Merge branch 'main' into headless-mode
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@@ -8,9 +8,6 @@
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#include "voxels/Chunks.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "settings.hpp"
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#include <glm/glm.hpp>
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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@@ -342,41 +339,41 @@ void BlocksRenderer::blockCube(
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}
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if (ao) {
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if (isOpen(coord + Z, group)) {
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if (isOpen(coord + Z, block)) {
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faceAO(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(coord - Z, group)) {
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if (isOpen(coord - Z, block)) {
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faceAO(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(coord + Y, group)) {
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if (isOpen(coord + Y, block)) {
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faceAO(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(coord - Y, group)) {
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if (isOpen(coord - Y, block)) {
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faceAO(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(coord + X, group)) {
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if (isOpen(coord + X, block)) {
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faceAO(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(coord - X, group)) {
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if (isOpen(coord - X, block)) {
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faceAO(coord, Z, Y, -X, texfaces[0], lights);
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}
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} else {
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if (isOpen(coord + Z, group)) {
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if (isOpen(coord + Z, block)) {
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face(coord, X, Y, Z, texfaces[5], pickLight(coord + Z), lights);
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}
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if (isOpen(coord - Z, group)) {
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if (isOpen(coord - Z, block)) {
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face(coord, -X, Y, -Z, texfaces[4], pickLight(coord - Z), lights);
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}
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if (isOpen(coord + Y, group)) {
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if (isOpen(coord + Y, block)) {
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face(coord, X, -Z, Y, texfaces[3], pickLight(coord + Y), lights);
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}
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if (isOpen(coord - Y, group)) {
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if (isOpen(coord - Y, block)) {
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face(coord, X, Z, -Y, texfaces[2], pickLight(coord - Y), lights);
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}
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if (isOpen(coord + X, group)) {
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if (isOpen(coord + X, block)) {
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face(coord, -Z, Y, X, texfaces[1], pickLight(coord + X), lights);
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}
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if (isOpen(coord - X, group)) {
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if (isOpen(coord - X, block)) {
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face(coord, Z, Y, -X, texfaces[0], pickLight(coord - X), lights);
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}
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}
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@@ -13,6 +13,7 @@
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#include "graphics/core/MeshData.hpp"
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#include "maths/util.hpp"
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#include "commons.hpp"
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#include "settings.hpp"
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class Content;
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class Mesh;
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@@ -22,7 +23,6 @@ class Chunks;
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class VoxelsVolume;
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class Chunks;
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class ContentGfxCache;
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struct EngineSettings;
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struct UVRegion;
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class BlocksRenderer {
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@@ -118,7 +118,7 @@ class BlocksRenderer {
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bool isOpenForLight(int x, int y, int z) const;
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// Does block allow to see other blocks sides (is it transparent)
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inline bool isOpen(const glm::ivec3& pos, ubyte group) const {
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inline bool isOpen(const glm::ivec3& pos, const Block& def) const {
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auto id = voxelsBuffer->pickBlockId(
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chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
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);
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@@ -126,7 +126,13 @@ class BlocksRenderer {
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return false;
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}
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const auto& block = *blockDefsCache[id];
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if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
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if (((block.drawGroup != def.drawGroup) && block.drawGroup) || !block.rt.solid) {
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return true;
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}
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if ((def.culling == CullingMode::DISABLED ||
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(def.culling == CullingMode::OPTIONAL &&
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settings.graphics.denseRender.get())) &&
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id == def.rt.id) {
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return true;
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}
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return !id;
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@@ -14,7 +14,7 @@ class Chunks;
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class Camera;
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class Assets;
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class Player;
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struct Block;
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class Block;
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class Engine;
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class LevelController;
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class WorldRenderer;
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@@ -7,7 +7,7 @@
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struct ItemDef;
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class Assets;
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class Content;
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struct Block;
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class Block;
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class ModelsGenerator {
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public:
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