VoxelEngine/src/frontend/graphics/BlocksRenderer.cpp
2024-03-18 20:47:35 +03:00

473 lines
17 KiB
C++

#include "BlocksRenderer.h"
#include <glm/glm.hpp>
#include "../../graphics/core/Mesh.h"
#include "../../graphics/core/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);
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;
}