#include "BlocksRenderer.h" #include #include "Mesh.h" #include "UVRegion.h" #include "../constants.h" #include "../content/Content.h" #include "../voxels/Block.h" #include "../voxels/Chunk.h" #include "../voxels/VoxelsVolume.h" #include "../voxels/ChunksStorage.h" #include "../lighting/Lightmap.h" #include "../frontend/ContentGfxCache.h" using glm::ivec3; using glm::vec3; using glm::vec4; const uint BlocksRenderer::VERTEX_SIZE = 6; BlocksRenderer::BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings) : content(content), vertexOffset(0), indexOffset(0), indexSize(0), capacity(capacity), cache(cache), settings(settings) { vertexBuffer = new float[capacity]; indexBuffer = new int[capacity]; voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2); blockDefsCache = content->indices->getBlockDefs(); } BlocksRenderer::~BlocksRenderer() { delete voxelsBuffer; delete[] vertexBuffer; delete[] indexBuffer; } /* Basic vertex add method */ void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) { vertexBuffer[vertexOffset++] = coord.x; vertexBuffer[vertexOffset++] = coord.y; vertexBuffer[vertexOffset++] = coord.z; vertexBuffer[vertexOffset++] = u; vertexBuffer[vertexOffset++] = v; union { float floating; 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); vertexBuffer[vertexOffset++] = compressed.floating; } void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) { indexBuffer[indexSize++] = indexOffset + a; indexBuffer[indexSize++] = indexOffset + b; indexBuffer[indexSize++] = indexOffset + c; indexBuffer[indexSize++] = indexOffset + d; indexBuffer[indexSize++] = indexOffset + e; indexBuffer[indexSize++] = indexOffset + f; indexOffset += 4; } /* Add face with precalculated lights */ void BlocksRenderer::face(const vec3& coord, float w, float h, const vec3& axisX, const vec3& axisY, const UVRegion& region, const vec4(&lights)[4], const vec4& tint) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; } vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint); vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint); vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint); index(0, 1, 3, 1, 2, 3); } 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::vertex(const vec3& coord, float u, float v, const vec4& tint, const ivec3& axisX, const ivec3& axisY, const ivec3& axisZ) { vec4 light = pickSoftLight(ivec3(coord.x, coord.y, coord.z)+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 ivec3& laxisZ, const UVRegion& region) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; } const vec3 sunVector = vec3(0.411934f, 0.863868f, 0.279161f); float d = glm::dot(vec3(axisZ.x, axisZ.y, axisZ.z), sunVector); d = 0.7f + d*0.3f; vec4 tint(d); vertex(coord, region.u1, region.v1, tint, axisX, axisY, laxisZ); vertex(coord + axisX, region.u2, region.v1, tint, axisX, axisY, laxisZ); vertex(coord + axisX + axisY, region.u2, region.v2, tint, axisX, axisY, laxisZ); vertex(coord + axisY, region.u1, region.v2, tint, axisX, axisY, laxisZ); index(0, 1, 2, 0, 2, 3); } void BlocksRenderer::face(const vec3& coord, const ivec3& axisX, const ivec3& axisY, const ivec3& axisZ, const ivec3& laxisZ, float width, float height, float depth, const UVRegion& region, bool lights) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; } const vec3 X(axisX); const vec3 Y(axisY); const vec3 Z(axisZ); if (lights) { const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f); float d = glm::dot(Z, sunVector); d = 0.75f + d*0.25f; vec4 tint(d); vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ); vertex(coord + Z*depth + X*width, region.u2, region.v1, tint, axisX, axisY, laxisZ); vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, tint, axisX, axisY, laxisZ); vertex(coord + Z*depth + Y*height, region.u1, region.v2, tint, axisX, axisY, laxisZ); } else { vertex(coord + Z*depth, region.u1, region.v1, vec4(1.0f)); vertex(coord + Z*depth + X*width, region.u2, region.v1, vec4(1.0f)); vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, vec4(1.0f)); vertex(coord + Z*depth + Y*height, region.u1, region.v2, vec4(1.0f)); } index(0, 1, 2, 0, 2, 3); } void BlocksRenderer::blockCube(int x, int y, int z, 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), 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, vec4(1.0f)); } if (isOpen(x, y, z - 1, group)) { face(vec3(x + 1, y, z - 1), 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f)); } if (isOpen(x, y + 1, z, group)) { face(vec3(x, y + 1, z), 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights); } if (isOpen(x, y - 1, z, group)) { face(vec3(x, y, z - 1), 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f)); } if (isOpen(x - 1, y, z, group)) { face(vec3(x, y, z - 1), 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f)); } if (isOpen(x + 1, y, z, group)) { face(vec3(x + 1, y, z), 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f)); } } 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; 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, 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, 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, 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, vec4(tint)); } // HINT: texture faces order: {east, west, bottom, top, south, north} /* AABB blocks render method (WIP) */ void BlocksRenderer::blockAABB(const ivec3& icoord, const UVRegion(&texfaces)[6], const Block* block, ubyte rotation, bool lights) { AABB inversedHitbox = block->hitbox; inversedHitbox.a = vec3(1.0f) - inversedHitbox.a; inversedHitbox.b = vec3(1.0f) - inversedHitbox.b; vec3 size = inversedHitbox.size(); vec3 offset = inversedHitbox.min(); ivec3 X(1, 0, 0); ivec3 Y(0, 1, 0); ivec3 Z(0, 0, 1); ivec3 loff(0); vec3 coord(icoord); if (block->rotatable) { auto& rotations = block->rotations; auto& orient = rotations.variants[rotation]; X = orient.axisX; Y = orient.axisY; Z = orient.axisZ; coord += orient.fix; loff -= orient.fix; } vec3 fX(X); vec3 fY(Y); vec3 fZ(Z); // TODO: simplify this pile of magic calculations and fix 5th arg (laxisZ) face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ, X, Y, Z, Z+loff, size.x, size.y, size.z, texfaces[5], lights); // north face(coord + (1.0f - offset.x) * fX - (offset.z + size.z) * fZ, -X, Y, -Z, Z-Z-X+loff, size.x, size.y, 0.0f, texfaces[4], lights); // south face(coord + (1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y * fY, X, -Z, Y, Y-Y+loff, size.x, size.z, 0.0f, texfaces[3], lights); // top face(coord + (1.0f - offset.x) * fX - offset.z * fZ, -X, -Z, -Y, -X-Y+loff, size.x, size.z, 0.0f, texfaces[2], lights); // bottom face(coord + (1.0f - offset.x) * fX - offset.z * fZ, -Z, Y, X, X-X+loff, size.z, size.y, 0.0f, texfaces[1], lights); // west face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ, Z, Y, -X, -X-Y+loff, size.z, size.y, 0.0f, texfaces[0], lights); // east } /* Fastest solid shaded blocks render method */ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const UVRegion(&texfaces)[6], const Block* block, ubyte states) { ubyte group = block->drawGroup; ivec3 X(1, 0, 0); ivec3 Y(0, 1, 0); ivec3 Z(0, 0, 1); ivec3 loff(0); ivec3 coord(x, y, z); if (block->rotatable) { auto& rotations = block->rotations; auto& orient = rotations.variants[states & BLOCK_ROT_MASK]; X = orient.axisX; Y = orient.axisY; Z = orient.axisZ; coord += orient.fix; loff -= orient.fix; } if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { face(coord, X, Y, Z, Z+loff, texfaces[5]); } if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { face(coord+X-Z, -X, Y, -Z, Z-Z-X+loff, texfaces[4]); } if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { face(coord+Y, X, -Z, Y, Y-Y+loff, texfaces[3]); } if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { face(coord-Z, X, Z, -Y, -Y+Z+loff, texfaces[2]); } if (isOpen(x+X.x, y+X.y, z+X.z, group)) { face(coord+X, -Z, Y, X, X-X+loff, texfaces[1]); } if (isOpen(x-X.x, y-X.y, z-X.z, group)) { face(coord-Z, Z, Y, -X, -X+Z+loff, texfaces[0]); } } // 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, chunk->z * CHUNK_D + z); if (id == BLOCK_VOID) return false; const Block& block = *blockDefsCache[id]; if (block.lightPassing) { return true; } return !id; } 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); } else { return vec4(0.0f); } } 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); } void BlocksRenderer::render(const voxel* voxels) { int begin = chunk->bottom * (CHUNK_W * CHUNK_D); int end = chunk->top * (CHUNK_W * CHUNK_D); for (const auto drawGroup : *content->drawGroups) { for (int i = begin; i < end; i++) { const voxel& vox = voxels[i]; blockid_t id = vox.id; const Block& def = *blockDefsCache[id]; if (!id || def.drawGroup != drawGroup) continue; const UVRegion texfaces[6]{ cache->getRegion(id, 0), cache->getRegion(id, 1), cache->getRegion(id, 2), cache->getRegion(id, 3), cache->getRegion(id, 4), cache->getRegion(id, 5)}; int x = i % CHUNK_W; int y = i / (CHUNK_D * CHUNK_W); int z = (i / CHUNK_D) % CHUNK_W; switch (def.model) { case BlockModel::block: if (def.rt.emissive) { blockCube(x, y, z, texfaces, def.drawGroup); } else { blockCubeShaded(x, y, z, texfaces, &def, vox.states); } break; case BlockModel::xsprite: { blockXSprite(x, y, z, vec3(1.0f), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); break; } case BlockModel::aabb: { blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive); break; } default: break; } if (overflow) return; } } } Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) { this->chunk = chunk; voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1); chunks->getVoxels(voxelsBuffer, settings.graphics.backlight); overflow = false; vertexOffset = 0; indexOffset = indexSize = 0; const voxel* voxels = chunk->voxels; render(voxels); const vattr attrs[]{ {3}, {2}, {1}, {0} }; size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE; Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs); return mesh; } VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const { return voxelsBuffer; }