refactor BlocksRenderer a bit

This commit is contained in:
MihailRis
2024-08-10 04:29:06 +03:00
parent cc524088e0
commit dc10dc60c0
2 changed files with 144 additions and 144 deletions
+122 -141
View File
@@ -4,9 +4,6 @@
#include "maths/UVRegion.hpp" #include "maths/UVRegion.hpp"
#include "constants.hpp" #include "constants.hpp"
#include "content/Content.hpp" #include "content/Content.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/VoxelsVolume.hpp"
#include "voxels/ChunksStorage.hpp" #include "voxels/ChunksStorage.hpp"
#include "lighting/Lightmap.hpp" #include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp" #include "frontend/ContentGfxCache.hpp"
@@ -14,12 +11,8 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
using glm::ivec3;
using glm::vec3;
using glm::vec4;
const uint BlocksRenderer::VERTEX_SIZE = 6; const uint BlocksRenderer::VERTEX_SIZE = 6;
const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f); const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
BlocksRenderer::BlocksRenderer( BlocksRenderer::BlocksRenderer(
size_t capacity, size_t capacity,
@@ -46,8 +39,10 @@ BlocksRenderer::BlocksRenderer(
BlocksRenderer::~BlocksRenderer() { BlocksRenderer::~BlocksRenderer() {
} }
/* Basic vertex add method */ /// Basic vertex add method
void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) { void BlocksRenderer::vertex(
const glm::vec3& coord, float u, float v, const glm::vec4& light
) {
vertexBuffer[vertexOffset++] = coord.x; vertexBuffer[vertexOffset++] = coord.x;
vertexBuffer[vertexOffset++] = coord.y; vertexBuffer[vertexOffset++] = coord.y;
vertexBuffer[vertexOffset++] = coord.z; vertexBuffer[vertexOffset++] = coord.z;
@@ -80,22 +75,22 @@ void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
/// @brief Add face with precalculated lights /// @brief Add face with precalculated lights
void BlocksRenderer::face( void BlocksRenderer::face(
const vec3& coord, const glm::vec3& coord,
float w, float h, float d, float w, float h, float d,
const vec3& axisX, const glm::vec3& axisX,
const vec3& axisY, const glm::vec3& axisY,
const vec3& axisZ, const glm::vec3& axisZ,
const UVRegion& region, const UVRegion& region,
const vec4(&lights)[4], const glm::vec4(&lights)[4],
const vec4& tint const glm::vec4& tint
) { ) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
overflow = true; overflow = true;
return; return;
} }
vec3 X = axisX * w; auto X = axisX * w;
vec3 Y = axisY * h; auto Y = axisY * h;
vec3 Z = axisZ * d; auto Z = axisZ * d;
float s = 0.5f; float s = 0.5f;
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint); vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint); vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
@@ -105,23 +100,27 @@ void BlocksRenderer::face(
} }
void BlocksRenderer::vertexAO( void BlocksRenderer::vertexAO(
const vec3& coord, const glm::vec3& coord,
float u, float v, float u, float v,
const vec4& tint, const glm::vec4& tint,
const vec3& axisX, const glm::vec3& axisX,
const vec3& axisY, const glm::vec3& axisY,
const vec3& axisZ const glm::vec3& axisZ
) { ) {
vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f; auto pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY); auto light = pickSoftLight(
glm::ivec3(std::round(pos.x), std::round(pos.y), std::round(pos.z)),
axisX,
axisY
);
vertex(coord, u, v, light * tint); vertex(coord, u, v, light * tint);
} }
void BlocksRenderer::faceAO( void BlocksRenderer::faceAO(
const vec3& coord, const glm::vec3& coord,
const vec3& X, const glm::vec3& X,
const vec3& Y, const glm::vec3& Y,
const vec3& Z, const glm::vec3& Z,
const UVRegion& region, const UVRegion& region,
bool lights bool lights
) { ) {
@@ -135,11 +134,11 @@ void BlocksRenderer::faceAO(
float d = glm::dot(glm::normalize(Z), SUN_VECTOR); float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
d = 0.8f + d * 0.2f; d = 0.8f + d * 0.2f;
vec3 axisX = glm::normalize(X); auto axisX = glm::normalize(X);
vec3 axisY = glm::normalize(Y); auto axisY = glm::normalize(Y);
vec3 axisZ = glm::normalize(Z); auto axisZ = glm::normalize(Z);
vec4 tint(d); glm::vec4 tint(d);
vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ); vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ); vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ); vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
@@ -155,12 +154,12 @@ void BlocksRenderer::faceAO(
} }
void BlocksRenderer::face( void BlocksRenderer::face(
const vec3& coord, const glm::vec3& coord,
const vec3& X, const glm::vec3& X,
const vec3& Y, const glm::vec3& Y,
const vec3& Z, const glm::vec3& Z,
const UVRegion& region, const UVRegion& region,
vec4 tint, glm::vec4 tint,
bool lights bool lights
) { ) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
@@ -182,21 +181,22 @@ void BlocksRenderer::face(
} }
void BlocksRenderer::tetragonicFace( void BlocksRenderer::tetragonicFace(
const vec3& coord, const glm::vec3& coord,
const vec3& p1, const vec3& p2, const vec3& p3, const vec3& p4, const glm::vec3& p1, const glm::vec3& p2,
const vec3& X, const vec3& Y, const vec3& Z, const glm::vec3& p3, const glm::vec3& p4,
const glm::vec3& X, const glm::vec3& Y, const glm::vec3& Z,
const UVRegion& texreg, const UVRegion& texreg,
bool lights bool lights
) { ) {
const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z; const auto fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z; const auto fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z; const auto fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z; const auto fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
vec4 tint(1.0f); glm::vec4 tint(1.0f);
if (lights) { if (lights) {
vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1); auto dir = glm::cross(fp2 - fp1, fp3 - fp1);
vec3 normal = glm::normalize(dir); auto normal = glm::normalize(dir);
float d = glm::dot(normal, SUN_VECTOR); float d = glm::dot(normal, SUN_VECTOR);
d = 0.8f + d * 0.2f; d = 0.8f + d * 0.2f;
@@ -216,12 +216,12 @@ void BlocksRenderer::tetragonicFace(
void BlocksRenderer::blockXSprite( void BlocksRenderer::blockXSprite(
int x, int y, int z, int x, int y, int z,
const vec3& size, const glm::vec3& size,
const UVRegion& texface1, const UVRegion& texface1,
const UVRegion& texface2, const UVRegion& texface2,
float spread float spread
) { ) {
vec4 lights[] { glm::vec4 lights[] {
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}), pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}), pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}), pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
@@ -233,28 +233,24 @@ void BlocksRenderer::blockXSprite(
float zs = ((float)(char)(rand >> 8) / 512) * spread; float zs = ((float)(char)(rand >> 8) / 512) * spread;
const float w = size.x / 1.41f; const float w = size.x / 1.41f;
const float tint = 0.8f; const glm::vec4 tint (0.8f);
face(vec3(x + xs, y, z + zs), face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, glm::vec3(),
w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(), texface1, lights, tint);
texface1, lights, vec4(tint)); face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, glm::vec3(),
face(vec3(x + xs, y, z + zs), texface1, lights, tint);
w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
texface1, lights, vec4(tint));
face(vec3(x + xs, y, z + zs), face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, glm::vec3(),
w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(), texface2, lights, tint);
texface2, lights, vec4(tint)); face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, glm::vec3(),
face(vec3(x + xs, y, z + zs), texface2, lights, tint);
w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
texface2, lights, vec4(tint));
} }
// HINT: texture faces order: {east, west, bottom, top, south, north} // HINT: texture faces order: {east, west, bottom, top, south, north}
/// @brief AABB blocks render method /// @brief AABB blocks render method
void BlocksRenderer::blockAABB( void BlocksRenderer::blockAABB(
const ivec3& icoord, const glm::ivec3& icoord,
const UVRegion(&texfaces)[6], const UVRegion(&texfaces)[6],
const Block* block, const Block* block,
ubyte rotation, ubyte rotation,
@@ -269,11 +265,11 @@ void BlocksRenderer::blockAABB(
hitbox.a = glm::min(hitbox.a, box.a); hitbox.a = glm::min(hitbox.a, box.a);
hitbox.b = glm::max(hitbox.b, box.b); hitbox.b = glm::max(hitbox.b, box.b);
} }
vec3 size = hitbox.size(); auto size = hitbox.size();
vec3 X(1, 0, 0); glm::vec3 X(1, 0, 0);
vec3 Y(0, 1, 0); glm::vec3 Y(0, 1, 0);
vec3 Z(0, 0, 1); glm::vec3 Z(0, 0, 1);
vec3 coord(icoord); glm::vec3 coord(icoord);
if (block->rotatable) { if (block->rotatable) {
auto& rotations = block->rotations; auto& rotations = block->rotations;
auto& orient = rotations.variants[rotation]; auto& orient = rotations.variants[rotation];
@@ -282,7 +278,7 @@ void BlocksRenderer::blockAABB(
Z = orient.axisZ; Z = orient.axisZ;
orient.transform(hitbox); orient.transform(hitbox);
} }
coord = vec3(icoord) - vec3(0.5f) + hitbox.center(); coord -= glm::vec3(0.5f) - hitbox.center();
if (ao) { if (ao) {
faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north faceAO(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
@@ -307,13 +303,13 @@ void BlocksRenderer::blockAABB(
} }
void BlocksRenderer::blockCustomModel( void BlocksRenderer::blockCustomModel(
const ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao const glm::ivec3& icoord, const Block* block, ubyte rotation, bool lights, bool ao
) { ) {
vec3 X(1, 0, 0); glm::vec3 X(1, 0, 0);
vec3 Y(0, 1, 0); glm::vec3 Y(0, 1, 0);
vec3 Z(0, 0, 1); glm::vec3 Z(0, 0, 1);
CoordSystem orient(X,Y,Z); CoordSystem orient(X,Y,Z);
vec3 coord(icoord); glm::vec3 coord(icoord);
if (block->rotatable) { if (block->rotatable) {
auto& rotations = block->rotations; auto& rotations = block->rotations;
orient = rotations.variants[rotation]; orient = rotations.variants[rotation];
@@ -324,11 +320,11 @@ void BlocksRenderer::blockCustomModel(
for (size_t i = 0; i < block->modelBoxes.size(); i++) { for (size_t i = 0; i < block->modelBoxes.size(); i++) {
AABB box = block->modelBoxes[i]; AABB box = block->modelBoxes[i];
vec3 size = box.size(); auto size = box.size();
if (block->rotatable) { if (block->rotatable) {
orient.transform(box); orient.transform(box);
} }
vec3 center_coord = coord - vec3(0.5f) + box.center(); glm::vec3 center_coord = coord - glm::vec3(0.5f) + box.center();
faceAO(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north faceAO(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
faceAO(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south faceAO(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
faceAO(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top faceAO(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
@@ -350,21 +346,21 @@ void BlocksRenderer::blockCustomModel(
/* Fastest solid shaded blocks render method */ /* Fastest solid shaded blocks render method */
void BlocksRenderer::blockCube( void BlocksRenderer::blockCube(
int x, int y, int z, const glm::ivec3& coord,
const UVRegion(&texfaces)[6], const UVRegion(&texfaces)[6],
const Block* block, const Block& block,
blockstate states, blockstate states,
bool lights, bool lights,
bool ao bool ao
) { ) {
ubyte group = block->drawGroup; ubyte group = block.drawGroup;
vec3 X(1, 0, 0); glm::ivec3 X(1, 0, 0);
vec3 Y(0, 1, 0); glm::ivec3 Y(0, 1, 0);
vec3 Z(0, 0, 1); glm::ivec3 Z(0, 0, 1);
vec3 coord(x, y, z);
if (block->rotatable) { if (block.rotatable) {
auto& rotations = block->rotations; auto& rotations = block.rotations;
auto& orient = rotations.variants[states.rotation]; auto& orient = rotations.variants[states.rotation];
X = orient.axisX; X = orient.axisX;
Y = orient.axisY; Y = orient.axisY;
@@ -372,61 +368,46 @@ void BlocksRenderer::blockCube(
} }
if (ao) { if (ao) {
if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { if (isOpen(coord + Z, group)) {
faceAO(coord, X, Y, Z, texfaces[5], lights); faceAO(coord, X, Y, Z, texfaces[5], lights);
} }
if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { if (isOpen(coord - Z, group)) {
faceAO(coord, -X, Y, -Z, texfaces[4], lights); faceAO(coord, -X, Y, -Z, texfaces[4], lights);
} }
if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { if (isOpen(coord + Y, group)) {
faceAO(coord, X, -Z, Y, texfaces[3], lights); faceAO(coord, X, -Z, Y, texfaces[3], lights);
} }
if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { if (isOpen(coord - Y, group)) {
faceAO(coord, X, Z, -Y, texfaces[2], lights); faceAO(coord, X, Z, -Y, texfaces[2], lights);
} }
if (isOpen(x+X.x, y+X.y, z+X.z, group)) { if (isOpen(coord + X, group)) {
faceAO(coord, -Z, Y, X, texfaces[1], lights); faceAO(coord, -Z, Y, X, texfaces[1], lights);
} }
if (isOpen(x-X.x, y-X.y, z-X.z, group)) { if (isOpen(coord - X, group)) {
faceAO(coord, Z, Y, -X, texfaces[0], lights); faceAO(coord, Z, Y, -X, texfaces[0], lights);
} }
} else { } else {
if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { if (isOpen(coord + Z, group)) {
face(coord, X, Y, Z, texfaces[5], pickLight({x, y, z+1}), lights); face(coord, X, Y, Z, texfaces[5], pickLight(coord + Z), lights);
} }
if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { if (isOpen(coord - Z, group)) {
face(coord, -X, Y, -Z, texfaces[4], pickLight({x, y, z-1}), lights); face(coord, -X, Y, -Z, texfaces[4], pickLight(coord - Z), lights);
} }
if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { if (isOpen(coord + Y, group)) {
face(coord, X, -Z, Y, texfaces[3], pickLight({x, y+1, z}), lights); face(coord, X, -Z, Y, texfaces[3], pickLight(coord + Y), lights);
} }
if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { if (isOpen(coord - Y, group)) {
face(coord, X, Z, -Y, texfaces[2], pickLight({x, y-1, z}), lights); face(coord, X, Z, -Y, texfaces[2], pickLight(coord - Y), lights);
} }
if (isOpen(x+X.x, y+X.y, z+X.z, group)) { if (isOpen(coord + X, group)) {
face(coord, -Z, Y, X, texfaces[1], pickLight({x+1, y, z}), lights); face(coord, -Z, Y, X, texfaces[1], pickLight(coord + X), lights);
} }
if (isOpen(x-X.x, y-X.y, z-X.z, group)) { if (isOpen(coord - X, group)) {
face(coord, Z, Y, -X, texfaces[0], pickLight({x-1, y, z}), lights); face(coord, Z, Y, -X, texfaces[0], pickLight(coord - X), lights);
} }
} }
} }
// Does block allow to see other blocks sides (is it transparent)
bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
y,
chunk->z * CHUNK_D + z);
if (id == BLOCK_VOID) {
return false;
}
const Block& block = *blockDefsCache[id];
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
return true;
}
return !id;
}
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const { bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
y, y,
@@ -441,39 +422,39 @@ bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
return !id; return !id;
} }
vec4 BlocksRenderer::pickLight(int x, int y, int z) const { glm::vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
if (isOpenForLight(x, y, z)) { if (isOpenForLight(x, y, z)) {
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y, light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
chunk->z * CHUNK_D + z); chunk->z * CHUNK_D + z);
return vec4(Lightmap::extract(light, 0) / 15.0f, return glm::vec4(Lightmap::extract(light, 0),
Lightmap::extract(light, 1) / 15.0f, Lightmap::extract(light, 1),
Lightmap::extract(light, 2) / 15.0f, Lightmap::extract(light, 2),
Lightmap::extract(light, 3) / 15.0f); Lightmap::extract(light, 3)) / 15.0f;
} else { } else {
return vec4(0.0f); return glm::vec4(0.0f);
} }
} }
vec4 BlocksRenderer::pickLight(const ivec3& coord) const { glm::vec4 BlocksRenderer::pickLight(const glm::ivec3& coord) const {
return pickLight(coord.x, coord.y, coord.z); return pickLight(coord.x, coord.y, coord.z);
} }
vec4 BlocksRenderer::pickSoftLight(const ivec3& coord, glm::vec4 BlocksRenderer::pickSoftLight(
const ivec3& right, const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up
const ivec3& up) const { ) const {
return (pickLight(coord) + return (pickLight(coord) +
pickLight(coord - right) + pickLight(coord - right) +
pickLight(coord - right - up) + pickLight(coord - right - up) +
pickLight(coord - up)) * 0.25f; pickLight(coord - up)) * 0.25f;
} }
vec4 BlocksRenderer::pickSoftLight(float x, float y, float z, glm::vec4 BlocksRenderer::pickSoftLight(
const ivec3& right, float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
const ivec3& up) const { ) const {
return pickSoftLight({ return pickSoftLight({
static_cast<int>(round(x)), static_cast<int>(std::round(x)),
static_cast<int>(round(y)), static_cast<int>(std::round(y)),
static_cast<int>(round(z))}, static_cast<int>(std::round(z))},
right, up); right, up);
} }
@@ -485,7 +466,7 @@ void BlocksRenderer::render(const voxel* voxels) {
const voxel& vox = voxels[i]; const voxel& vox = voxels[i];
blockid_t id = vox.id; blockid_t id = vox.id;
blockstate state = vox.state; blockstate state = vox.state;
const Block& def = *blockDefsCache[id]; const auto& def = *blockDefsCache[id];
if (id == 0 || def.drawGroup != drawGroup || state.segment) { if (id == 0 || def.drawGroup != drawGroup || state.segment) {
continue; continue;
} }
@@ -502,21 +483,21 @@ void BlocksRenderer::render(const voxel* voxels) {
int z = (i / CHUNK_D) % CHUNK_W; int z = (i / CHUNK_D) % CHUNK_W;
switch (def.model) { switch (def.model) {
case BlockModel::block: case BlockModel::block:
blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless, blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion); def.ambientOcclusion);
break; break;
case BlockModel::xsprite: { case BlockModel::xsprite: {
blockXSprite(x, y, z, vec3(1.0f), blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break; break;
} }
case BlockModel::aabb: { case BlockModel::aabb: {
blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion); !def.shadeless, def.ambientOcclusion);
break; break;
} }
case BlockModel::custom: { case BlockModel::custom: {
blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion); !def.shadeless, def.ambientOcclusion);
break; break;
} }
+22 -3
View File
@@ -7,6 +7,10 @@
#include "voxels/voxel.hpp" #include "voxels/voxel.hpp"
#include "typedefs.hpp" #include "typedefs.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/VoxelsVolume.hpp"
class Content; class Content;
class Mesh; class Mesh;
class Block; class Block;
@@ -84,9 +88,9 @@ class BlocksRenderer {
bool lights bool lights
); );
void blockCube( void blockCube(
int x, int y, int z, const glm::ivec3& coord,
const UVRegion(&faces)[6], const UVRegion(&faces)[6],
const Block* block, const Block& block,
blockstate states, blockstate states,
bool lights, bool lights,
bool ao bool ao
@@ -115,7 +119,22 @@ class BlocksRenderer {
); );
bool isOpenForLight(int x, int y, int z) const; bool isOpenForLight(int x, int y, int z) const;
bool isOpen(int x, int y, int z, ubyte group) const;
// Does block allow to see other blocks sides (is it transparent)
inline constexpr bool isOpen(const glm::ivec3& pos, ubyte group) const {
auto id = voxelsBuffer->pickBlockId(
chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
);
if (id == BLOCK_VOID) {
return false;
}
const auto& block = *blockDefsCache[id];
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
return true;
}
return !id;
}
glm::vec4 pickLight(int x, int y, int z) const; glm::vec4 pickLight(int x, int y, int z) const;
glm::vec4 pickLight(const glm::ivec3& coord) const; glm::vec4 pickLight(const glm::ivec3& coord) const;