rename BlockModel to BlockModelType

This commit is contained in:
MihailRis
2025-04-27 15:18:14 +03:00
parent ad07ec61cd
commit 718f5d1089
10 changed files with 43 additions and 45 deletions
+2 -2
View File
@@ -45,7 +45,7 @@ void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
if (vox->id != BLOCK_VOID) {
const auto& def = level.content.getIndices()->blocks.require(vox->id);
switch (def.model) {
case BlockModel::block:
case BlockModelType::BLOCK:
batch->cube(
glm::vec3(wrapper.position) + glm::vec3(0.5f),
glm::vec3(1.01f),
@@ -54,7 +54,7 @@ void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
false
);
break;
case BlockModel::aabb: {
case BlockModelType::AABB: {
const auto& aabb =
(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
: def.hitboxes)
+5 -5
View File
@@ -33,16 +33,16 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
glm::vec3 offset(0.1f, 0.5f, 0.1f);
switch (def.model) {
case BlockModel::none:
case BlockModelType::NONE:
// something went wrong...
break;
case BlockModel::block:
case BlockModelType::BLOCK:
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
batch.blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def.rt.emissive);
batch.flush();
break;
case BlockModel::aabb:
case BlockModelType::AABB:
{
glm::vec3 hitbox {};
for (const auto& box : def.hitboxes) {
@@ -60,7 +60,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
}
batch.flush();
break;
case BlockModel::custom:{
case BlockModelType::CUSTOM:{
glm::vec3 pmul = glm::vec3(size * 0.63f);
glm::vec3 hitbox = glm::vec3(1.0f);
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
@@ -78,7 +78,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
}
break;
}
case BlockModel::xsprite: {
case BlockModelType::XSPRITE: {
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
batch.sprite(
+8 -8
View File
@@ -454,21 +454,21 @@ void BlocksRenderer::render(
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.model) {
case BlockModel::block:
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
break;
case BlockModel::xsprite: {
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModel::aabb: {
case BlockModelType::AABB: {
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
case BlockModel::custom: {
case BlockModelType::CUSTOM: {
blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
@@ -517,21 +517,21 @@ SortingMeshData BlocksRenderer::renderTranslucent(
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.model) {
case BlockModel::block:
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
break;
case BlockModel::xsprite: {
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModel::aabb: {
case BlockModelType::AABB: {
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
case BlockModel::custom: {
case BlockModelType::CUSTOM: {
blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
+5 -5
View File
@@ -50,7 +50,7 @@ static inline UVRegion get_region_for(
void ModelsGenerator::prepare(Content& content, Assets& assets) {
for (auto& [name, def] : content.blocks.getDefs()) {
if (def->model == BlockModel::custom && def->modelName.empty()) {
if (def->model == BlockModelType::CUSTOM && def->modelName.empty()) {
assets.store(
std::make_unique<model::Model>(
loadCustomBlockModel(
@@ -74,7 +74,7 @@ void ModelsGenerator::prepare(Content& content, Assets& assets) {
model::Model ModelsGenerator::fromCustom(
const Assets& assets,
const std::vector<BoxModel>& modelBoxes,
const std::vector<AABB>& modelBoxes,
const std::vector<std::string>& modelTextures,
const std::vector<glm::vec3>& points,
bool lighting
@@ -131,11 +131,11 @@ model::Model ModelsGenerator::generate(
if (def.iconType == ItemIconType::BLOCK) {
auto model = assets.require<model::Model>("block");
const auto& blockDef = content.blocks.require(def.icon);
if (blockDef.model == BlockModel::xsprite) {
if (blockDef.model == BlockModelType::XSPRITE) {
return create_flat_model(
"blocks:" + blockDef.textureFaces.at(0), assets
);
} else if (blockDef.model == BlockModel::custom) {
} else if (blockDef.model == BlockModelType::CUSTOM) {
model = assets.require<model::Model>(blockDef.modelName);
for (auto& mesh : model.meshes) {
mesh.scale(glm::vec3(0.2f));
@@ -145,7 +145,7 @@ model::Model ModelsGenerator::generate(
for (auto& mesh : model.meshes) {
mesh.lighting = !blockDef.shadeless;
switch (blockDef.model) {
case BlockModel::aabb: {
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);