render refactoring

This commit is contained in:
A-lex-Ra
2023-12-17 21:52:00 +06:00
parent 89d9447410
commit 88280f8002
6 changed files with 59 additions and 47 deletions
+24 -29
View File
@@ -139,12 +139,11 @@ void BlocksRenderer::face(const ivec3& coord,
index(0, 1, 2, 0, 2, 3);
}
void BlocksRenderer::face(const ivec3& coord_,
void BlocksRenderer::face(const vec3& coord,
const ivec3& axisX,
const ivec3& axisY,
const ivec3& axisZ,
const ivec3& laxisZ,
const vec3& offset,
float width,
float height,
float depth,
@@ -158,8 +157,6 @@ void BlocksRenderer::face(const ivec3& coord_,
const vec3 X(axisX);
const vec3 Y(axisY);
const vec3 Z(axisZ);
vec3 coord(vec3(coord_) + offset);
if (lights) {
const vec3 sunVector = vec3(0.431934f, 0.863868f, 0.259161f);
@@ -242,17 +239,21 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
/* AABB blocks render method (WIP) */
void BlocksRenderer::blockAABB(const ivec3& icoord,
const vec3& offset,
const vec3& size,
const UVRegion(&texfaces)[6],
const Block* block, ubyte rotation,
bool lights) {
const UVRegion(&texfaces)[6],
const Block* block, ubyte rotation,
bool lights) {
AABB inversedHitbox = block->hitbox;
inversedHitbox.a = vec3(1.0f) - inversedHitbox.a;
inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
vec3 size = inversedHitbox.size();
vec3 offset = inversedHitbox.min();
ivec3 X(1, 0, 0);
ivec3 Y(0, 1, 0);
ivec3 Z(0, 0, 1);
ivec3 loff(0);
ivec3 coord = icoord;
vec3 coord(icoord);
if (block->rotatable) {
auto& rotations = block->rotations;
auto& orient = rotations.variants[rotation];
@@ -267,25 +268,25 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
vec3 fZ(Z);
// TODO: simplify this pile of magic calculations and fix 5th arg (laxisZ)
face(coord, X, Y, Z, Z+loff,
(1.0f - offset.x - size.x) * fX - (offset.z + size.z)*fZ,
face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
X, Y, Z, Z+loff,
size.x, size.y, size.z, texfaces[5], lights); // north
face(coord, -X, Y, -Z, Z-Z-X+loff,
(1.0f - offset.x) * fX - (offset.z + size.z) * fZ,
face(coord + (1.0f - offset.x) * fX - (offset.z + size.z) * fZ,
-X, Y, -Z, Z-Z-X+loff,
size.x, size.y, 0.0f, texfaces[4], lights); // south
face(coord, X, -Z, Y, Y-Y+loff,
(1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y*fY,
face(coord + (1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y * fY,
X, -Z, Y, Y-Y+loff,
size.x, size.z, 0.0f, texfaces[3], lights); // top
face(coord, -X, -Z, -Y, -X-Y+loff,
(1.0f - offset.x) * fX - offset.z * fZ,
face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
-X, -Z, -Y, -X-Y+loff,
size.x, size.z, 0.0f, texfaces[2], lights); // bottom
face(coord, -Z, Y, X, X-X+loff,
(1.0f - offset.x) * fX - offset.z * fZ,
face(coord + (1.0f - offset.x) * fX - offset.z * fZ,
-Z, Y, X, X-X+loff,
size.z, size.y, 0.0f, texfaces[1], lights); // west
face(coord, Z, Y, -X, -X-Y+loff,
(1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ,
Z, Y, -X, -X-Y+loff,
size.z, size.y, 0.0f, texfaces[0], lights); // east
}
@@ -427,13 +428,7 @@ void BlocksRenderer::render(const voxel* voxels) {
break;
}
case BlockModel::aabb: {
AABB inversedHitbox = def.hitbox;
inversedHitbox.a = vec3(1.0f) - inversedHitbox.a;
inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
vec3 size = inversedHitbox.size();
vec3 off = inversedHitbox.min();
blockAABB(ivec3(x,y,z), off, size, texfaces, &def, vox.rotation(), !def.rt.emissive);
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
break;
}
default:
+2 -5
View File
@@ -64,12 +64,11 @@ class BlocksRenderer {
const glm::ivec3& laxisZ,
const UVRegion& region);
void face(const glm::ivec3& coord,
void face(const glm::vec3& coord,
const glm::ivec3& axisX,
const glm::ivec3& axisY,
const glm::ivec3& axisZ,
const glm::ivec3& laxisZ,
const glm::vec3& offset,
float width,
float height,
float depth,
@@ -87,9 +86,7 @@ class BlocksRenderer {
void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
void blockAABB(const glm::ivec3& coord,
const glm::vec3& offset,
const glm::vec3& size,
void blockAABB(const glm::ivec3& coord,
const UVRegion(&faces)[6],
const Block* block,
ubyte rotation,