VoxelEngine/src/graphics/render/ModelsGenerator.cpp

248 lines
8.7 KiB
C++

#include "ModelsGenerator.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "items/ItemDef.hpp"
#include "voxels/Block.hpp"
#include "content/Content.hpp"
#include "debug/Logger.hpp"
static debug::Logger logger("models-generator");
static void configure_textures(
model::Model& model,
const Block& blockDef,
const Assets& assets
) {
for (auto& mesh : model.meshes) {
auto& texture = mesh.texture;
if (texture.empty() || texture.at(0) != '$') {
continue;
}
try {
int index = std::stoi(texture.substr(1));
texture = "blocks:"+blockDef.textureFaces.at(index);
} catch (const std::invalid_argument& err) {
} catch (const std::runtime_error& err) {
logger.error() << err.what();
}
}
}
static model::Model create_flat_model(
const std::string& texture, const Assets& assets
) {
auto model = assets.require<model::Model>("drop-item");
for (auto& mesh : model.meshes) {
if (mesh.texture == "$0") {
mesh.texture = texture;
}
}
return model;
}
static inline UVRegion get_region_for(
const std::string& texture, const Assets& assets
) {
auto texreg = util::get_texture_region(assets, "blocks:" + texture, "");
return texreg.region;
}
void ModelsGenerator::prepare(Content& content, Assets& assets) {
for (auto& [name, def] : content.blocks.getDefs()) {
if (def->model.type == BlockModelType::CUSTOM) {
if (def->model.name.empty()) {
assets.store(
std::make_unique<model::Model>(
loadCustomBlockModel(
def->model.customRaw, assets, !def->shadeless
)
),
name + ".model"
);
def->model.name = def->name + ".model";
} else {
auto srcModel = assets.get<model::Model>(def->model.name);
if (srcModel) {
auto model = std::make_unique<model::Model>(*srcModel);
for (auto& mesh : model->meshes) {
if (mesh.texture.length() && mesh.texture[0] == '$') {
int index = std::stoll(mesh.texture.substr(1));
mesh.texture = "blocks:" + def->textureFaces[index];
}
}
def->model.name = name + ".model";
assets.store(std::move(model), def->model.name);
}
}
}
}
for (auto& [name, def] : content.items.getDefs()) {
assets.store(
std::make_unique<model::Model>(
generate(*def, content, assets)
),
name + ".model"
);
}
}
model::Model ModelsGenerator::fromCustom(
const Assets& assets,
const std::vector<AABB>& modelBoxes,
const std::vector<std::string>& modelTextures,
const std::vector<glm::vec3>& points,
bool lighting
) {
auto model = model::Model();
for (size_t i = 0; i < modelBoxes.size(); i++) {
auto& mesh = model.addMesh("blocks:");
mesh.lighting = lighting;
const UVRegion boxtexfaces[6] = {
get_region_for(modelTextures[i * 6 + 5], assets),
get_region_for(modelTextures[i * 6 + 4], assets),
get_region_for(modelTextures[i * 6 + 3], assets),
get_region_for(modelTextures[i * 6 + 2], assets),
get_region_for(modelTextures[i * 6 + 1], assets),
get_region_for(modelTextures[i * 6 + 0], assets)
};
bool enabled[6] {1,1,1,1,1,1};
mesh.addBox(
modelBoxes[i].center(),
modelBoxes[i].size() * 0.5f,
boxtexfaces,
enabled
);
}
for (size_t i = 0; i < points.size() / 4; i++) {
auto texture = modelTextures[modelBoxes.size() * 6 + i];
const glm::vec3& v0 = points[i * 4];
const glm::vec3& v1 = points[i * 4 + 1];
const glm::vec3& v2 = points[i * 4 + 2];
const glm::vec3& v3 = points[i * 4 + 3];
glm::vec3 edge1 = v1 - v0;
glm::vec3 edge2 = v2 - v0;
glm::vec3 norm = glm::cross(edge1, edge2);
norm = glm::normalize(norm);
auto& mesh = model.addMesh(texture);
mesh.lighting = lighting;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
mesh.vertices.push_back({v1, glm::vec2(reg.u2, reg.v1), norm});
mesh.vertices.push_back({v2, glm::vec2(reg.u2, reg.v2), norm});
mesh.vertices.push_back({v0, glm::vec2(reg.u1, reg.v1), norm});
mesh.vertices.push_back({v2, glm::vec2(reg.u2, reg.v2), norm});
mesh.vertices.push_back({v3, glm::vec2(reg.u1, reg.v2), norm});
}
return model;
}
model::Model ModelsGenerator::generate(
const ItemDef& def, const Content& content, const Assets& assets
) {
if (def.iconType == ItemIconType::BLOCK) {
auto model = assets.require<model::Model>("block");
const auto& blockDef = content.blocks.require(def.icon);
if (blockDef.model.type == BlockModelType::XSPRITE) {
return create_flat_model(
"blocks:" + blockDef.textureFaces.at(0), assets
);
} else if (blockDef.model.type == BlockModelType::CUSTOM) {
model = assets.require<model::Model>(blockDef.model.name);
for (auto& mesh : model.meshes) {
mesh.scale(glm::vec3(0.2f));
}
return model;
}
for (auto& mesh : model.meshes) {
mesh.lighting = !blockDef.shadeless;
switch (blockDef.model.type) {
case BlockModelType::AABB: {
glm::vec3 size = blockDef.hitboxes.at(0).size();
float m = glm::max(size.x, glm::max(size.y, size.z));
m = glm::min(1.0f, m);
mesh.scale(size / m);
break;
} default:
break;
}
mesh.scale(glm::vec3(0.2f));
}
configure_textures(model, blockDef, assets);
return model;
} else if (def.iconType == ItemIconType::SPRITE) {
return create_flat_model(def.icon, assets);
} else {
return model::Model();
}
}
model::Model ModelsGenerator::loadCustomBlockModel(
const dv::value& primitives, const Assets& assets, bool lighting
) {
std::vector<AABB> modelBoxes;
std::vector<std::string> modelTextures;
std::vector<glm::vec3> modelExtraPoints;
if (primitives.has("aabbs")) {
const auto& modelboxes = primitives["aabbs"];
for (uint i = 0; i < modelboxes.size(); i++) {
// Parse aabb
const auto& boxarr = modelboxes[i];
AABB modelbox;
modelbox.a = glm::vec3(
boxarr[0].asNumber(), boxarr[1].asNumber(), boxarr[2].asNumber()
);
modelbox.b = glm::vec3(
boxarr[3].asNumber(), boxarr[4].asNumber(), boxarr[5].asNumber()
);
modelbox.b += modelbox.a;
modelBoxes.push_back(modelbox);
if (boxarr.size() == 7) {
for (uint j = 6; j < 12; j++) {
modelTextures.emplace_back(boxarr[6].asString());
}
} else if (boxarr.size() == 12) {
for (uint j = 6; j < 12; j++) {
modelTextures.emplace_back(boxarr[j].asString());
}
} else {
for (uint j = 6; j < 12; j++) {
modelTextures.emplace_back("notfound");
}
}
}
}
if (primitives.has("tetragons")) {
const auto& modeltetragons = primitives["tetragons"];
for (uint i = 0; i < modeltetragons.size(); i++) {
// Parse tetragon to points
const auto& tgonobj = modeltetragons[i];
glm::vec3 p1(
tgonobj[0].asNumber(), tgonobj[1].asNumber(), tgonobj[2].asNumber()
);
glm::vec3 xw(
tgonobj[3].asNumber(), tgonobj[4].asNumber(), tgonobj[5].asNumber()
);
glm::vec3 yh(
tgonobj[6].asNumber(), tgonobj[7].asNumber(), tgonobj[8].asNumber()
);
modelExtraPoints.push_back(p1);
modelExtraPoints.push_back(p1 + xw);
modelExtraPoints.push_back(p1 + xw + yh);
modelExtraPoints.push_back(p1 + yh);
modelTextures.emplace_back(tgonobj[9].asString());
}
}
return fromCustom(
assets, modelBoxes, modelTextures, modelExtraPoints, lighting
);
}