AABB blocks render simplified

This commit is contained in:
MihailRis
2023-12-28 20:03:25 +03:00
parent 3f9e36e682
commit b8d7e89f0b
3 changed files with 41 additions and 62 deletions
+18 -39
View File
@@ -243,22 +243,17 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
// HINT: texture faces order: {east, west, bottom, top, south, north} // HINT: texture faces order: {east, west, bottom, top, south, north}
/* AABB blocks render method (WIP) //FIXME */ /* AABB blocks render method (WIP) // TODO: fix lights */
void BlocksRenderer::blockAABB(const ivec3& icoord, void BlocksRenderer::blockAABB(const ivec3& icoord,
const UVRegion(&texfaces)[6], const UVRegion(&texfaces)[6],
const Block* block, ubyte rotation, const Block* block, ubyte rotation,
bool lights) { bool lights) {
AABB inversedHitbox = block->hitbox; AABB hitbox = block->hitbox;
inversedHitbox.a = vec3(1.0f) - inversedHitbox.a; vec3 size = hitbox.size();
inversedHitbox.b = vec3(1.0f) - inversedHitbox.b;
vec3 size = inversedHitbox.size(); vec3 X(1, 0, 0);
vec3 offset = inversedHitbox.min(); vec3 Y(0, 1, 0);
vec3 Z(0, 0, 1);
ivec3 X(1, 0, 0);
ivec3 Y(0, 1, 0);
ivec3 Z(0, 0, 1);
ivec3 loff(0);
vec3 coord(icoord); vec3 coord(icoord);
if (block->rotatable) { if (block->rotatable) {
auto& rotations = block->rotations; auto& rotations = block->rotations;
@@ -266,35 +261,19 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
X = orient.axisX; X = orient.axisX;
Y = orient.axisY; Y = orient.axisY;
Z = orient.axisZ; Z = orient.axisZ;
coord += orient.fix; orient.transform(hitbox);
loff -= orient.fix;
} }
coord -= vec3(0.5, 0.5f, -0.5f);
vec3 fX(X);
vec3 fY(Y);
vec3 fZ(Z);
// TODO: simplify this pile of magic calculations and fix 5th arg (laxisZ) coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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 + (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 + (1.0f - offset.x - size.x) * fX - offset.z * fZ + size.y * fY, face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5]); // north
X, -Z, Y, Y-Y+loff, face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4]); // south
size.x, size.z, 0.0f, texfaces[3], lights); // top
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 + (1.0f - offset.x) * fX - offset.z * fZ, face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3]); // top
-Z, Y, X, X-X+loff, face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2]); // bottom
size.z, size.y, 0.0f, texfaces[1], lights); // west
face(coord + (1.0f - offset.x - size.x) * fX - (offset.z + size.z) * fZ, face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1]); // west
Z, Y, -X, -X-Y+loff, face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0]); // east
size.z, size.y, 0.0f, texfaces[0], lights); // east
} }
/* Fastest solid shaded blocks render method */ /* Fastest solid shaded blocks render method */
+19 -19
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@@ -4,39 +4,39 @@
using glm::vec3; using glm::vec3;
CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix) CoordSystem::CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ)
: axisX(axisX), axisY(axisY), axisZ(axisZ), fix(fix) : axisX(axisX), axisY(axisY), axisZ(axisZ)
{ {
fix2 = glm::ivec3(0); fix = glm::ivec3(0);
if (isVectorHasNegatives(axisX)) fix2 -= axisX; if (isVectorHasNegatives(axisX)) fix -= axisX;
if (isVectorHasNegatives(axisY)) fix2 -= axisY; if (isVectorHasNegatives(axisY)) fix -= axisY;
if (isVectorHasNegatives(axisZ)) fix2 -= axisZ; if (isVectorHasNegatives(axisZ)) fix -= axisZ;
} }
void CoordSystem::transform(AABB& aabb) { void CoordSystem::transform(AABB& aabb) const {
vec3 X(axisX); vec3 X(axisX);
vec3 Y(axisY); vec3 Y(axisY);
vec3 Z(axisZ); vec3 Z(axisZ);
aabb.a = X * aabb.a.x + Y * aabb.a.y + Z * aabb.a.z; aabb.a = X * aabb.a.x + Y * aabb.a.y + Z * aabb.a.z;
aabb.b = X * aabb.b.x + Y * aabb.b.y + Z * aabb.b.z; aabb.b = X * aabb.b.x + Y * aabb.b.y + Z * aabb.b.z;
aabb.a += fix2; aabb.a += fix;
aabb.b += fix2; aabb.b += fix;
} }
const BlockRotProfile BlockRotProfile::PIPE {"pipe", {//TODO consexpr or init-time fix calculations const BlockRotProfile BlockRotProfile::PIPE {"pipe", {//TODO consexpr or init-time fix calculations
{ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }, { 0, 0, -1 }}, // North { { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 }}, // North
{ { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }, { 1, 0, -1 }}, // East { { 0, 0, 1 }, {-1, 0, 0 }, { 0, -1, 0 }}, // East
{ { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }, { 1, 0, 0 }}, // South { { -1, 0, 0 }, { 0, 0,-1 }, { 0, -1, 0 }}, // South
{ { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }, { 0, 0, 0 }}, // West { { 0, 0, -1 }, { 1, 0, 0 }, { 0, -1, 0 }}, // West
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 } }, // Up { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }}, // Up
{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1,-1 } }, // Down { { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }}, // Down
}}; }};
const BlockRotProfile BlockRotProfile::PANE {"pane", { const BlockRotProfile BlockRotProfile::PANE {"pane", {
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }}, // North { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }}, // North
{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }, { 1, 0, 0 }}, // East { { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }}, // East
{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }, { 1, 0,-1 }}, // South { {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }}, // South
{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0,-1 }}, // West { { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }}, // West
}}; }};
Block::Block(std::string name) Block::Block(std::string name)
+3 -3
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@@ -28,14 +28,14 @@ struct CoordSystem {
glm::ivec3 axisX; glm::ivec3 axisX;
glm::ivec3 axisY; glm::ivec3 axisY;
glm::ivec3 axisZ; glm::ivec3 axisZ;
// Grid 3d position fix offset (for negative vectors) // Grid 3d position fix offset (for negative vectors)
glm::ivec3 fix; glm::ivec3 fix;
glm::ivec3 fix2;
CoordSystem() = default; CoordSystem() = default;
CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ, glm::ivec3 fix); CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ);
void transform(AABB& aabb); void transform(AABB& aabb) const;
static bool isVectorHasNegatives(glm::ivec3 vec) { static bool isVectorHasNegatives(glm::ivec3 vec) {
if (vec.x < 0 || vec.y < 0 || vec.z < 0) { if (vec.x < 0 || vec.y < 0 || vec.z < 0) {