562 lines
19 KiB
C++
562 lines
19 KiB
C++
#include "BlocksRenderer.hpp"
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#include <graphics/core/Mesh.hpp>
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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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#include <settings.hpp>
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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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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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) : content(content),
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vertexBuffer(std::make_unique<float[]>(capacity)),
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indexBuffer(std::make_unique<int[]>(capacity)),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache),
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settings(settings)
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{
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voxelsBuffer = std::make_unique<VoxelsVolume>(
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CHUNK_W + voxelBufferPadding*2,
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CHUNK_H,
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CHUNK_D + voxelBufferPadding*2);
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blockDefsCache = content->getIndices()->blocks.getDefs();
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}
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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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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
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compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
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compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
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compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
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vertexBuffer[vertexOffset++] = compressed.floating;
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}
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void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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indexBuffer[indexSize++] = indexOffset + a;
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indexBuffer[indexSize++] = indexOffset + b;
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indexBuffer[indexSize++] = indexOffset + c;
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indexBuffer[indexSize++] = indexOffset + d;
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indexBuffer[indexSize++] = indexOffset + e;
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indexBuffer[indexSize++] = indexOffset + f;
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indexOffset += 4;
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}
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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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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 UVRegion& region,
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const vec4(&lights)[4],
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const 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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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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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertexAO(
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const 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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) {
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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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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 UVRegion& region,
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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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overflow = true;
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return;
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}
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float s = 0.5f;
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if (lights) {
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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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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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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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} else {
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glm::vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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}
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index(0, 1, 2, 0, 2, 3);
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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 UVRegion& region,
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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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overflow = true;
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return;
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}
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float s = 0.5f;
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if (lights) {
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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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tint *= d;
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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index(0, 1, 2, 0, 2, 3);
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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 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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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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float d = glm::dot(normal, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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tint *= d;
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tint *= pickLight(coord);
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// debug normal
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// tint.x = normal.x * 0.5f + 0.5f;
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// tint.y = normal.y * 0.5f + 0.5f;
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// tint.z = normal.z * 0.5f + 0.5f;
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}
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vertex(coord + fp1, texreg.u1, texreg.v1, tint);
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vertex(coord + fp2, texreg.u2, texreg.v1, tint);
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vertex(coord + fp3, texreg.u2, texreg.v2, tint);
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vertex(coord + fp4, texreg.u1, texreg.v2, tint);
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index(0, 1, 3, 1, 2, 3);
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}
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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 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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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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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0})
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};
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int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
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float xs = ((float)(char)rand / 512) * spread;
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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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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(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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}
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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 UVRegion(&texfaces)[6],
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const Block* block,
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ubyte rotation,
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bool lights,
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bool ao
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) {
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if (block->hitboxes.empty()) {
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return;
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}
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AABB hitbox = block->hitboxes[0];
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for (const auto& box : block->hitboxes) {
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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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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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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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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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faceAO(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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faceAO(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
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faceAO(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
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faceAO(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
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faceAO(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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} else {
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auto tint = pickLight(icoord);
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], tint, lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], tint, lights); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], tint, lights); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], tint, lights); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], tint, lights); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], tint, lights); // east
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}
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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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) {
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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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CoordSystem orient(X,Y,Z);
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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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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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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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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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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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faceAO(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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faceAO(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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faceAO(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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}
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for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
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tetragonicFace(coord,
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block->modelExtraPoints[i * 4 + 0],
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block->modelExtraPoints[i * 4 + 1],
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block->modelExtraPoints[i * 4 + 2],
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block->modelExtraPoints[i * 4 + 3],
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X, Y, Z,
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block->modelUVs[block->modelBoxes.size()*6 + i], lights);
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}
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}
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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 UVRegion(&texfaces)[6],
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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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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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auto& orient = rotations.variants[states.rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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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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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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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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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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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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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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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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}
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}
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// Does block allow to see other blocks sides (is it transparent)
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bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
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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({
|
|
static_cast<int>(round(x)),
|
|
static_cast<int>(round(y)),
|
|
static_cast<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;
|
|
blockstate state = vox.state;
|
|
const Block& def = *blockDefsCache[id];
|
|
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
|
|
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.state, !def.shadeless,
|
|
def.ambientOcclusion);
|
|
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.state.rotation,
|
|
!def.shadeless, def.ambientOcclusion);
|
|
break;
|
|
}
|
|
case BlockModel::custom: {
|
|
blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation,
|
|
!def.shadeless, def.ambientOcclusion);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
if (overflow) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
|
|
this->chunk = chunk;
|
|
voxelsBuffer->setPosition(
|
|
chunk->x * CHUNK_W - voxelBufferPadding, 0,
|
|
chunk->z * CHUNK_D - voxelBufferPadding);
|
|
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
|
|
overflow = false;
|
|
vertexOffset = 0;
|
|
indexOffset = indexSize = 0;
|
|
const voxel* voxels = chunk->voxels;
|
|
render(voxels);
|
|
}
|
|
|
|
std::shared_ptr<Mesh> BlocksRenderer::createMesh() {
|
|
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
|
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
|
return std::make_shared<Mesh>(
|
|
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
|
|
);
|
|
}
|
|
|
|
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
|
build(chunk, chunks);
|
|
return createMesh();
|
|
}
|
|
|
|
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
|
return voxelsBuffer.get();
|
|
}
|