VoxelEngine/src/graphics/render/BlocksRenderer.hpp

163 lines
4.7 KiB
C++

#pragma once
#include <memory>
#include <glm/glm.hpp>
#include "voxels/voxel.hpp"
#include "typedefs.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/VoxelsVolume.hpp"
#include "maths/util.hpp"
#include "commons.hpp"
#include "settings.hpp"
template<typename VertexStructure> class Mesh;
class Content;
class Block;
class Chunk;
class Chunks;
class VoxelsVolume;
class ContentGfxCache;
struct UVRegion;
class BlocksRenderer {
static const glm::vec3 SUN_VECTOR;
const Content& content;
std::unique_ptr<ChunkVertex[]> vertexBuffer;
std::unique_ptr<uint32_t[]> indexBuffer;
size_t vertexCount;
size_t vertexOffset;
size_t indexCount;
size_t capacity;
int voxelBufferPadding = 2;
bool overflow = false;
bool cancelled = false;
const Chunk* chunk = nullptr;
std::unique_ptr<VoxelsVolume> voxelsBuffer;
const Block* const* blockDefsCache;
const ContentGfxCache& cache;
const EngineSettings& settings;
util::PseudoRandom randomizer;
SortingMeshData sortingMesh;
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
void index(uint32_t a, uint32_t b, uint32_t c, uint32_t d, uint32_t e, uint32_t f);
void vertexAO(
const glm::vec3& coord, float u, float v,
const glm::vec4& brightness,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ
);
void face(
const glm::vec3& coord,
float w, float h, float d,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region,
const glm::vec4(&lights)[4],
const glm::vec4& tint
);
void face(
const glm::vec3& coord,
const glm::vec3& X,
const glm::vec3& Y,
const glm::vec3& Z,
const UVRegion& region,
glm::vec4 tint,
bool lights
);
void faceAO(
const glm::vec3& coord,
const glm::vec3& axisX,
const glm::vec3& axisY,
const glm::vec3& axisZ,
const UVRegion& region,
bool lights
);
void blockCube(
const glm::ivec3& coord,
const UVRegion(&faces)[6],
const Block& block,
blockstate states,
bool lights,
bool ao
);
void blockAABB(
const glm::ivec3& coord,
const UVRegion(&faces)[6],
const Block* block,
ubyte rotation,
bool lights,
bool ambientOcclusion
);
void blockXSprite(
int x, int y, int z,
const glm::vec3& size,
const UVRegion& face1,
const UVRegion& face2,
float spread
);
void blockCustomModel(
const glm::ivec3& icoord,
const Block* block,
ubyte rotation,
bool lights,
bool ao
);
bool isOpenForLight(int x, int y, int z) const;
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, const Block& def) 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 != def.drawGroup) && block.drawGroup) || !block.rt.solid) {
return true;
}
if ((def.culling == CullingMode::DISABLED ||
(def.culling == CullingMode::OPTIONAL &&
settings.graphics.denseRender.get())) &&
id == def.rt.id) {
return true;
}
return !id;
}
glm::vec4 pickLight(int x, int y, int z) const;
glm::vec4 pickLight(const glm::ivec3& coord) const;
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
void render(const voxel* voxels, int beginEnds[256][2]);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
public:
BlocksRenderer(
size_t capacity,
const Content& content,
const ContentGfxCache& cache,
const EngineSettings& settings
);
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const Chunks* chunks);
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
ChunkMeshData createMesh();
VoxelsVolume* getVoxelsBuffer() const;
bool isCancelled() const {
return cancelled;
}
};