BlocksRenderer optimized for normal blocks
This commit is contained in:
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8588e582b6
commit
b651c8aece
@ -119,6 +119,43 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
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}
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}
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void BlocksRenderer::vertex(const ivec3& coord, 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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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 UVRegion& region,
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const vec4& tint,
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bool rotated) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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if (rotated) {
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vertex(coord, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + axisX, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertex(coord + axisX + axisY, region.u1, region.v2, tint, axisX, axisY, axisZ);
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vertex(coord + axisY, region.u1, region.v1, tint, axisX, axisY, axisZ);
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index(0, 1, 2, 0, 2, 3);
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}
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else {
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vertex(coord, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + axisX, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + axisX + axisY, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertex(coord + axisY, region.u1, region.v2, tint, axisX, axisY, axisZ);
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index(0, 1, 2, 0, 2, 3);
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}
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}
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void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) {
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vec4 lights[]{ vec4(),vec4(),vec4(),vec4() };
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@ -132,14 +169,10 @@ void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&t
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face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights);
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}
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inline vec4 do_tint(float value) {
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return vec4(value);
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}
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void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, 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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if (isOpen(x, y, z + 1, group)) {
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face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(1.0));
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face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), 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 + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f));
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@ -163,10 +196,10 @@ void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, const UVRe
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void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const UVRegion& texface1, const UVRegion& texface2, float spread) {
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vec4 lights[]{
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pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}) };
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
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int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
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@ -174,19 +207,20 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, const U
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float zs = ((float)(char)(rand >> 8) / 512) * spread;
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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,
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z + zs - 1 + (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
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vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f));
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vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, vec4(tint));
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face(vec3(x + xs + (1.0 - w) * 0.5f, y,
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z + zs - (1.0 - w) * 0.5f), w, size.y,
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vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
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vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
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face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y,
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z + zs + (1.0 - w) * 0.5f - 1), w, size.y,
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f));
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vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, vec4(tint));
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}
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void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) {
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@ -200,14 +234,14 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UV
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pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) };
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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);
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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);
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} {
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vec4 lights[]{
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pickSoftLight(pos.x, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(pos.x - 1, pos.y, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(pos.x - 1, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(pos.x, pos.y + 1, pos.z - 1, {-1, 0, 0}, {0, 1, 0}) };
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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);
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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);
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} {
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vec4 lights[]{
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pickSoftLight(x, pos.y + 1, pos.z + 1, {1, 0, 0}, {0, 0, 1}),
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@ -222,25 +256,25 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos, const vec3& size, const UV
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pickSoftLight(pos.x + 1, y - 1, pos.z - 1, {1, 0, 0}, {0, 0,-1}),
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pickSoftLight(pos.x + 1, y - 1, pos.z, {1, 0, 0}, {0, 0, -1}),
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pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) };
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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);
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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);
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} {
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vec4 lights[]{
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pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) };
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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);
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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);
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} {
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vec4 lights[]{
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pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) };
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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);
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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);
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}
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}
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void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) {
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void BlocksRenderer::blockCubeShaded(int x, int y, int z, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) {
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ubyte group = block->drawGroup;
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UVRegion texfaces[6];
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int rot = 0;
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@ -248,7 +282,6 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, cons
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for (int i = 0; i < 6; i++) {
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texfaces[i] = texfaces_[i];
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}
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if (block->rotatable) {
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if (states == BLOCK_DIR_X) {
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rot = 1;
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@ -268,57 +301,28 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, cons
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texfaces[5] = texfaces_[3];
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}
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}
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static const ivec3 X(1, 0, 0);
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static const ivec3 Y(0, 1, 0);
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static const ivec3 Z(0, 0, 1);
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if (isOpen(x, y, z + 1, group)) {
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vec4 lights[]{
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pickSoftLight(x, y, z + 1, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) };
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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);
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face(ivec3(x, y, z), X, Y, Z, texfaces[5], vec4(0.9f), rot == 1);
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}
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if (isOpen(x, y, z - 1, group)) {
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vec4 lights[]{
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pickSoftLight(x, y, z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x - 1, y, z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x - 1, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}),
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pickSoftLight(x, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}) };
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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);
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face(ivec3(x + 1, y, z - 1), -X, Y, Z-Z-X, texfaces[4], vec4(0.75f), rot == 1);
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}
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if (isOpen(x, y + 1, z, group)) {
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vec4 lights[]{
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pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}),
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pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}),
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pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 0, 1}),
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pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 0, 1}) };
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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);
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face(ivec3(x, y + 1, z), X, -Z, Y-Y, texfaces[3], vec4(1.0f), rot == 1);
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}
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if (isOpen(x, y - 1, z, group)) {
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vec4 lights[]{
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pickSoftLight(x, y - 1, z - 1, {1, 0, 0}, {0, 0, -1}),
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pickSoftLight(x + 1, y - 1, z - 1, {1, 0, 0}, {0, 0,-1}),
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pickSoftLight(x + 1, y - 1, z, {1, 0, 0}, {0, 0, -1}),
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pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) };
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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);
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}
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if (isOpen(x - 1, y, z, group)) {
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vec4 lights[]{
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pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) };
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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);
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face(ivec3(x, y, z - 1), X, Z, -Y+Z, texfaces[2], vec4(0.6f), rot == 1);
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}
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if (isOpen(x + 1, y, z, group)) {
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vec4 lights[]{
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pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}),
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pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) };
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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);
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face(ivec3(x + 1, y, z), -Z, Y, X-X, texfaces[1], vec4(0.8f), rot == 3);
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}
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if (isOpen(x - 1, y, z, group)) {
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face(ivec3(x, y, z - 1), Z, Y, -X+Z, texfaces[0], vec4(0.7f), rot == 3);
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}
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}
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@ -358,17 +362,22 @@ vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
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}
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}
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vec4 BlocksRenderer::pickSoftLight(int x, int y, int z,
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const ivec3& right, const ivec3& up) const {
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return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) +
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pickLight(x - up.x, y - up.y, z - up.z) +
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pickLight(x, y, z) +
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pickLight(x - right.x, y - right.y, z - right.z)) * 0.25f;
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vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
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return pickLight(coord.x, coord.y, coord.z);
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}
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vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
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const ivec3& right, const ivec3& up) const {
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return (
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pickLight(coord) +
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pickLight(coord - right) +
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pickLight(coord - right - up) +
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pickLight(coord - up)) * 0.25f;
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}
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vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
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const ivec3& right, const ivec3& up) const {
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return pickSoftLight(int(round(x)), int(round(y)), int(round(z)), right, up);
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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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void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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@ -393,7 +402,7 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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blockCube(x, y, z, vec3(1.0f), texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, vec3(1.0f), texfaces, &def, vox.states);
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blockCubeShaded(x, y, z, texfaces, &def, vox.states);
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}
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break;
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case BlockModel::xsprite: {
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@ -37,6 +37,12 @@ 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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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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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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@ -51,6 +57,14 @@ class BlocksRenderer {
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const glm::vec4(&lights)[4],
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const glm::vec4& tint,
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bool rotated);
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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,
|
||||
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:
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user