AABB blocks render simplified
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@ -243,22 +243,17 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/* AABB blocks render method (WIP) //FIXME */
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/* AABB blocks render method (WIP) // TODO: fix lights */
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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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bool lights) {
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AABB inversedHitbox = block->hitbox;
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inversedHitbox.a = vec3(1.0f) - inversedHitbox.a;
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inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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bool lights) {
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AABB hitbox = block->hitbox;
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vec3 size = hitbox.size();
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vec3 size = inversedHitbox.size();
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vec3 offset = inversedHitbox.min();
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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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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(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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@ -266,35 +261,19 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
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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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orient.transform(hitbox);
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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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// TODO: simplify this pile of magic calculations and fix 5th arg (laxisZ)
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face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
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X, Y, Z, Z+loff,
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size.x, size.y, size.z, texfaces[5], lights); // north
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face(coord + (1.0f - offset.x) * fX - (offset.z + size.z) * fZ,
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-X, Y, -Z, Z-Z-X+loff,
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size.x, size.y, 0.0f, texfaces[4], lights); // south
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face(coord + (1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y * fY,
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X, -Z, Y, Y-Y+loff,
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size.x, size.z, 0.0f, texfaces[3], lights); // top
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face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
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-X, -Z, -Y, -X-Y+loff,
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size.x, size.z, 0.0f, texfaces[2], lights); // bottom
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
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-Z, Y, X, X-X+loff,
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size.z, size.y, 0.0f, texfaces[1], lights); // west
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face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
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Z, Y, -X, -X-Y+loff,
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size.z, size.y, 0.0f, texfaces[0], lights); // east
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5]); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4]); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3]); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2]); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1]); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0]); // east
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}
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/* Fastest solid shaded blocks render method */
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@ -4,39 +4,39 @@
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using glm::vec3;
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CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix)
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: axisX(axisX), axisY(axisY), axisZ(axisZ), fix(fix)
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CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ)
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: axisX(axisX), axisY(axisY), axisZ(axisZ)
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{
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fix2 = glm::ivec3(0);
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if (isVectorHasNegatives(axisX)) fix2 -= axisX;
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if (isVectorHasNegatives(axisY)) fix2 -= axisY;
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if (isVectorHasNegatives(axisZ)) fix2 -= axisZ;
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fix = glm::ivec3(0);
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if (isVectorHasNegatives(axisX)) fix -= axisX;
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if (isVectorHasNegatives(axisY)) fix -= axisY;
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if (isVectorHasNegatives(axisZ)) fix -= axisZ;
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}
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void CoordSystem::transform(AABB& aabb) {
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void CoordSystem::transform(AABB& aabb) const {
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vec3 X(axisX);
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vec3 Y(axisY);
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vec3 Z(axisZ);
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aabb.a = X * aabb.a.x + Y * aabb.a.y + Z * aabb.a.z;
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aabb.b = X * aabb.b.x + Y * aabb.b.y + Z * aabb.b.z;
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aabb.a += fix2;
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aabb.b += fix2;
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aabb.a += fix;
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aabb.b += fix;
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}
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const BlockRotProfile BlockRotProfile::PIPE {"pipe", {//TODO consexpr or init-time fix calculations
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{ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }, { 0, 0, -1 }}, // North
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{ { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }, { 1, 0, -1 }}, // East
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{ { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }, { 1, 0, 0 }}, // South
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{ { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }, { 0, 0, 0 }}, // West
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{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 } }, // Up
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{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1,-1 } }, // Down
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{ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }}, // North
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{ { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }}, // East
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{ { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }}, // South
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{ { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }}, // West
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{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }}, // Up
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{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }}, // Down
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}};
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const BlockRotProfile BlockRotProfile::PANE {"pane", {
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{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }}, // North
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{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }, { 1, 0, 0 }}, // East
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{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }, { 1, 0,-1 }}, // South
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{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0,-1 }}, // West
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{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }}, // North
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{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }}, // East
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{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }}, // South
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{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }}, // West
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}};
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Block::Block(std::string name)
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@ -28,14 +28,14 @@ struct CoordSystem {
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glm::ivec3 axisX;
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glm::ivec3 axisY;
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glm::ivec3 axisZ;
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// Grid 3d position fix offset (for negative vectors)
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glm::ivec3 fix;
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glm::ivec3 fix2;
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CoordSystem() = default;
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CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix);
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CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ);
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void transform(AABB& aabb);
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void transform(AABB& aabb) const;
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static bool isVectorHasNegatives(glm::ivec3 vec) {
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if (vec.x < 0 || vec.y < 0 || vec.z < 0) {
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