#include "BlocksRenderer.h" #include #include "../core/Mesh.h" #include "../../maths/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; const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f); 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->getIndices()->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, float d, const vec3& axisX, const vec3& axisY, const vec3& axisZ, const UVRegion& region, const vec4(&lights)[4], const vec4& tint) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; } vec3 X = axisX * w; vec3 Y = axisY * h; vec3 Z = axisZ * d; float s = 0.5f; vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint); vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint); vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint); vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint); index(0, 1, 3, 1, 2, 3); } void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& tint, const vec3& axisX, const vec3& axisY, const vec3& axisZ) { vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f; vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY); vertex(coord, u, v, light * tint); } void BlocksRenderer::face(const vec3& coord, const vec3& X, const vec3& Y, const vec3& Z, const UVRegion& region, bool lights) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; } float s = 0.5f; if (lights) { float d = glm::dot(Z, SUN_VECTOR); d = 0.8f + d * 0.2f; vec3 axisX = glm::normalize(X); vec3 axisY = glm::normalize(Y); vec3 axisZ = glm::normalize(Z); vec4 tint(d); vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ); vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ); vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ); vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ); } else { vec4 tint(1.0f); vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint); vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint); vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint); } index(0, 1, 2, 0, 2, 3); } void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4, const vec3& X, const vec3& Y, const vec3& Z, const UVRegion& texreg, bool lights) { const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z; const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z; const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z; const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z; vec4 tint(1.0f); if (lights) { vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1); vec3 normal = glm::normalize(dir); float d = glm::dot(normal, SUN_VECTOR); d = 0.8f + d * 0.2f; tint *= d; tint *= pickLight(coord); // debug normal // tint.x = normal.x * 0.5f + 0.5f; // tint.y = normal.y * 0.5f + 0.5f; // tint.z = normal.z * 0.5f + 0.5f; } vertex(coord + fp1, texreg.u1, texreg.v1, tint); vertex(coord + fp2, texreg.u2, texreg.v1, tint); vertex(coord + fp3, texreg.u2, texreg.v2, tint); vertex(coord + fp4, texreg.u1, texreg.v2, tint); index(0, 1, 3, 1, 2, 3); } 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, y, z + zs), w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(), texface1, lights, vec4(tint)); face(vec3(x + xs, y, z + zs), w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(), texface1, lights, vec4(tint)); face(vec3(x + xs, y, z + zs), w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(), texface1, lights, vec4(tint)); face(vec3(x + xs, y, z + zs), w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(), texface1, lights, vec4(tint)); } // HINT: texture faces order: {east, west, bottom, top, south, north} /* AABB blocks render method */ void BlocksRenderer::blockAABB(const ivec3& icoord, const UVRegion(&texfaces)[6], const Block* block, ubyte rotation, bool lights) { if (block->hitboxes.empty()) { return; } AABB hitbox = block->hitboxes[0]; for (const auto& box : block->hitboxes) { hitbox.a = glm::min(hitbox.a, box.a); hitbox.b = glm::max(hitbox.b, box.b); } vec3 size = hitbox.size(); vec3 X(1, 0, 0); vec3 Y(0, 1, 0); vec3 Z(0, 0, 1); vec3 coord(icoord); if (block->rotatable) { auto& rotations = block->rotations; auto& orient = rotations.variants[rotation]; X = orient.axisX; Y = orient.axisY; Z = orient.axisZ; orient.transform(hitbox); } coord = vec3(icoord) - vec3(0.5f) + hitbox.center(); face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east } void BlocksRenderer::blockCustomModel(const ivec3& icoord, const Block* block, ubyte rotation, bool lights) { vec3 X(1, 0, 0); vec3 Y(0, 1, 0); vec3 Z(0, 0, 1); CoordSystem orient(X,Y,Z); vec3 coord(icoord); if (block->rotatable) { auto& rotations = block->rotations; orient = rotations.variants[rotation]; X = orient.axisX; Y = orient.axisY; Z = orient.axisZ; } for (size_t i = 0; i < block->modelBoxes.size(); i++) { AABB box = block->modelBoxes[i]; vec3 size = box.size(); if (block->rotatable) { orient.transform(box); } vec3 center_coord = coord - vec3(0.5f) + box.center(); face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east } for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) { tetragonicFace(coord, block->modelExtraPoints[i * 4 + 0], block->modelExtraPoints[i * 4 + 1], block->modelExtraPoints[i * 4 + 2], block->modelExtraPoints[i * 4 + 3], X, Y, Z, block->modelUVs[block->modelBoxes.size()*6 + i], lights); } } /* Fastest solid shaded blocks render method */ void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], const Block* block, ubyte states, bool lights) { ubyte group = block->drawGroup; vec3 X(1, 0, 0); vec3 Y(0, 1, 0); vec3 Z(0, 0, 1); vec3 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; } if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { face(coord, X, Y, Z, texfaces[5], lights); } if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { face(coord, -X, Y, -Z, texfaces[4], lights); } if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { face(coord, X, -Z, Y, texfaces[3], lights); } if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { face(coord, X, Z, -Y, texfaces[2], lights); } if (isOpen(x+X.x, y+X.y, z+X.z, group)) { face(coord, -Z, Y, X, texfaces[1], lights); } if (isOpen(x-X.x, y-X.y, z-X.z, group)) { face(coord, Z, Y, -X, texfaces[0], lights); } } // 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 == 0 || 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: blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive); 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; } case BlockModel::custom: { blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive); break; } default: break; } if (overflow) return; } } } void BlocksRenderer::build(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.get()); overflow = false; vertexOffset = 0; indexOffset = indexSize = 0; const voxel* voxels = chunk->voxels; render(voxels); } Mesh* BlocksRenderer::createMesh() { 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; } Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) { build(chunk, chunks); return createMesh(); } VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const { return voxelsBuffer; }