From 7f9e87cea28b0d50cf9396020a79bd36fc6471fd Mon Sep 17 00:00:00 2001 From: MihailRis Date: Tue, 5 Dec 2023 10:01:26 +0300 Subject: [PATCH] AABB blocks rotation support (WIP part 2) --- res/content/base/blocks/pane.json | 2 +- src/graphics/BlocksRenderer.cpp | 63 ++++++++++++++++++++----------- src/graphics/BlocksRenderer.h | 10 +++-- 3 files changed, 48 insertions(+), 27 deletions(-) diff --git a/res/content/base/blocks/pane.json b/res/content/base/blocks/pane.json index 1806b829..d2379085 100644 --- a/res/content/base/blocks/pane.json +++ b/res/content/base/blocks/pane.json @@ -8,7 +8,7 @@ "pane" ], "model": "aabb", - "hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.1], + "hitbox": [0.0, 0.0, 0.0, 1.0, 1.0, 0.2], "light-passing": true, "sky-light-passing": true, "rotation": "pipe" diff --git a/src/graphics/BlocksRenderer.cpp b/src/graphics/BlocksRenderer.cpp index 3b0825aa..f9a9f573 100644 --- a/src/graphics/BlocksRenderer.cpp +++ b/src/graphics/BlocksRenderer.cpp @@ -42,6 +42,7 @@ BlocksRenderer::~BlocksRenderer() { delete[] indexBuffer; } +/* Basic vertex add method */ void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) { @@ -75,12 +76,14 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) { indexOffset += 4; } -void BlocksRenderer::face(const vec3& coord, float w, float h, - const vec3& axisX, - const vec3& axisY, - const UVRegion& region, - const vec4(&lights)[4], - const vec4& tint) { +/* Add face with precalculated lights */ +void BlocksRenderer::face(const vec3& coord, + float w, float h, + const vec3& axisX, + const vec3& axisY, + const UVRegion& region, + const vec4(&lights)[4], + const vec4& tint) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { overflow = true; return; @@ -227,19 +230,18 @@ void BlocksRenderer::blockXSprite(int x, int y, int z, texface2, lights, vec4(tint)); } -void BlocksRenderer::blockCubeShaded(const vec3& pos, +/* AABB blocks render method (WIP) */ +void BlocksRenderer::blockCubeShaded(const ivec3& icoord, + const vec3& offset, const vec3& size, const UVRegion(&texfaces)[6], const Block* block, ubyte states) { - float x = pos.x; - float y = pos.y; - float z = pos.z; ivec3 X(1, 0, 0); ivec3 Y(0, 1, 0); ivec3 Z(0, 0, 1); ivec3 loff(0); - ivec3 coord(x, y, z); + ivec3 coord = icoord; if (block->rotatable) { auto& rotations = block->rotations; auto& orient = rotations.variants[states & BLOCK_ROT_MASK]; @@ -249,19 +251,24 @@ void BlocksRenderer::blockCubeShaded(const vec3& pos, coord += orient.fix; loff -= orient.fix; } - - vec3 local = pos - vec3(coord); - local -= loff; - face(coord, X, Y, Z, Z+loff, local, size.x, size.y, -size.z, texfaces[5]); - face(coord+X-Z, -X, Y, -Z, Z-Z-X+loff, local, size.x, size.y, 0.0f, texfaces[4]); - face(coord+Y, X, -Z, Y, Y-Y+loff, local-vec3(Z)*size.z, size.x, size.z, 0.0f, texfaces[3]); - face(coord-Z, X, Z, -Y, -Y+Z+loff, local, size.x, size.z, 0.0f, texfaces[2]); + vec3 fX(X); + vec3 fY(Y); + vec3 fZ(Z); - face(coord+X, -Z, Y, X, X-X+loff, local-vec3(Z)*size.z, size.z, size.y, 0.0f, texfaces[1]); - face(coord-Z, Z, Y, -X, -X+Z+loff, local, size.z, size.y, 0.0f, texfaces[0]); + vec3 local = offset.x*vec3(X)+offset.y*vec3(Y)+offset.z*vec3(-Z); + //local -= loff; + face(coord, X, Y, Z, Z+loff, local-size.z*fZ, size.x, size.y, size.z, texfaces[5]); + face(coord+X, -X, Y, -Z, Z-Z-X+loff, local-size.z*fZ, size.x, size.y, 0.0f, texfaces[4]); + + face(coord+Y, X, -Z, Y, Y-Y+loff, local, size.x, size.z, 0.0f, texfaces[3]); //; + face(coord+X, -X, -Z, -Y, -Y+Z+loff, local, size.x, size.z, 0.0f, texfaces[2]); //; + + face(coord+X, -Z, Y, X, X-X+loff, local, size.z, size.y, 0.0f, texfaces[1]); //; + face(coord+Y, -Z, -Y, -X, -X+Z+loff, local, size.z, size.y, 0.0f, texfaces[0]); //; } +/* Fastest solid shaded blocks render method */ void BlocksRenderer::blockCubeShaded(int x, int y, int z, const UVRegion(&texfaces)[6], const Block* block, @@ -365,6 +372,7 @@ vec4 BlocksRenderer::pickSoftLight(float x, float y, float z, return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up); } +#include void BlocksRenderer::render(const voxel* voxels) { int begin = chunk->bottom * (CHUNK_W * CHUNK_D); int end = chunk->top * (CHUNK_W * CHUNK_D); @@ -399,9 +407,18 @@ void BlocksRenderer::render(const voxel* voxels) { break; } case BlockModel::aabb: { - vec3 size = def.hitbox.size(); - vec3 off = def.hitbox.min(); - blockCubeShaded(off+vec3(x,y,z), size, texfaces, &def, vox.states); + AABB hitbox = def.hitbox; + hitbox.a = vec3(1.0f)-hitbox.a; + hitbox.b = vec3(1.0f)-hitbox.b; + std::cout << hitbox.a.x << " " << hitbox.a.y << " " << hitbox.a.z << " --- "; + std::cout << hitbox.b.x << " " << hitbox.b.y << " " << hitbox.b.z << std::endl; + + vec3 size = hitbox.size(); + + std::cout << "s " << size.x << " " << size.y << " " << size.z << std::endl; + vec3 off = hitbox.min(); + std::cout << "m " << off.x << " " << off.y << " " << off.z << std::endl; + blockCubeShaded(ivec3(x,y,z), off, size, texfaces, &def, vox.states); break; } default: diff --git a/src/graphics/BlocksRenderer.h b/src/graphics/BlocksRenderer.h index 856ea5cd..24559192 100644 --- a/src/graphics/BlocksRenderer.h +++ b/src/graphics/BlocksRenderer.h @@ -84,10 +84,14 @@ class BlocksRenderer { } void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group); - /* Fastest solid shaded blocks render method */ + void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states); - /* AABB blocks render method (WIP)*/ - void blockCubeShaded(const glm::vec3& pos, const glm::vec3& size, const UVRegion(&faces)[6], const Block* block, ubyte states); + void blockCubeShaded(const glm::ivec3& coord, + const glm::vec3& offset, + const glm::vec3& size, + const UVRegion(&faces)[6], + const Block* block, + ubyte states); void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread); bool isOpenForLight(int x, int y, int z) const;