small optimization

This commit is contained in:
MihailRis
2024-02-21 09:05:25 +03:00
parent 399bd9c362
commit 27da72973e
+12 -12
View File
@@ -102,13 +102,9 @@ void BlocksRenderer::face(const vec3& coord,
void BlocksRenderer::vertex(const vec3& coord, void BlocksRenderer::vertex(const vec3& coord,
float u, float v, float u, float v,
const vec4& tint, const vec4& tint,
const vec3& X, const vec3& axisX,
const vec3& Y, const vec3& axisY,
const vec3& Z) { const vec3& axisZ) {
// TODO: optimize
vec3 axisX = glm::normalize(X);
vec3 axisY = glm::normalize(Y);
vec3 axisZ = glm::normalize(Z);
vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f; 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); vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
vertex(coord, u, v, light * tint); vertex(coord, u, v, light * tint);
@@ -130,11 +126,15 @@ void BlocksRenderer::face(const vec3& coord,
float d = glm::dot(Z, SUN_VECTOR); float d = glm::dot(Z, SUN_VECTOR);
d = 0.8f + d * 0.2f; d = 0.8f + d * 0.2f;
vec3 axisX = glm::normalize(X);
vec3 axisY = glm::normalize(Y);
vec3 axisZ = glm::normalize(Z);
vec4 tint(d); vec4 tint(d);
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z); 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, X, Y, Z); 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, X, Y, Z); 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, X, Y, Z); vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
} else { } else {
vec4 tint(1.0f); vec4 tint(1.0f);
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
@@ -142,7 +142,7 @@ void BlocksRenderer::face(const vec3& coord,
vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint); vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint); vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
} }
index(0, 1, 2, 0, 2, 3); index(0, 1, 2, 0, 2, 3);
} }
void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1, void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,