#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; #define 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; } 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; } 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 + 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::face(const vec3& coord, float w, float h, const vec3& axisX, const vec3& axisY, const UVRegion& region, const vec4(&lights)[4], const vec4& tint, bool rotated) { if (vertexOffset + VERTEX_SIZE * 4 > capacity) { overflow = true; return; } if (rotated) { vertex(coord, region.u2, region.v1, lights[0] * tint); vertex(coord + axisX * w, region.u2, region.v2, lights[1] * tint); vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint); vertex(coord + axisY * h, region.u1, region.v1, lights[3] * tint); index(0, 1, 2, 0, 2, 3); } else { 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, 2, 0, 2, 3); } } void BlocksRenderer::cube(const vec3& coord, const vec3& size, const UVRegion(&texfaces)[6]) { vec4 lights[]{ vec4(),vec4(),vec4(),vec4() }; face(coord, size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[0], lights); face(coord + vec3(size.x, 0, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[1], lights); face(coord + vec3(0, size.y, 0), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[2], lights); face(coord + vec3(0, 0, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[3], lights); face(coord + vec3(0, 0, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[4], lights); face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights); } inline vec4 do_tint(float value) { return vec4(value); } void BlocksRenderer::blockCube(int x, int y, int z, const vec3& size, 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), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(1.0)); } if (isOpen(x, y, z - 1, group)) { 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)); } if (isOpen(x, y + 1, z, group)) { face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights); } if (isOpen(x, y - 1, z, group)) { face(vec3(x, y, z - size.z), size.x, size.z, 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 - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f)); } if (isOpen(x + 1, y, z, group)) { face(vec3(x + size.x, y, z), size.z, size.y, 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; 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, do_tint(0.8f)); 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, do_tint(0.8f)); 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, do_tint(0.8f)); 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, do_tint(0.8f)); } void BlocksRenderer::blockCubeShaded(int x, int y, int z, const vec3& size, const UVRegion(&texfaces_)[6], const Block* block, ubyte states) { ubyte group = block->drawGroup; UVRegion texfaces[6]; int rot = 0; for (int i = 0; i < 6; i++) { texfaces[i] = texfaces_[i]; } if (block->rotatable) { if (states == BLOCK_DIR_X) { rot = 1; texfaces[0] = texfaces_[2]; texfaces[1] = texfaces_[3]; texfaces[2] = texfaces_[0]; texfaces[3] = texfaces_[1]; } else if (states == BLOCK_DIR_Y) { rot = 2; } else if (states == BLOCK_DIR_Z) { rot = 3; texfaces[2] = texfaces_[4]; texfaces[3] = texfaces_[5]; texfaces[4] = texfaces_[2]; texfaces[5] = texfaces_[3]; } } if (isOpen(x, y, z + 1, group)) { vec4 lights[]{ pickSoftLight(x, y, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) }; 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); } if (isOpen(x, y, z - 1, group)) { vec4 lights[]{ pickSoftLight(x, y, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x - 1, y, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}) }; 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); } if (isOpen(x, y + 1, z, group)) { vec4 lights[]{ pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 0, 1}) }; 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); } if (isOpen(x, y - 1, z, group)) { vec4 lights[]{ pickSoftLight(x, y - 1, z - 1, {1, 0, 0}, {0, 0, -1}), pickSoftLight(x + 1, y - 1, z - 1, {1, 0, 0}, {0, 0,-1}), pickSoftLight(x + 1, y - 1, z, {1, 0, 0}, {0, 0, -1}), pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) }; 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); } if (isOpen(x - 1, y, z, group)) { vec4 lights[]{ pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) }; 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); } if (isOpen(x + 1, y, z, group)) { vec4 lights[]{ pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) }; 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); } } // 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) { 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::pickSoftLight(int x, int y, int z, const ivec3& right, const ivec3& up) const { return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) + pickLight(x - up.x, y - up.y, z - up.z) + pickLight(x, y, z) + pickLight(x - right.x, y - right.y, z - right.z)) * 0.25f; } void BlocksRenderer::render(const voxel* voxels, int atlas_size) { 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 (*((uint32_t*)&def.emission)) { blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup); } else { blockCubeShaded(x, y, z, vec3(1, 1, 1), texfaces, &def, vox.states); } break; case BlockModel::xsprite: { blockXSprite(x, y, z, vec3(1, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); break; } default: break; } if (overflow) return; } } } Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, 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, atlas_size); const vattr attrs[]{ {3}, {2}, {1}, {0} }; Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / VERTEX_SIZE, indexBuffer, indexSize, attrs); return mesh; } VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const { return voxelsBuffer; }