voxels renderer rebuilt, WorldFiles fix

This commit is contained in:
MihailRis
2023-11-02 13:23:52 +03:00
committed by GitHub
parent 0576316282
commit 754c5b80d0
44 changed files with 1141 additions and 524 deletions
+352
View File
@@ -0,0 +1,352 @@
#include "BlocksRenderer.h"
#include <glm/glm.hpp>
#include "Mesh.h"
#include "UVRegion.h"
#include "../constants.h"
#include "../voxels/Block.h"
#include "../voxels/Chunk.h"
#include "../voxels/VoxelsVolume.h"
#include "../voxels/ChunksStorage.h"
#include "../lighting/Lightmap.h"
using glm::ivec3;
using glm::vec3;
using glm::vec4;
#define VERTEX_SIZE 9
BlocksRenderer::BlocksRenderer(size_t capacity) : offset(0), capacity(capacity) {
buffer = new float[capacity];
voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
}
BlocksRenderer::~BlocksRenderer() {
delete voxelsBuffer;
delete[] buffer;
}
void BlocksRenderer::vertex(vec3 coord,
float u, float v,
vec4 light) {
buffer[offset++] = coord.x;
buffer[offset++] = coord.y;
buffer[offset++] = coord.z;
buffer[offset++] = u;
buffer[offset++] = v;
buffer[offset++] = light.r;
buffer[offset++] = light.g;
buffer[offset++] = light.b;
buffer[offset++] = light.a;
}
void BlocksRenderer::face(vec3 coord, float w, float h,
const vec3 axisX,
const vec3 axisY,
const UVRegion& region,
const vec4 lights[4],
const vec4 tint) {
if (offset + VERTEX_SIZE * 6 > 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, region.u1, region.v1, lights[0] * 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);
}
void BlocksRenderer::face(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 (offset + VERTEX_SIZE * 6 > 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, region.u2, region.v1, lights[0] * 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);
}
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, region.u1, region.v1, lights[0] * 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);
}
}
void BlocksRenderer::cube(vec3 coord, 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);
}
constexpr vec4 do_tint(float value) {
return vec4(value, value, value, 1.0f);
}
void BlocksRenderer::blockCube(int x, int y, int z, 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(0.9f));
}
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, vec3 size, const UVRegion texface1, const UVRegion texface2, float spread) {
vec4 lights[]{
pickSoftLight(x, y, z, {1, 0, 0}, {0, 1, 0}),
pickSoftLight(x + 1, y, 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(0.9f));
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(0.9f));
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(0.9f));
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(0.9f));
}
void BlocksRenderer::blockCubeShaded(int x, int y, int z, 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 == 0x31) {
rot = 1;
texfaces[0] = texfaces_[2];
texfaces[1] = texfaces_[3];
texfaces[2] = texfaces_[0];
texfaces[3] = texfaces_[1];
}
else if (states == 0x32) {
rot = 2;
}
else if (states == 0x33) {
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 = *Block::blocks[id];
if (block.drawGroup != group) {
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 = *Block::blocks[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, ivec3 right, 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;
}
// Get texture atlas UV region for block face
inline UVRegion uvfor(const Block& def, uint face, int atlas_size) {
float uvsize = 1.0f / (float)atlas_size;
const uint id = def.textureFaces[face];
float u = (id % atlas_size) * uvsize;
float v = 1.0f - (id / atlas_size + 1) * uvsize;
return UVRegion(u, v, u + uvsize, v + uvsize);
}
void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
for (ubyte group = 0; group < 8; group++) {
for (uint y = 0; y < CHUNK_H; y++) {
for (uint z = 0; z < CHUNK_D; z++) {
for (uint x = 0; x < CHUNK_W; x++) {
const voxel& vox = voxels[((y * CHUNK_D) + z) * CHUNK_W + x];
blockid_t id = vox.id;
const Block& def = *Block::blocks[id];
if (!id || def.drawGroup != group)
continue;
const UVRegion texfaces[6]{ uvfor(def, 0, atlas_size), uvfor(def, 1, atlas_size),
uvfor(def, 2, atlas_size), uvfor(def, 3, atlas_size),
uvfor(def, 4, atlas_size), uvfor(def, 5, atlas_size) };
switch (def.model) {
case BLOCK_MODEL_CUBE:
if (*((light_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 BLOCK_MODEL_X_SPRITE: {
blockXSprite(x, y, z, vec3(1, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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);
overflow = false;
offset = 0;
const voxel* voxels = chunk->voxels;
render(voxels, atlas_size);
const vattr attrs[]{ {3}, {2}, {4}, {0} };
Mesh* mesh = new Mesh(buffer, offset / VERTEX_SIZE, attrs);
return mesh;
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
return voxelsBuffer;
}