refactor BlocksRenderer a bit
This commit is contained in:
parent
cc524088e0
commit
dc10dc60c0
@ -4,9 +4,6 @@
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#include "maths/UVRegion.hpp"
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#include "constants.hpp"
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/VoxelsVolume.hpp"
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#include "voxels/ChunksStorage.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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@ -14,12 +11,8 @@
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#include <glm/glm.hpp>
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using glm::ivec3;
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using glm::vec3;
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using glm::vec4;
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const uint BlocksRenderer::VERTEX_SIZE = 6;
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const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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@ -46,8 +39,10 @@ BlocksRenderer::BlocksRenderer(
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BlocksRenderer::~BlocksRenderer() {
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}
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/* Basic vertex add method */
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void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) {
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/// Basic vertex add method
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void BlocksRenderer::vertex(
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const glm::vec3& coord, float u, float v, const glm::vec4& light
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) {
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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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@ -80,22 +75,22 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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/// @brief Add face with precalculated lights
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void BlocksRenderer::face(
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const vec3& coord,
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const glm::vec3& coord,
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float w, float h, float d,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint
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const glm::vec4(&lights)[4],
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const glm::vec4& tint
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) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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vec3 X = axisX * w;
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vec3 Y = axisY * h;
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vec3 Z = axisZ * d;
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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
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@ -105,23 +100,27 @@ void BlocksRenderer::face(
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}
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void BlocksRenderer::vertexAO(
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const vec3& coord,
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const glm::vec3& coord,
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float u, float v,
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const vec4& tint,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ
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const glm::vec4& tint,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ
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) {
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vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
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auto pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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auto light = pickSoftLight(
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glm::ivec3(std::round(pos.x), std::round(pos.y), std::round(pos.z)),
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axisX,
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axisY
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);
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::faceAO(
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const vec3& coord,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const glm::vec3& coord,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& region,
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bool lights
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) {
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@ -135,11 +134,11 @@ void BlocksRenderer::faceAO(
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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vec3 axisX = glm::normalize(X);
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vec3 axisY = glm::normalize(Y);
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vec3 axisZ = glm::normalize(Z);
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisZ = glm::normalize(Z);
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vec4 tint(d);
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glm::vec4 tint(d);
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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@ -155,12 +154,12 @@ void BlocksRenderer::faceAO(
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}
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void BlocksRenderer::face(
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const vec3& coord,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const glm::vec3& coord,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& region,
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vec4 tint,
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glm::vec4 tint,
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bool lights
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) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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@ -182,21 +181,22 @@ void BlocksRenderer::face(
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}
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void BlocksRenderer::tetragonicFace(
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const vec3& coord,
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const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4,
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const vec3& X, const vec3& Y, const vec3& Z,
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const glm::vec3& coord,
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const glm::vec3& p1, const glm::vec3& p2,
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const glm::vec3& p3, const glm::vec3& p4,
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const glm::vec3& X, const glm::vec3& Y, const glm::vec3& Z,
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const UVRegion& texreg,
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bool lights
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) {
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const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
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const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
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const auto fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const auto fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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const auto fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
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const auto fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
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vec4 tint(1.0f);
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glm::vec4 tint(1.0f);
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if (lights) {
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vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1);
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vec3 normal = glm::normalize(dir);
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auto dir = glm::cross(fp2 - fp1, fp3 - fp1);
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auto normal = glm::normalize(dir);
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float d = glm::dot(normal, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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@ -216,12 +216,12 @@ void BlocksRenderer::tetragonicFace(
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void BlocksRenderer::blockXSprite(
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int x, int y, int z,
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const vec3& size,
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const glm::vec3& size,
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const UVRegion& texface1,
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const UVRegion& texface2,
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float spread
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) {
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vec4 lights[] {
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glm::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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@ -233,28 +233,24 @@ void BlocksRenderer::blockXSprite(
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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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const glm::vec4 tint (0.8f);
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, glm::vec3(),
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texface1, lights, tint);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, glm::vec3(),
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texface1, lights, tint);
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
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texface2, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
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texface2, lights, vec4(tint));
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, glm::vec3(),
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texface2, lights, tint);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, glm::vec3(),
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texface2, lights, tint);
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}
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/// @brief AABB blocks render method
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void BlocksRenderer::blockAABB(
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const ivec3& icoord,
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const glm::ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block,
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ubyte rotation,
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@ -269,11 +265,11 @@ void BlocksRenderer::blockAABB(
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hitbox.a = glm::min(hitbox.a, box.a);
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hitbox.b = glm::max(hitbox.b, box.b);
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}
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vec3 size = hitbox.size();
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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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auto size = hitbox.size();
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glm::vec3 X(1, 0, 0);
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glm::vec3 Y(0, 1, 0);
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glm::vec3 Z(0, 0, 1);
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glm::vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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@ -282,7 +278,7 @@ void BlocksRenderer::blockAABB(
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Z = orient.axisZ;
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orient.transform(hitbox);
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}
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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coord -= glm::vec3(0.5f) - hitbox.center();
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if (ao) {
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faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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@ -307,13 +303,13 @@ void BlocksRenderer::blockAABB(
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}
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void BlocksRenderer::blockCustomModel(
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const ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
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const glm::ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
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) {
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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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glm::vec3 X(1, 0, 0);
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glm::vec3 Y(0, 1, 0);
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glm::vec3 Z(0, 0, 1);
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CoordSystem orient(X,Y,Z);
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vec3 coord(icoord);
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glm::vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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orient = rotations.variants[rotation];
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@ -324,11 +320,11 @@ void BlocksRenderer::blockCustomModel(
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for (size_t i = 0; i < block->modelBoxes.size(); i++) {
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AABB box = block->modelBoxes[i];
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vec3 size = box.size();
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auto size = box.size();
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if (block->rotatable) {
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orient.transform(box);
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}
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vec3 center_coord = coord - vec3(0.5f) + box.center();
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glm::vec3 center_coord = coord - glm::vec3(0.5f) + box.center();
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faceAO(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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faceAO(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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faceAO(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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@ -350,21 +346,21 @@ void BlocksRenderer::blockCustomModel(
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCube(
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int x, int y, int z,
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const glm::ivec3& coord,
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const UVRegion(&texfaces)[6],
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const Block* block,
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const Block& block,
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blockstate states,
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bool lights,
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bool ao
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) {
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ubyte group = block->drawGroup;
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ubyte group = block.drawGroup;
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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(x, y, z);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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glm::ivec3 X(1, 0, 0);
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glm::ivec3 Y(0, 1, 0);
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glm::ivec3 Z(0, 0, 1);
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if (block.rotatable) {
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auto& rotations = block.rotations;
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auto& orient = rotations.variants[states.rotation];
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X = orient.axisX;
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Y = orient.axisY;
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@ -372,61 +368,46 @@ void BlocksRenderer::blockCube(
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}
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if (ao) {
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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if (isOpen(coord + Z, group)) {
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faceAO(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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if (isOpen(coord - Z, group)) {
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faceAO(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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if (isOpen(coord + Y, group)) {
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faceAO(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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if (isOpen(coord - Y, group)) {
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faceAO(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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if (isOpen(coord + X, group)) {
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faceAO(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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if (isOpen(coord - X, group)) {
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faceAO(coord, Z, Y, -X, texfaces[0], lights);
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}
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} else {
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, texfaces[5], pickLight({x, y, z+1}), lights);
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if (isOpen(coord + Z, group)) {
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face(coord, X, Y, Z, texfaces[5], pickLight(coord + Z), lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], pickLight({x, y, z-1}), lights);
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if (isOpen(coord - Z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], pickLight(coord - Z), lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord, X, -Z, Y, texfaces[3], pickLight({x, y+1, z}), lights);
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if (isOpen(coord + Y, group)) {
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face(coord, X, -Z, Y, texfaces[3], pickLight(coord + Y), lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord, X, Z, -Y, texfaces[2], pickLight({x, y-1, z}), lights);
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if (isOpen(coord - Y, group)) {
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face(coord, X, Z, -Y, texfaces[2], pickLight(coord - Y), lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord, -Z, Y, X, texfaces[1], pickLight({x+1, y, z}), lights);
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if (isOpen(coord + X, group)) {
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face(coord, -Z, Y, X, texfaces[1], pickLight(coord + X), lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord, Z, Y, -X, texfaces[0], pickLight({x-1, y, z}), lights);
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if (isOpen(coord - X, group)) {
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face(coord, Z, Y, -X, texfaces[0], pickLight(coord - X), lights);
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}
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}
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}
|
||||
|
||||
// Does block allow to see other blocks sides (is it transparent)
|
||||
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) {
|
||||
return false;
|
||||
}
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
@ -441,39 +422,39 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
return !id;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
|
||||
glm::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,
|
||||
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);
|
||||
return glm::vec4(Lightmap::extract(light, 0),
|
||||
Lightmap::extract(light, 1),
|
||||
Lightmap::extract(light, 2),
|
||||
Lightmap::extract(light, 3)) / 15.0f;
|
||||
} else {
|
||||
return vec4(0.0f);
|
||||
return glm::vec4(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
|
||||
glm::vec4 BlocksRenderer::pickLight(const glm::ivec3& coord) const {
|
||||
return pickLight(coord.x, coord.y, coord.z);
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
glm::vec4 BlocksRenderer::pickSoftLight(
|
||||
const glm::ivec3& coord, const glm::ivec3& right, const glm::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 {
|
||||
glm::vec4 BlocksRenderer::pickSoftLight(
|
||||
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
|
||||
) const {
|
||||
return pickSoftLight({
|
||||
static_cast<int>(round(x)),
|
||||
static_cast<int>(round(y)),
|
||||
static_cast<int>(round(z))},
|
||||
static_cast<int>(std::round(x)),
|
||||
static_cast<int>(std::round(y)),
|
||||
static_cast<int>(std::round(z))},
|
||||
right, up);
|
||||
}
|
||||
|
||||
@ -485,7 +466,7 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
blockstate state = vox.state;
|
||||
const Block& def = *blockDefsCache[id];
|
||||
const auto& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
|
||||
continue;
|
||||
}
|
||||
@ -502,21 +483,21 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless,
|
||||
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
|
||||
def.ambientOcclusion);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, vec3(1.0f),
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation,
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation,
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -7,6 +7,10 @@
|
||||
#include "voxels/voxel.hpp"
|
||||
#include "typedefs.hpp"
|
||||
|
||||
#include "voxels/Block.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
#include "voxels/VoxelsVolume.hpp"
|
||||
|
||||
class Content;
|
||||
class Mesh;
|
||||
class Block;
|
||||
@ -84,9 +88,9 @@ class BlocksRenderer {
|
||||
bool lights
|
||||
);
|
||||
void blockCube(
|
||||
int x, int y, int z,
|
||||
const glm::ivec3& coord,
|
||||
const UVRegion(&faces)[6],
|
||||
const Block* block,
|
||||
const Block& block,
|
||||
blockstate states,
|
||||
bool lights,
|
||||
bool ao
|
||||
@ -115,7 +119,22 @@ class BlocksRenderer {
|
||||
);
|
||||
|
||||
bool isOpenForLight(int x, int y, int z) const;
|
||||
bool isOpen(int x, int y, int z, ubyte group) const;
|
||||
|
||||
|
||||
// Does block allow to see other blocks sides (is it transparent)
|
||||
inline constexpr bool isOpen(const glm::ivec3& pos, ubyte group) const {
|
||||
auto id = voxelsBuffer->pickBlockId(
|
||||
chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
|
||||
);
|
||||
if (id == BLOCK_VOID) {
|
||||
return false;
|
||||
}
|
||||
const auto& block = *blockDefsCache[id];
|
||||
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
glm::vec4 pickLight(int x, int y, int z) const;
|
||||
glm::vec4 pickLight(const glm::ivec3& coord) const;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user