From 71e20ff805d9b713936ac1723f860cc6ba8e4497 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Sat, 27 Jul 2024 18:37:18 +0300 Subject: [PATCH] add block 'ambient-occlusion' property --- doc/en/block-properties.md | 4 + doc/ru/block-properties.md | 4 + res/content/base/blocks/wooden_door.json | 3 +- src/content/ContentLoader.cpp | 1 + src/graphics/render/BlocksRenderer.cpp | 150 ++++++++++++++++------- src/graphics/render/BlocksRenderer.hpp | 20 ++- src/graphics/render/ChunksRenderer.cpp | 1 + src/util/ThreadPool.hpp | 6 +- src/util/timeutil.hpp | 10 +- src/voxels/Block.hpp | 3 + 10 files changed, 149 insertions(+), 53 deletions(-) diff --git a/doc/en/block-properties.md b/doc/en/block-properties.md index 19cd01d1..1827a026 100644 --- a/doc/en/block-properties.md +++ b/doc/en/block-properties.md @@ -71,6 +71,10 @@ Vertical sky light ray ignores block if **true**. (used for water) Turns off block model shading +### *ambient-occlusion* (Vertex-based Ambient-Occlusion) + +Determines the presence of the vertex AO effect. Turned-on by default. + ## Physics ### *obstacle* diff --git a/doc/ru/block-properties.md b/doc/ru/block-properties.md index 495fd8ca..7e3a9768 100644 --- a/doc/ru/block-properties.md +++ b/doc/ru/block-properties.md @@ -74,6 +74,10 @@ Выключает освещение на модели блока. +### Вершинный Ambient-Occlusion - *ambient-occlusion* + +Определяет наличие эффекта вершинного AO. Включен по-умолчанию. + ## Физика ### Препятствие - *obstacle* diff --git a/res/content/base/blocks/wooden_door.json b/res/content/base/blocks/wooden_door.json index 9a1eb666..59d192b5 100644 --- a/res/content/base/blocks/wooden_door.json +++ b/res/content/base/blocks/wooden_door.json @@ -13,5 +13,6 @@ "size": [1, 2, 1], "rotation": "pane", "model": "aabb", - "hitbox": [0.0, 0.0, 0.8, 1.0, 2.0, 0.2] + "hitbox": [0.0, 0.0, 0.8, 1.0, 2.0, 0.2], + "ambient-occlusion": false } diff --git a/src/content/ContentLoader.cpp b/src/content/ContentLoader.cpp index 56480dfb..448754a2 100644 --- a/src/content/ContentLoader.cpp +++ b/src/content/ContentLoader.cpp @@ -217,6 +217,7 @@ void ContentLoader::loadBlock(Block& def, const std::string& name, const fs::pat root->flag("light-passing", def.lightPassing); root->flag("sky-light-passing", def.skyLightPassing); root->flag("shadeless", def.shadeless); + root->flag("ambient-occlusion", def.ambientOcclusion); root->flag("breakable", def.breakable); root->flag("selectable", def.selectable); root->flag("grounded", def.grounded); diff --git a/src/graphics/render/BlocksRenderer.cpp b/src/graphics/render/BlocksRenderer.cpp index ed20f7b3..e9b4f69c 100644 --- a/src/graphics/render/BlocksRenderer.cpp +++ b/src/graphics/render/BlocksRenderer.cpp @@ -104,7 +104,7 @@ void BlocksRenderer::face( index(0, 1, 3, 1, 2, 3); } -void BlocksRenderer::vertex( +void BlocksRenderer::vertexAO( const vec3& coord, float u, float v, const vec4& tint, @@ -117,7 +117,7 @@ void BlocksRenderer::vertex( vertex(coord, u, v, light * tint); } -void BlocksRenderer::face( +void BlocksRenderer::faceAO( const vec3& coord, const vec3& X, const vec3& Y, @@ -140,12 +140,12 @@ void BlocksRenderer::face( vec3 axisZ = glm::normalize(Z); vec4 tint(d); - 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, axisX, axisY, axisZ); - 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, axisX, axisY, axisZ); + vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ); + vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ); + vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ); + vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ); } else { - vec4 tint(1.0f); + glm::vec4 tint(1.0f); vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint); vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint); @@ -154,6 +154,33 @@ void BlocksRenderer::face( index(0, 1, 2, 0, 2, 3); } +void BlocksRenderer::face( + const vec3& coord, + const vec3& X, + const vec3& Y, + const vec3& Z, + const UVRegion& region, + vec4 tint, + bool lights +) { + if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { + overflow = true; + return; + } + + float s = 0.5f; + if (lights) { + float d = glm::dot(glm::normalize(Z), SUN_VECTOR); + d = 0.8f + d * 0.2f; + tint *= d; + } + vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); + vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint); + vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint); + vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint); + index(0, 1, 2, 0, 2, 3); +} + void BlocksRenderer::tetragonicFace( const vec3& coord, const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4, @@ -231,7 +258,8 @@ void BlocksRenderer::blockAABB( const UVRegion(&texfaces)[6], const Block* block, ubyte rotation, - bool lights + bool lights, + bool ao ) { if (block->hitboxes.empty()) { return; @@ -256,18 +284,30 @@ void BlocksRenderer::blockAABB( } coord = vec3(icoord) - vec3(0.5f) + hitbox.center(); - face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north - face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south + if (ao) { + faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north + faceAO(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south - face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top - face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom + faceAO(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top + faceAO(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom - face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west - face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east + faceAO(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west + faceAO(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east + } else { + auto tint = pickLight(icoord); + face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], tint, lights); // north + face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], tint, lights); // south + + face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], tint, lights); // top + face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], tint, lights); // bottom + + face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], tint, lights); // west + face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], tint, lights); // east + } } void BlocksRenderer::blockCustomModel( - const ivec3& icoord, const Block* block, ubyte rotation, bool lights + const ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao ) { vec3 X(1, 0, 0); vec3 Y(0, 1, 0); @@ -289,12 +329,12 @@ void BlocksRenderer::blockCustomModel( orient.transform(box); } vec3 center_coord = coord - vec3(0.5f) + box.center(); - face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north - face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south - face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top - face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom - face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west - face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east + faceAO(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north + faceAO(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south + faceAO(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top + faceAO(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom + faceAO(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west + faceAO(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east } for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) { @@ -314,7 +354,8 @@ void BlocksRenderer::blockCube( const UVRegion(&texfaces)[6], const Block* block, blockstate states, - bool lights + bool lights, + bool ao ) { ubyte group = block->drawGroup; @@ -330,23 +371,45 @@ void BlocksRenderer::blockCube( Z = orient.axisZ; } - if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { - face(coord, X, Y, Z, texfaces[5], lights); - } - if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { - face(coord, -X, Y, -Z, texfaces[4], lights); - } - if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { - face(coord, X, -Z, Y, texfaces[3], lights); - } - if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { - face(coord, X, Z, -Y, texfaces[2], lights); - } - if (isOpen(x+X.x, y+X.y, z+X.z, group)) { - face(coord, -Z, Y, X, texfaces[1], lights); - } - if (isOpen(x-X.x, y-X.y, z-X.z, group)) { - face(coord, Z, Y, -X, texfaces[0], lights); + if (ao) { + if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { + faceAO(coord, X, Y, Z, texfaces[5], lights); + } + if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { + faceAO(coord, -X, Y, -Z, texfaces[4], lights); + } + if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { + faceAO(coord, X, -Z, Y, texfaces[3], lights); + } + if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { + faceAO(coord, X, Z, -Y, texfaces[2], lights); + } + if (isOpen(x+X.x, y+X.y, z+X.z, group)) { + faceAO(coord, -Z, Y, X, texfaces[1], lights); + } + if (isOpen(x-X.x, y-X.y, z-X.z, group)) { + faceAO(coord, Z, Y, -X, texfaces[0], lights); + } + } else { + auto tint = pickLight({x, y, z}); + if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { + face(coord, X, Y, Z, texfaces[5], tint, lights); + } + if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { + face(coord, -X, Y, -Z, texfaces[4], tint, lights); + } + if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { + face(coord, X, -Z, Y, texfaces[3], tint, lights); + } + if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { + face(coord, X, Z, -Y, texfaces[2], tint, lights); + } + if (isOpen(x+X.x, y+X.y, z+X.z, group)) { + face(coord, -Z, Y, X, texfaces[1], tint, lights); + } + if (isOpen(x-X.x, y-X.y, z-X.z, group)) { + face(coord, Z, Y, -X, texfaces[0], tint, lights); + } } } @@ -440,7 +503,8 @@ void BlocksRenderer::render(const voxel* voxels) { int z = (i / CHUNK_D) % CHUNK_W; switch (def.model) { case BlockModel::block: - blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless); + blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless, + def.ambientOcclusion); break; case BlockModel::xsprite: { blockXSprite(x, y, z, vec3(1.0f), @@ -448,11 +512,13 @@ void BlocksRenderer::render(const voxel* voxels) { break; } case BlockModel::aabb: { - blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, !def.shadeless); + blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, + !def.shadeless, def.ambientOcclusion); break; } case BlockModel::custom: { - blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, !def.shadeless); + blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, + !def.shadeless, def.ambientOcclusion); break; } default: diff --git a/src/graphics/render/BlocksRenderer.hpp b/src/graphics/render/BlocksRenderer.hpp index e31fd163..d6cd6eb1 100644 --- a/src/graphics/render/BlocksRenderer.hpp +++ b/src/graphics/render/BlocksRenderer.hpp @@ -40,7 +40,7 @@ class BlocksRenderer { void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light); void index(int a, int b, int c, int d, int e, int f); - void vertex( + void vertexAO( const glm::vec3& coord, float u, float v, const glm::vec4& brightness, const glm::vec3& axisX, @@ -58,6 +58,15 @@ class BlocksRenderer { const glm::vec4& tint ); void face( + const glm::vec3& coord, + const glm::vec3& X, + const glm::vec3& Y, + const glm::vec3& Z, + const UVRegion& region, + glm::vec4 tint, + bool lights + ); + void faceAO( const glm::vec3& coord, const glm::vec3& axisX, const glm::vec3& axisY, @@ -80,14 +89,16 @@ class BlocksRenderer { const UVRegion(&faces)[6], const Block* block, blockstate states, - bool lights + bool lights, + bool ao ); void blockAABB( const glm::ivec3& coord, const UVRegion(&faces)[6], const Block* block, ubyte rotation, - bool lights + bool lights, + bool ambientOcclusion ); void blockXSprite( int x, int y, int z, @@ -100,7 +111,8 @@ class BlocksRenderer { const glm::ivec3& icoord, const Block* block, ubyte rotation, - bool lights + bool lights, + bool ao ); bool isOpenForLight(int x, int y, int z) const; diff --git a/src/graphics/render/ChunksRenderer.cpp b/src/graphics/render/ChunksRenderer.cpp index b46137af..0e7fe5cd 100644 --- a/src/graphics/render/ChunksRenderer.cpp +++ b/src/graphics/render/ChunksRenderer.cpp @@ -50,6 +50,7 @@ ChunksRenderer::ChunksRenderer( renderer = std::make_unique( RENDERER_CAPACITY, level->content, cache, settings ); + logger.info() << "created " << threadPool.getWorkersCount() << " workers"; } ChunksRenderer::~ChunksRenderer() { diff --git a/src/util/ThreadPool.hpp b/src/util/ThreadPool.hpp index 4fb1dff5..6b098b09 100644 --- a/src/util/ThreadPool.hpp +++ b/src/util/ThreadPool.hpp @@ -200,7 +200,7 @@ public: } } - void enqueueJob(std::shared_ptr job) { + void enqueueJob(const std::shared_ptr& job) { { std::lock_guard lock(jobsMutex); jobs.push(job); @@ -244,6 +244,10 @@ public: update(); } } + + uint getWorkersCount() const { + return threads.size(); + } }; } // namespace util diff --git a/src/util/timeutil.hpp b/src/util/timeutil.hpp index 3d117b73..75f72bfd 100644 --- a/src/util/timeutil.hpp +++ b/src/util/timeutil.hpp @@ -20,11 +20,11 @@ namespace timeutil { * ... * } */ - class ScopeLogTimer : public Timer{ - long long scopeid_; - public: - ScopeLogTimer(long long id); - ~ScopeLogTimer(); + class ScopeLogTimer : public Timer { + long long scopeid_; + public: + ScopeLogTimer(long long id); + ~ScopeLogTimer(); }; inline constexpr float time_value(float hour, float minute, float second) { diff --git a/src/voxels/Block.hpp b/src/voxels/Block.hpp index ce83079d..5c0dcfaa 100644 --- a/src/voxels/Block.hpp +++ b/src/voxels/Block.hpp @@ -136,6 +136,9 @@ public: /// @brief Does block model have shading bool shadeless = false; + + /// @brief Does block model have vertex-based AO effect + bool ambientOcclusion = true; /// @brief Is the block a physical obstacle bool obstacle = true;