3 X(1, 0, 0);
static const ivec3 Y(0, 1, 0);
static const ivec3 Z(0, 0, 1);
if (isOpen(x, y, z + 1, group)) {
vec4 lights[]{
pickSoftLight(x, y, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) };
face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f), rot == 1);
face(ivec3(x, y, z), X, Y, Z, texfaces[5], vec4(0.9f), rot == 1);
}
if (isOpen(x, y, z - 1, group)) {
vec4 lights[]{
pickSoftLight(x, y, z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(x - 1, y, z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}),
pickSoftLight(x, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}) };
face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, do_tint(0.75f), rot == 1);
face(ivec3(x + 1, y, z - 1), -X, Y, Z-Z-X, texfaces[4], vec4(0.75f), rot == 1);
}
if (isOpen(x, y + 1, z, group)) {
vec4 lights[]{
pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 0, 1}),
pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 0, 1}) };
face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights, vec4(1.0f), rot == 1);
face(ivec3(x, y + 1, z), X, -Z, Y-Y, texfaces[3], vec4(1.0f), rot == 1);
}
if (isOpen(x, y - 1, z, group)) {
vec4 lights[]{
pickSoftLight(x, y - 1, z - 1, {1, 0, 0}, {0, 0, -1}),
pickSoftLight(x + 1, y - 1, z - 1, {1, 0, 0}, {0, 0,-1}),
pickSoftLight(x + 1, y - 1, z, {1, 0, 0}, {0, 0, -1}),
pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) };
face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, do_tint(0.6f), rot == 1);
}
if (isOpen(x - 1, y, z, group)) {
vec4 lights[]{
pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, do_tint(0.7f), rot == 3);
face(ivec3(x, y, z - 1), X, Z, -Y+Z, texfaces[2], vec4(0.6f), rot == 1);
}
if (isOpen(x + 1, y, z, group)) {
vec4 lights[]{
pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}),
pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) };
face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, do_tint(0.8f), rot == 3);
face(ivec3(x + 1, y, z), -Z, Y, X-X, texfaces[1], vec4(0.8f), rot == 3);
}
if (isOpen(x - 1, y, z, group)) {
face(ivec3(x, y, z - 1), Z, Y, -X+Z, texfaces[0], vec4(0.7f), rot == 3);
}
}
@ -358,17 +362,22 @@ vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
}
}
vec4 BlocksRenderer::pickSoftLight(int x, int y, int z,
const ivec3& right, const ivec3& up) const {
return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) +
pickLight(x - up.x, y - up.y, z - up.z) +
pickLight(x, y, z) +
pickLight(x - right.x, y - right.y, z - right.z)) * 0.25f;
vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
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;
}
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);
return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
}
void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
@ -393,7 +402,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
blockCube(x, y, z, vec3(1.0f), texfaces, def.drawGroup);
}
else {
blockCubeShaded(x, y, z, vec3(1.0f), texfaces, &def, vox.states);
blockCubeShaded(x, y, z, texfaces, &def, vox.states);
}
break;
case BlockModel::xsprite: {

View File

@ -37,6 +37,12 @@ class BlocksRenderer {
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::ivec3& coord, float u, float v,
const glm::vec4& brightness,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
@ -51,6 +57,14 @@ class BlocksRenderer {
const glm::vec4(&lights)[4],
const glm::vec4& tint,
bool rotated);
void face(const glm::ivec3& coord,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ,
const UVRegion& region,
const glm::vec4& tint,
bool rotated);
void face(const glm::vec3& coord, float w, float h,
const glm::vec3& axisX,
@ -62,7 +76,9 @@ class BlocksRenderer {
void cube(const glm::vec3& coord, const glm::vec3& size, const UVRegion(&faces)[6]);
void blockCube(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], ubyte group);
void blockCubeShaded(int x, int y, int z, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
/* Fastest solid shaded blocks render method */
void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
/* AABB blocks render method (WIP)*/
void blockCubeShaded(const glm::vec3& pos, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states);
void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
@ -70,7 +86,8 @@ class BlocksRenderer {
bool isOpen(int x, int y, int z, ubyte group) const;
glm::vec4 pickLight(int x, int y, int z) const;
glm::vec4 pickSoftLight(int x, int y, int z, const glm::ivec3& right, const glm::ivec3& up) 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, int atlas_size);
public: