VoxelEngine/src/graphics/BlocksRenderer.cpp
2023-11-28 22:07:37 +02:00

373 lines
13 KiB
C++

#include "BlocksRenderer.h"
#include <glm/glm.hpp>
#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;
}