added hash-comments, customfaces introduced
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@@ -147,6 +147,19 @@ void BlocksRenderer::face(const vec3& coord,
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
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const vec3& p2, const vec3& p3, const vec3& p4,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& texreg,
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const vec4& tint) {
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vertex(coord + (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z, texreg.u1, texreg.v1, tint);
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vertex(coord + (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z, texreg.u2, texreg.v1, tint);
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vertex(coord + (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z, texreg.u2, texreg.v2, tint);
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vertex(coord + (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z, texreg.u1, texreg.v2, tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::blockXSprite(int x, int y, int z,
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const vec3& size,
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@@ -217,6 +230,38 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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}
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void BlocksRenderer::blockCustomFaces(const ivec3& icoord, const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation, bool lights) {
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const float tint = 1.0f;
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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for (uint i = 0; i < 6; i++)
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{
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tetragonicFace(coord,
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block->customfacesPoints[i * 4 + 0],
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block->customfacesPoints[i * 4 + 1],
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block->customfacesPoints[i * 4 + 2],
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block->customfacesPoints[i * 4 + 3],X,Y,Z, texfaces[i], vec4(tint));
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}
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for (uint i = 0; i < block->textureMoreFaces.size(); i++) {
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tetragonicFace(coord,
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block->customfacesPoints[i * 4 + 24],
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block->customfacesPoints[i * 4 + 25],
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block->customfacesPoints[i * 4 + 26],
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block->customfacesPoints[i * 4 + 27], X, Y, Z, block->customfacesExtraUVs[i], vec4(tint));
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}
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}
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCube(int x, int y, int z,
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const UVRegion(&texfaces)[6],
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@@ -327,7 +372,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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const Block& def = *blockDefsCache[id];
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if (!id || def.drawGroup != drawGroup)
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if (id == 0 || def.drawGroup != drawGroup)
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continue;
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const UVRegion texfaces[6]{ cache->getRegion(id, 0),
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cache->getRegion(id, 1),
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@@ -351,6 +396,10 @@ void BlocksRenderer::render(const voxel* voxels) {
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
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break;
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}
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case BlockModel::customfaces: {
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blockCustomFaces(ivec3(x, y, z), texfaces, &def, vox.rotation(), !def.rt.emissive);
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break;
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}
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default:
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break;
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}
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@@ -2,6 +2,7 @@
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#define GRAPHICS_BLOCKS_RENDERER_H
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#include <stdlib.h>
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#include <vector>
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#include <glm/glm.hpp>
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#include "UVRegion.h"
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#include "../typedefs.h"
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@@ -59,6 +60,15 @@ class BlocksRenderer {
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const glm::vec3& axisZ,
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const UVRegion& region,
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bool lights);
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void tetragonicFace(const glm::vec3& coord,
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const glm::vec3& p1, const glm::vec3& p2,
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const glm::vec3& p3, const glm::vec3& p4,
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const glm::vec3& X,
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const glm::vec3& Y,
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const glm::vec3& Z,
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const UVRegion& texreg,
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const glm::vec4& tint);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
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void blockAABB(const glm::ivec3& coord,
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@@ -67,6 +77,10 @@ class BlocksRenderer {
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ubyte rotation,
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bool lights);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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void blockCustomFaces(const glm::ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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bool lights);
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bool isOpenForLight(int x, int y, int z) const;
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bool isOpen(int x, int y, int z, ubyte group) const;
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