custom model format changes
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@@ -230,35 +230,45 @@ 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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void BlocksRenderer::blockCustomModel(const ivec3& icoord,
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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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CoordSystem orient(X,Y,Z);
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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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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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for (size_t i = 0; i < block->modelBoxes.size(); i++) {
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AABB box = block->modelBoxes[i];
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vec3 size = box.size(),
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center_coord = coord - vec3(0.5f) + box.center();
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if (block->rotatable) {
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orient.transform(box);
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}
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face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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}
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for (uint i = 0; i < block->textureMoreFaces.size(); i++) {
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for (size_t i = 0; i < block->modelExtraPoints.size()/4; 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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block->modelExtraPoints[i * 4 + 0],
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block->modelExtraPoints[i * 4 + 1],
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block->modelExtraPoints[i * 4 + 2],
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block->modelExtraPoints[i * 4 + 3],
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X, Y, Z,
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block->modelUVs[block->modelBoxes.size()*6 + i], vec4(tint));
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}
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}
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@@ -396,8 +406,8 @@ 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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case BlockModel::custom: {
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blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
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break;
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}
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default:
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