add custom-models in hand support

This commit is contained in:
MihailRis
2024-11-04 18:02:42 +03:00
parent 5ed37d8604
commit 5a431ed898
6 changed files with 180 additions and 7 deletions
+53
View File
@@ -80,3 +80,56 @@ glm::vec4 MainBatch::sampleLight(
glm::max(Lightmap::extract(light, 3), minIntensity) / 15.0f
);
}
inline glm::vec4 do_tint(float value) {
return glm::vec4(value, value, value, 1.0f);
}
void MainBatch::cube(
const glm::vec3& coord,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
bool shading
) {
const glm::vec3 X(1.0f, 0.0f, 0.0f);
const glm::vec3 Y(0.0f, 1.0f, 0.0f);
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
quad(
coord + glm::vec3(0.0f, 0.0f, 0.0f),
X, Y, glm::vec2(size.x, size.y),
(shading ? do_tint(0.8) * tint : tint),
glm::vec3(1.0f), texfaces[5]
);
quad(
coord + glm::vec3(size.x, 0.0f, -size.z),
-X, Y, glm::vec2(size.x, size.y),
(shading ? do_tint(0.8) * tint : tint),
glm::vec3(1.0f), texfaces[4]
);
quad(
coord + glm::vec3(0.0f, size.y, 0.0f),
X, -Z, glm::vec2(size.x, size.z),
(shading ? do_tint(1.0f) * tint : tint),
glm::vec3(1.0f), texfaces[3]
);
quad(
coord + glm::vec3(0.0f, 0.0f, -size.z),
X, Z, glm::vec2(size.x, size.z),
(shading ? do_tint(0.7f) * tint : tint),
glm::vec3(1.0f), texfaces[2]
);
quad(
coord + glm::vec3(0.0f, 0.0f, -size.z),
Z, Y, glm::vec2(size.z, size.y),
(shading ? do_tint(0.9f) * tint : tint),
glm::vec3(1.0f), texfaces[0]
);
quad(
coord + glm::vec3(size.x, 0.0f, 0.0f),
-Z, Y, glm::vec2(size.z, size.y),
(shading ? do_tint(0.9f) * tint : tint),
glm::vec3(1.0f), texfaces[1]
);
}
+8
View File
@@ -118,4 +118,12 @@ public:
tint
);
}
void cube(
const glm::vec3& coord,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
bool shading
);
};
+58
View File
@@ -1,6 +1,7 @@
#include "ModelsGenerator.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "items/ItemDef.hpp"
#include "voxels/Block.hpp"
#include "content/Content.hpp"
@@ -40,6 +41,13 @@ static model::Model create_flat_model(
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;
}
model::Model ModelsGenerator::generate(
const ItemDef& def, const Content& content, const Assets& assets
) {
@@ -50,6 +58,56 @@ model::Model ModelsGenerator::generate(
return create_flat_model(
"blocks:" + blockDef.textureFaces.at(0), assets
);
} else if (blockDef.model == BlockModel::custom) {
model = model::Model();
for (size_t i = 0; i < blockDef.modelBoxes.size(); i++) {
auto& mesh =
model.addMesh("blocks:" + blockDef.modelTextures[i * 6]);
mesh.lighting = !def.rt.emissive;
const UVRegion (&boxtexfaces)[6] = {
get_region_for(blockDef.modelTextures[i * 6], assets),
get_region_for(blockDef.modelTextures[i * 6 + 1], assets),
get_region_for(blockDef.modelTextures[i * 6 + 2], assets),
get_region_for(blockDef.modelTextures[i * 6 + 3], assets),
get_region_for(blockDef.modelTextures[i * 6 + 4], assets),
get_region_for(blockDef.modelTextures[i * 6 + 5], assets)
};
mesh.addBox(
blockDef.modelBoxes[i].center(),
blockDef.modelBoxes[i].size()*0.5f, boxtexfaces
);
}
const auto& points = blockDef.modelExtraPoints;
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 norm {0, 1, 0};
for (size_t i = 0; i < blockDef.modelExtraPoints.size() / 4; i++) {
auto texture =
"blocks:" +
blockDef.modelTextures[blockDef.modelBoxes.size() * 6 + i];
auto& mesh = model.addMesh(texture);
mesh.lighting = !def.rt.emissive;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
);
}
}
for (auto& mesh : model.meshes) {
switch (blockDef.model) {