#include "VoxelRenderer.h" #include #include #include "Mesh.h" #include "../voxels/Chunk.h" #include "../voxels/voxel.h" #include "../voxels/Block.h" #include "../lighting/Lightmap.h" #define CDIV(X,A) (((X) < 0) ? ((X) / (A) - 1) : ((X) / (A))) #define LOCAL_NEG(X, SIZE) (((X) < 0) ? ((SIZE)+(X)) : (X)) #define LOCAL(X, SIZE) ((X) >= (SIZE) ? ((X) - (SIZE)) : LOCAL_NEG(X, SIZE)) #define IS_CHUNK(X,Y,Z) (GET_CHUNK(X,Y,Z) != nullptr) #define GET_CHUNK(X,Y,Z) (chunks[(CDIV(Z, CHUNK_D) + 1) * 3 + CDIV(X, CHUNK_W) + 1]) #define LIGHT(X,Y,Z, CHANNEL) (IS_CHUNK(X,Y,Z) ? GET_CHUNK(X,Y,Z)->lightmap->get(LOCAL(X, CHUNK_W), LOCAL(Y, CHUNK_H), LOCAL(Z, CHUNK_D), (CHANNEL)) : 0) #define VOXEL(X,Y,Z) (GET_CHUNK(X,Y,Z)->voxels[(LOCAL(Y, CHUNK_H) * CHUNK_D + LOCAL(Z, CHUNK_D)) * CHUNK_W + LOCAL(X, CHUNK_W)]) #define IS_BLOCKED(X,Y,Z,GROUP) ((!IS_CHUNK(X, Y, Z)) || Block::blocks[VOXEL(X, Y, Z).id]->drawGroup == (GROUP)) #define VERTEX(INDEX, X,Y,Z, U,V, R,G,B,S) buffer.push_back(X);\ buffer.push_back(Y);\ buffer.push_back(Z);\ buffer.push_back(U);\ buffer.push_back(V);\ buffer.push_back(R);\ buffer.push_back(G);\ buffer.push_back(B);\ buffer.push_back(S);\ INDEX += CHUNK_VERTEX_SIZE; #define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\ float v1 = 1-((1 + (INDEX) / 16) * uvsize);\ float u2 = u1 + uvsize;\ float v2 = v1 + uvsize; int chunk_attrs[] = {3,2,4, 0}; VoxelRenderer::VoxelRenderer() { } VoxelRenderer::~VoxelRenderer(){ } inline void _renderBlock(std::vector& 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[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(textureCopyFaces[3]); const float lr = LIGHT(x,y+1,z, 0) / 15.0f; const float lg = LIGHT(x,y+1,z, 1) / 15.0f; const float lb = LIGHT(x,y+1,z, 2) / 15.0f; const float ls = LIGHT(x,y+1,z, 3) / 15.0f; float lr0 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 75.0f; float lr1 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 75.0f; float lr2 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 75.0f; float lr3 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 75.0f; float lg0 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 75.0f; float lg1 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 75.0f; float lg2 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 75.0f; float lg3 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 75.0f; float lb0 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 75.0f; float lb1 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 75.0f; float lb2 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 75.0f; float lb3 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 75.0f; float ls0 = (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 ls1 = (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 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; 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); } 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(textureCopyFaces[2]); const float lr = LIGHT(x,y-1,z, 0) / 15.0f; const float lg = LIGHT(x,y-1,z, 1) / 15.0f; const float lb = LIGHT(x,y-1,z, 2) / 15.0f; const float ls = LIGHT(x,y-1,z, 3) / 15.0f; float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 75.0f; float lr1 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 75.0f; float lr2 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 75.0f; float lr3 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 75.0f; float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 75.0f; float lg1 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 75.0f; float lg2 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 75.0f; float lg3 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 75.0f; float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 75.0f; float lb1 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 75.0f; float lb2 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 75.0f; float lb3 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 75.0f; float ls0 = (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 ls1 = (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 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; 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); } 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(textureCopyFaces[1]); const float lr = LIGHT(x+1,y,z, 0) / 15.0f; const float lg = LIGHT(x+1,y,z, 1) / 15.0f; const float lb = LIGHT(x+1,y,z, 2) / 15.0f; const float ls = LIGHT(x+1,y,z, 3) / 15.0f; float lr0 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f; float lr1 = (LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f; float lr2 = (LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 75.0f; float lr3 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 75.0f; float lg0 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y-1,z,1)) / 75.0f; float lg1 = (LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y+1,z,1)) / 75.0f; float lg2 = (LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y+1,z,1)) / 75.0f; float lg3 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y-1,z,1)) / 75.0f; float lb0 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y-1,z,2)) / 75.0f; float lb1 = (LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y+1,z,2)) / 75.0f; float lb2 = (LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y+1,z,2)) / 75.0f; float lb3 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y-1,z,2)) / 75.0f; float ls0 = (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 ls1 = (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 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; 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); } 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(textureCopyFaces[0]); const float lr = LIGHT(x-1,y,z, 0) / 15.0f; const float lg = LIGHT(x-1,y,z, 1) / 15.0f; const float lb = LIGHT(x-1,y,z, 2) / 15.0f; const float ls = LIGHT(x-1,y,z, 3) / 15.0f; float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y-1,z,0)) / 75.0f; float lr1 = (LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y+1,z,0)) / 75.0f; float lr2 = (LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y+1,z,0)) / 75.0f; float lr3 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y-1,z,0)) / 75.0f; float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y-1,z,1)) / 75.0f; float lg1 = (LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y+1,z,1)) / 75.0f; float lg2 = (LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y+1,z,1)) / 75.0f; float lg3 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y-1,z,1)) / 75.0f; float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y-1,z,2)) / 75.0f; float lb1 = (LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y+1,z,2)) / 75.0f; float lb2 = (LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y+1,z,2)) / 75.0f; float lb3 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y-1,z,2)) / 75.0f; float ls0 = (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 ls1 = (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 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; 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); } 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(textureCopyFaces[5]); const float lr = LIGHT(x,y,z+1, 0) / 15.0f; const float lg = LIGHT(x,y,z+1, 1) / 15.0f; const float lb = LIGHT(x,y,z+1, 2) / 15.0f; const float ls = LIGHT(x,y,z+1, 3) / 15.0f; float lr0 = l*(LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 75.0f; float lr1 = l*(LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 75.0f; float lr2 = l*(LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 75.0f; float lr3 = l*(LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 75.0f; float lg0 = l*(LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 75.0f; float lg1 = l*(LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 75.0f; float lg2 = l*(LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 75.0f; float lg3 = l*(LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 75.0f; float lb0 = l*(LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 75.0f; float lb1 = l*(LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 75.0f; float lb2 = l*(LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 75.0f; float lb3 = l*(LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 75.0f; float ls0 = 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 ls1 = 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 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; 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); } 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(textureCopyFaces[4]); const float lr = LIGHT(x,y,z-1, 0) / 15.0f; const float lg = LIGHT(x,y,z-1, 1) / 15.0f; const float lb = LIGHT(x,y,z-1, 2) / 15.0f; const float ls = LIGHT(x,y,z-1, 3) / 15.0f; float lr0 = l*(LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 75.0f; float lr1 = l*(LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 75.0f; float lr2 = l*(LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 75.0f; float lr3 = l*(LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 75.0f; float lg0 = l*(LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 75.0f; float lg1 = l*(LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 75.0f; float lg2 = l*(LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 75.0f; float lg3 = l*(LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 75.0f; float lb0 = l*(LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 75.0f; float lb1 = l*(LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 75.0f; float lb2 = l*(LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 75.0f; float lb3 = l*(LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 75.0f; float ls0 = 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 ls1 = 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 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; 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); } 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& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){ float uvsize = 1.0f/16.0f; Block* block = Block::blocks[vox.id]; unsigned char group = block->drawGroup; if (!IS_BLOCKED(x,y+1,z,group)){ SETUP_UV(block->textureFaces[3]); VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, 1,1,1,0); } if (!IS_BLOCKED(x,y-1,z,group)){ SETUP_UV(block->textureFaces[2]); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, 1,1,1,0); } if (!IS_BLOCKED(x+1,y,z,group)){ SETUP_UV(block->textureFaces[1]); VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, 1,1,1,0); } if (!IS_BLOCKED(x-1,y,z,group)){ SETUP_UV(block->textureFaces[0]); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, 1,1,1,0); } if (!IS_BLOCKED(x,y,z+1,group)){ SETUP_UV(block->textureFaces[5]); VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, 1,1,1,0); } if (!IS_BLOCKED(x,y,z-1,group)){ SETUP_UV(block->textureFaces[4]); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, 1,1,1,0); VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, 1,1,1,0); VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, 1,1,1,0); VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, 1,1,1,0); } } inline void _renderXBlock(std::vector& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){ Block* block = Block::blocks[vox.id]; int rand = ((x * z + y) ^ (z * y - x)) * (z + y); float xs = (float)(char)rand / 512; float zs = (float)(char)(rand >> 8) / 512; if (block->model != 2){ return; } float uvsize = 1.0f/16.0f; float lr = LIGHT(x,y,z, 0); float lg = LIGHT(x,y,z, 1); float lb = LIGHT(x,y,z, 2); float ls = LIGHT(x,y,z, 3); float lr0 = (LIGHT(x,y-1,z,0) + lr*3) / 60.0f; float lr1 = (LIGHT(x,y+1,z,0) + lr*3) / 60.0f; float lg0 = (LIGHT(x,y-1,z,1) + lg*3) / 60.0f; float lg1 = (LIGHT(x,y+1,z,1) + lg*3) / 60.0f; float lb0 = (LIGHT(x,y-1,z,2) + lb*3) / 60.0f; float lb1 = (LIGHT(x,y+1,z,2) + lb*3) / 60.0f; float ls0 = (LIGHT(x,y-1,z,3) + ls*3) / 60.0f; float ls1 = (LIGHT(x,y+1,z,3) + ls*3) / 60.0f; {SETUP_UV(block->textureFaces[1]); VERTEX(index, x-0.3535f+xs, y-0.5f, z-0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x-0.3535f+xs, y+0.5f, z-0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1); VERTEX(index, x+0.3535f+xs, y+0.5f, z+0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y-0.5f, z-0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z+0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x+0.3535f+xs, y-0.5f, z+0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0);} {SETUP_UV(block->textureFaces[0]); VERTEX(index, x-0.3535f+xs, y-0.5f, z-0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z+0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y+0.5f, z-0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y-0.5f, z-0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y-0.5f, z+0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z+0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1);} {SETUP_UV(block->textureFaces[5]); VERTEX(index, x-0.3535f+xs, y-0.5f, z+0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z-0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y+0.5f, z+0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y-0.5f, z+0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y-0.5f, z-0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z-0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1);} {SETUP_UV(block->textureFaces[4]); VERTEX(index, x-0.3535f+xs, y-0.5f, z+0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x-0.3535f+xs, y+0.5f, z+0.3535f+zs, u2,v2, lr1,lg1,lb1,ls1); VERTEX(index, x+0.3535f+xs, y+0.5f, z-0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x-0.3535f+xs, y-0.5f, z+0.3535f+zs, u2,v1, lr0,lg0,lb0,ls0); VERTEX(index, x+0.3535f+xs, y+0.5f, z-0.3535f+zs, u1,v2, lr1,lg1,lb1,ls1); VERTEX(index, x+0.3535f+xs, y-0.5f, z-0.3535f+zs, u1,v1, lr0,lg0,lb0,ls0);} } const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& size){ buffer.clear(); size_t index = 0; for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; if (vox.id == 0) continue; if (vox.id == 9 || vox.id == 4 || vox.id == 12 || vox.id == 13) continue; Block* block = Block::blocks[vox.id]; if (block->emission[0] || block->emission[1] || block->emission[2]){ continue; } _renderBlock(buffer, x, y, z, chunks, vox, index); } } } for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; if (vox.id == 0) continue; Block* block = Block::blocks[vox.id]; if (block->emission[0] || block->emission[1] || block->emission[2]){ _renderBlockShadeless(buffer, x, y, z, chunks, vox, index); } } } } for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; if (vox.id == 0) continue; if (vox.id != 9) continue; _renderBlock(buffer, x, y, z, chunks, vox, index); } } } for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; if (vox.id == 0) continue; if (Block::blocks[vox.id]->model != BLOCK_MODEL_X_SPRITE) continue; _renderXBlock(buffer, x, y, z, chunks, vox, index); } } } for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; if (vox.id == 0) continue; if (vox.id != 4) continue; _renderBlock(buffer, x, y, z, chunks, vox, index); } } } size = buffer.size(); return &buffer[0]; }