add block rotate

This commit is contained in:
lllzebralll
2022-11-19 23:05:33 +03:00
parent d2416946d9
commit 900e4ae098
11 changed files with 233 additions and 73 deletions
+183 -51
View File
@@ -30,7 +30,7 @@
INDEX += CHUNK_VERTEX_SIZE;
#define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\
#define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\
float v1 = 1-((1 + (INDEX) / 16) * uvsize);\
float u2 = u1 + uvsize;\
float v2 = v1 + uvsize;
@@ -43,17 +43,41 @@ VoxelRenderer::VoxelRenderer() {
VoxelRenderer::~VoxelRenderer(){
}
inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, unsigned int id, size_t& index){
inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
float l;
float uvsize = 1.0f/16.0f;
Block* block = Block::blocks[id];
Block* block = Block::blocks[vox.id];
unsigned char group = block->drawGroup;
int textureCopyFaces[6];
int rot = 0;
for (int i=0; i<6; i++){
textureCopyFaces[i] = block->textureFaces[i];
}
if (block->rotatable){
if (vox.states == 0x31){
rot = 1;
textureCopyFaces[0] = block->textureFaces[2];
textureCopyFaces[1] = block->textureFaces[3];
textureCopyFaces[2] = block->textureFaces[0];
textureCopyFaces[3] = block->textureFaces[1];
} else if (vox.states == 0x32){
rot = 2;
} else if (vox.states == 0x33){
rot = 3;
textureCopyFaces[2] = block->textureFaces[4];
textureCopyFaces[3] = block->textureFaces[5];
textureCopyFaces[4] = block->textureFaces[2];
textureCopyFaces[5] = block->textureFaces[3];
}
}
if (!IS_BLOCKED(x,y+1,z,group)){
l = 1.0f;
SETUP_UV(block->textureFaces[3]);
SETUP_UV(textureCopyFaces[3]);
const float lr = LIGHT(x,y+1,z, 0) / 15.0f;
const float lg = LIGHT(x,y+1,z, 1) / 15.0f;
@@ -80,18 +104,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1, lg1, lb1, ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3, lg3, lb3, ls3);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr3,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
}
}
if (!IS_BLOCKED(x,y-1,z,group)){
l = 0.75f;
SETUP_UV(block->textureFaces[2]);
SETUP_UV(textureCopyFaces[2]);
const float lr = LIGHT(x,y-1,z, 0) / 15.0f;
const float lg = LIGHT(x,y-1,z, 1) / 15.0f;
@@ -118,19 +160,37 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x+1,y,z,group)){
l = 0.95f;
SETUP_UV(block->textureFaces[1]);
SETUP_UV(textureCopyFaces[1]);
const float lr = LIGHT(x+1,y,z, 0) / 15.0f;
const float lg = LIGHT(x+1,y,z, 1) / 15.0f;
@@ -157,18 +217,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y+1,z,3)) / 75.0f;
float ls3 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y-1,z,3)) / 75.0f;
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr3,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr1,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v1, lr3,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr1,lg3,lb3,ls3);
}
}
if (!IS_BLOCKED(x-1,y,z,group)){
l = 0.85f;
SETUP_UV(block->textureFaces[0]);
SETUP_UV(textureCopyFaces[0]);
const float lr = LIGHT(x-1,y,z, 0) / 15.0f;
const float lg = LIGHT(x-1,y,z, 1) / 15.0f;
@@ -195,19 +273,37 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = (LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y+1,z,3)) / 75.0f;
float ls3 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y-1,z,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x,y,z+1,group)){
l = 0.9f;
SETUP_UV(block->textureFaces[5]);
SETUP_UV(textureCopyFaces[5]);
const float lr = LIGHT(x,y,z+1, 0) / 15.0f;
const float lg = LIGHT(x,y,z+1, 1) / 15.0f;
@@ -234,18 +330,36 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = l*(LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 75.0f;
float ls3 = l*(LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v1, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v2, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1);
}
}
if (!IS_BLOCKED(x,y,z-1,group)){
l = 0.8f;
SETUP_UV(block->textureFaces[4]);
SETUP_UV(textureCopyFaces[4]);
const float lr = LIGHT(x,y,z-1, 0) / 15.0f;
const float lg = LIGHT(x,y,z-1, 1) / 15.0f;
@@ -272,21 +386,39 @@ inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const
float ls2 = l*(LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 75.0f;
float ls3 = l*(LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 75.0f;
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
if ((rot == 0) || (rot == 2)){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
} else if (rot == 1){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v1, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v2, lr3,lg3,lb3,ls3);
} else if (rot == 3){
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0);
VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2);
VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3);
}
}
}
inline void _renderBlockShadeless(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, unsigned int id, size_t& index){
inline void _renderBlockShadeless(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
float l;
float uvsize = 1.0f/16.0f;
Block* block = Block::blocks[id];
Block* block = Block::blocks[vox.id];
unsigned char group = block->drawGroup;
if (!IS_BLOCKED(x,y+1,z,group)){
@@ -447,7 +579,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
if (block->emission[0] || block->emission[1] || block->emission[2]){
continue;
}
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}
@@ -460,7 +592,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
Block* block = Block::blocks[vox.id];
if (block->emission[0] || block->emission[1] || block->emission[2]){
_renderBlockShadeless(buffer, x, y, z, chunks, vox.id, index);
_renderBlockShadeless(buffer, x, y, z, chunks, vox, index);
}
}
}
@@ -474,7 +606,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
if (vox.id != 9)
continue;
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}
@@ -500,7 +632,7 @@ const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& s
continue;
if (vox.id != 4)
continue;
_renderBlock(buffer, x, y, z, chunks, vox.id, index);
_renderBlock(buffer, x, y, z, chunks, vox, index);
}
}
}