mirror of
https://github.com/MihailRis/voxelcore.git
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Merge pull request #742 from MihailRis/block-wraps-update
Block wraps update
This commit is contained in:
commit
1940fa7fa4
12 changed files with 341 additions and 95 deletions
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@ -7,7 +7,14 @@ Block wrappers are introduced to implement block destruction animation and can b
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```lua
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-- Creates a wrapper at the specified position, with the specified texture.
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-- Returns the wrapper id.
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gfx.blockwraps.wrap(position: vec3, texture: str) --> int
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gfx.blockwraps.wrap(
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-- block position
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position: vec3,
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-- wrap texture
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texture: string,
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-- emission [0.0; 1.0]
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[optional] emission: number = 1.0
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) -> int
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-- Removes the wrapper, if it exists.
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gfx.blockwraps.unwrap(id: int)
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@ -17,6 +24,35 @@ gfx.blockwraps.set_pos(id: int, position: vec3)
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-- Changes the texture of the wrapper, if it exists.
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gfx.blockwraps.set_texture(id: int, texture: str)
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-- Sets the face textures (-X, +X, -Y, +Y, -Z, +Z).
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-- - nil - disables face rendering.
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-- - "" - monotone texture.
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gfx.blockwraps.set_faces(
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-- wrapper id
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id: int,
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-- face texture 1 (-X)
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face1?: string,
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-- face texture 2 (+X)
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face2?: string,
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...
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-- face texture 6 (+Z)
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face6?: string
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)
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-- Sets the tint of the sides (-X, +X, -Y, +Y, -Z, +Z).
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-- RGB [0.0; 1.0]
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gfx.blockwraps.set_tints(
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-- wrapper id
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id: int,
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-- side 1 color (-X)
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face1?: vec3,
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-- side 2 color (+X)
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face2?: vec3,
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...
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-- side 6 color (+Z)
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face6?: vec3
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)
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```
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Wrappers are not automatically removed without calling `unwrap`.
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Wrappers will not be automatically removed without calling `unwrap`.
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@ -8,7 +8,14 @@
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```lua
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-- Создаёт обертку на указанной позиции, с указанной текстурой.
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-- Возвращает id обёртки.
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gfx.blockwraps.wrap(position: vec3, texture: string) -> int
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gfx.blockwraps.wrap(
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-- Позиция блока
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position: vec3,
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-- Текстура обёртки
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texture: string,
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-- Излучение [0.0; 1.0]
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[опционально] emission: number = 1.0
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) -> int
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-- Удаляет обертку, если она существует.
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gfx.blockwraps.unwrap(id: int)
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@ -18,6 +25,35 @@ gfx.blockwraps.set_pos(id: int, position: vec3)
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-- Меняет текстуру обёртки, если она существует.
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gfx.blockwraps.set_texture(id: int, texture: string)
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-- Устанавливает текстуры сторон (-X, +X, -Y, +Y, -Z, +Z).
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-- - nil - отключает отображение стороны.
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-- - "" - монотонная текстура.
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gfx.blockwraps.set_faces(
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-- id обёртки
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id: int,
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-- текстура стороны 1 (-X)
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face1?: string,
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-- текстура стороны 2 (+X)
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face2?: string,
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...
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-- текстура стороны 6 (+Z)
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face6?: string
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)
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-- Устанавливает окраску сторон (-X, +X, -Y, +Y, -Z, +Z).
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-- RGB [0.0; 1.0]
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gfx.blockwraps.set_tints(
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-- id обёртки
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id: int,
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-- цвет стороны 1 (-X)
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face1?: vec3,
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-- цвет стороны 2 (+X)
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face2?: vec3,
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...
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-- цвет стороны 6 (+Z)
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face6?: vec3
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)
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```
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Обертки не удаляются автоматически без вызова `unwrap`.
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Обертки не удаляются автоматически без вызова `unwrap`.
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@ -1,18 +1,20 @@
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#include "BlockWrapsRenderer.hpp"
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "constants.hpp"
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#include "content/Content.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/render/MainBatch.hpp"
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#include "lighting/Lightmap.hpp"
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#include "objects/Player.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunks.hpp"
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#include "world/Level.hpp"
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#include <algorithm>
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BlockWrapsRenderer::BlockWrapsRenderer(
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const Assets& assets, const Level& level, const Chunks& chunks
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)
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@ -24,78 +26,145 @@ BlockWrapsRenderer::BlockWrapsRenderer(
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BlockWrapsRenderer::~BlockWrapsRenderer() = default;
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void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
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auto textureRegion = util::get_texture_region(assets, wrapper.texture, "");
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auto& shader = assets.require<Shader>("entity");
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shader.use();
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shader.uniform1i("u_alphaClip", false);
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const UVRegion& cracksRegion = textureRegion.region;
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UVRegion regions[6] {
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cracksRegion, cracksRegion, cracksRegion,
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cracksRegion, cracksRegion, cracksRegion
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};
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batch->setTexture(textureRegion.texture);
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const voxel* vox = chunks.get(wrapper.position);
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if (vox == nullptr) {
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void BlockWrapsRenderer::draw(BlockWrapper& wrapper, const Texture* texture) {
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if (wrapper.cullingBits == 0x0) {
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return;
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}
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if (vox->id != BLOCK_VOID) {
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const auto& def = level.content.getIndices()->blocks.require(vox->id);
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switch (def.getModel(vox->state.userbits).type) {
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case BlockModelType::BLOCK:
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batch->cube(
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glm::vec3(wrapper.position) + glm::vec3(0.5f),
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glm::vec3(1.01f),
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regions,
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glm::vec4(1,1,1,0),
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false
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);
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break;
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case BlockModelType::AABB: {
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const auto& aabb =
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(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
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: def.hitboxes)
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.at(0);
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const auto& size = aabb.size();
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regions[0].scale(size.z, size.y);
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regions[1].scale(size.z, size.y);
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regions[2].scale(size.x, size.z);
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regions[3].scale(size.x, size.z);
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regions[4].scale(size.x, size.y);
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regions[5].scale(size.x, size.y);
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batch->cube(
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glm::vec3(wrapper.position) + aabb.center(),
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size * glm::vec3(1.01f),
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regions,
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glm::vec4(1,1,1,0),
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false
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);
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break;
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}
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default:
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break;
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uint8_t cullingBits = wrapper.cullingBits;
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for (int i = 0; i < 6; i++) {
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if ((cullingBits & (1 << i)) == 0x0) {
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continue;
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}
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cullingBits &= ~((wrapper.texRegions[i].texture != texture) << i);
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}
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if (cullingBits == 0x0) {
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return;
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}
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const voxel* vox = chunks.get(wrapper.position);
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if (vox == nullptr || vox->id == BLOCK_VOID) {
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return;
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}
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// one frame can be invalid due to texture change but ok
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const auto& def =
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level.content.getIndices()->blocks.require(vox->id);
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if (wrapper.modelType != def.getModel(vox->state.userbits).type) {
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wrapper.dirtySides = 0xFF;
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refreshWrapper(wrapper);
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}
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glm::vec4 light(1, 1, 1, 0);
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if (wrapper.emission < 1.0f) {
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light = Lightmap::extractNormalized(chunks.getLight(wrapper.position));
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light.r += wrapper.emission;
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light.g += wrapper.emission;
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light.b += wrapper.emission;
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}
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switch (wrapper.modelType) {
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case BlockModelType::BLOCK:
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batch->cube(
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glm::vec3(wrapper.position) + glm::vec3(0.5f),
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glm::vec3(1.01f),
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wrapper.uvRegions,
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light,
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wrapper.tints.data(),
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wrapper.emission,
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cullingBits
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);
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break;
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case BlockModelType::AABB: {
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const auto& aabb =
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(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
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: def.hitboxes).at(0);
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const auto& size = aabb.size();
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batch->cube(
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glm::vec3(wrapper.position) + aabb.center(),
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size * glm::vec3(1.01f),
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wrapper.uvRegions,
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light,
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wrapper.tints.data(),
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wrapper.emission,
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cullingBits
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);
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break;
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}
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default:
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break;
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}
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}
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void BlockWrapsRenderer::refreshWrapper(BlockWrapper& wrapper) {
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for (int i = 0; i < 6; i++) {
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if ((wrapper.cullingBits & (1 << i)) == 0) {
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continue;
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}
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auto texRegion =
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util::get_texture_region(assets, wrapper.textureFaces[i], "");
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wrapper.texRegions[i] = texRegion;
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wrapper.uvRegions[i] = texRegion.region;
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renderOrder.insert({texRegion.texture, &wrapper});
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}
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wrapper.dirtySides = 0x0;
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const voxel* vox = chunks.get(wrapper.position);
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if (vox == nullptr || vox->id == BLOCK_VOID) {
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return;
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}
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const auto& def = level.content.getIndices()->blocks.require(vox->id);
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wrapper.modelType = def.getModel(vox->state.userbits).type;
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switch (wrapper.modelType) {
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case BlockModelType::AABB: {
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const auto& aabb =
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(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
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: def.hitboxes).at(0);
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const auto& size = aabb.size();
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wrapper.uvRegions[0].scale(size.z, size.y);
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wrapper.uvRegions[1].scale(size.z, size.y);
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wrapper.uvRegions[2].scale(size.x, size.z);
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wrapper.uvRegions[3].scale(size.x, size.z);
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wrapper.uvRegions[4].scale(size.x, size.y);
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wrapper.uvRegions[5].scale(size.x, size.y);
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break;
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}
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default:
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break;
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}
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}
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void BlockWrapsRenderer::draw(const DrawContext& pctx, const Player& player) {
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auto ctx = pctx.sub();
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auto& shader = assets.require<Shader>("entity");
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shader.use();
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shader.uniform1i("u_alphaClip", false);
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for (const auto& [_, wrapper] : wrappers) {
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draw(*wrapper);
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if (wrapper->dirtySides) {
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refreshWrapper(*wrapper);
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}
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}
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for (const auto& [texture, wrapper] : renderOrder) {
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batch->setTexture(texture);
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draw(*wrapper, texture);
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}
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batch->flush();
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}
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u64id_t BlockWrapsRenderer::add(
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const glm::ivec3& position, const std::string& texture
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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float emission
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) {
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u64id_t id = nextWrapper++;
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wrappers[id] = std::make_unique<BlockWrapper>(
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BlockWrapper {position, texture}
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);
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wrappers[id] = std::make_unique<BlockWrapper>(BlockWrapper {
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position,
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{texture, texture, texture, texture, texture, texture},
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{tint, tint, tint, tint, tint, tint},
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emission});
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return id;
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}
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@ -108,5 +177,19 @@ BlockWrapper* BlockWrapsRenderer::get(u64id_t id) const {
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}
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void BlockWrapsRenderer::remove(u64id_t id) {
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auto found = wrappers.find(id);
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if (found == wrappers.end()) {
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return;
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}
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auto wrapper = std::move(found->second);
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wrappers.erase(id);
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auto it = renderOrder.begin();
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while (it != renderOrder.end()) {
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if (it->second == wrapper.get()) {
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it = renderOrder.erase(it);
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} else {
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++it;
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}
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}
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}
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@ -1,21 +1,37 @@
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#pragma once
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#include "assets/assets_util.hpp"
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#include "voxels/Block.hpp"
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#include "MainBatch.hpp"
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#include "typedefs.hpp"
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#include <array>
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#include <string>
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#include <memory>
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#include <unordered_map>
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#include "MainBatch.hpp"
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#include "typedefs.hpp"
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#include <map>
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#include <glm/vec4.hpp>
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class Assets;
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class Player;
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class Level;
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struct voxel;
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class Chunks;
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class Texture;
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class DrawContext;
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struct BlockWrapper {
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glm::ivec3 position;
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std::string texture;
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std::array<std::string, 6> textureFaces {};
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std::array<glm::vec3, 6> tints {};
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float emission = 0.0f;
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// --- render cache ---
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util::TextureRegion texRegions[6] {};
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UVRegion uvRegions[6] {};
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BlockModelType modelType {};
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uint8_t cullingBits = 0xFF;
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uint8_t dirtySides = 0xFF;
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};
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class BlockWrapsRenderer {
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@ -24,10 +40,13 @@ class BlockWrapsRenderer {
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const Chunks& chunks;
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std::unique_ptr<MainBatch> batch;
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std::multimap<const Texture*, BlockWrapper*> renderOrder;
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std::unordered_map<u64id_t, std::unique_ptr<BlockWrapper>> wrappers;
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u64id_t nextWrapper = 1;
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void draw(const BlockWrapper& wrapper);
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void draw(BlockWrapper& wrapper, const Texture* texture);
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void refreshWrapper(BlockWrapper& wrapper);
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public:
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BlockWrapsRenderer(
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const Assets& assets, const Level& level, const Chunks& chunks
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@ -36,7 +55,12 @@ public:
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void draw(const DrawContext& ctx, const Player& player);
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u64id_t add(const glm::ivec3& position, const std::string& texture);
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u64id_t add(
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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float emission
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);
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BlockWrapper* get(u64id_t id) const;
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|
|
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@ -452,10 +452,7 @@ glm::vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
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if (isOpenForLight(x, y, z)) {
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light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
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chunk->z * CHUNK_D + z);
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return glm::vec4(Lightmap::extract(light, 0),
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Lightmap::extract(light, 1),
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Lightmap::extract(light, 2),
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Lightmap::extract(light, 3)) / 15.0f;
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return Lightmap::extractNormalized(light);
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} else {
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return glm::vec4(0.0f);
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}
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|
|
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@ -128,12 +128,11 @@ const Mesh<ChunkVertex>* ChunksRenderer::render(
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chunk->flags.modified = false;
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if (important) {
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auto voxelsBuffer = prepareVoxelsVolume(*chunk);
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inwork[key] = true;
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auto mesh = renderer->render(chunk.get(), *voxelsBuffer);
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meshes[glm::ivec2(chunk->x, chunk->z)] =
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meshes[key] =
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ChunkMesh {std::move(mesh.mesh), std::move(mesh.sortingMeshData)};
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return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
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return meshes[key].mesh.get();
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}
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if (inwork.find(key) != inwork.end()) {
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return nullptr;
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|
|
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@ -83,50 +83,58 @@ inline glm::vec4 do_tint(float value) {
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}
|
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|
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void MainBatch::cube(
|
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const glm::vec3 &coord,
|
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const glm::vec3 &size,
|
||||
const UVRegion(&texfaces)[6],
|
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const glm::vec4 &tint,
|
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bool shading
|
||||
const glm::vec3& coord,
|
||||
const glm::vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4& lights,
|
||||
const glm::vec3 tints[],
|
||||
float emission,
|
||||
uint8_t cullingBits
|
||||
) {
|
||||
const glm::vec3 X(1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 Y(0.0f, 1.0f, 0.0f);
|
||||
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
|
||||
|
||||
if (cullingBits & 0x20)
|
||||
quad(
|
||||
coord + Z * size.z * 0.5f,
|
||||
X, Y, Z, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.8) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[5]
|
||||
do_tint((1.0f - emission) * 0.8 + emission) * lights,
|
||||
tints[5], texfaces[5]
|
||||
);
|
||||
if (cullingBits & 0x10)
|
||||
quad(
|
||||
coord - Z * size.z * 0.5f,
|
||||
-X, Y, -Z, glm::vec2(size.x, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[4]
|
||||
do_tint((1.0f - emission) * 0.9 + emission) * lights,
|
||||
tints[4], texfaces[4]
|
||||
);
|
||||
if (cullingBits & 0x8)
|
||||
quad(
|
||||
coord + Y * size.y * 0.5f,
|
||||
-X, Z, Y, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(1.0f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[3]
|
||||
do_tint((1.0f - emission) * 1.0 + emission) * lights,
|
||||
tints[3], texfaces[3]
|
||||
);
|
||||
if (cullingBits & 0x4)
|
||||
quad(
|
||||
coord - Y * size.y * 0.5f,
|
||||
X, Z, -Y, glm::vec2(size.x, size.z),
|
||||
(shading ? do_tint(0.7f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[2]
|
||||
do_tint((1.0f - emission) * 0.7 + emission) * lights,
|
||||
tints[2], texfaces[2]
|
||||
);
|
||||
if (cullingBits & 0x2)
|
||||
quad(
|
||||
coord + X * size.x * 0.5f,
|
||||
-Z, Y, X, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.8f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
do_tint((1.0f - emission) * 0.8 + emission) * lights,
|
||||
tints[1], texfaces[1]
|
||||
);
|
||||
if (cullingBits & 0x1)
|
||||
quad(
|
||||
coord - X * size.x * 0.5f,
|
||||
Z, Y, -X, glm::vec2(size.z, size.y),
|
||||
(shading ? do_tint(0.9f) * tint : tint),
|
||||
glm::vec3(1.0f), texfaces[1]
|
||||
do_tint((1.0f - emission) * 0.9 + emission) * lights,
|
||||
tints[0], texfaces[0]
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -151,7 +151,9 @@ public:
|
|||
const glm::vec3& coord,
|
||||
const glm::vec3& size,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const glm::vec4& tint,
|
||||
bool shading
|
||||
const glm::vec4& lights,
|
||||
const glm::vec3 tints[],
|
||||
float emission,
|
||||
uint8_t cullingBits = 0xFF
|
||||
);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
#include <memory>
|
||||
#include <cstring>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
inline constexpr int LIGHTMAP_DATA_LEN = CHUNK_VOL/2;
|
||||
|
||||
|
|
@ -87,6 +88,15 @@ public:
|
|||
return (light >> (channel << 2)) & 0xF;
|
||||
}
|
||||
|
||||
static glm::vec4 extractNormalized(light_t light) {
|
||||
return glm::vec4(
|
||||
extract(light, 0) / 15.0f,
|
||||
extract(light, 1) / 15.0f,
|
||||
extract(light, 2) / 15.0f,
|
||||
extract(light, 3) / 15.0f
|
||||
);
|
||||
}
|
||||
|
||||
std::unique_ptr<ubyte[]> encode() const;
|
||||
void decode(const ubyte* src);
|
||||
|
||||
|
|
|
|||
|
|
@ -9,9 +9,14 @@ using namespace scripting;
|
|||
static int l_wrap(lua::State* L) {
|
||||
auto position = lua::tovec3(L, 1);
|
||||
std::string texture = lua::require_string(L, 2);
|
||||
float emission = lua::isnumber(L, 3) ? lua::tonumber(L, 3) : 1.0f;
|
||||
glm::vec3 tint = lua::istable(L, 4) ? lua::tovec3(L, 4) : glm::vec3(1.0f);
|
||||
|
||||
return lua::pushinteger(
|
||||
L, renderer->blockWraps->add(position, std::move(texture))
|
||||
L,
|
||||
renderer->blockWraps->add(
|
||||
position, std::move(texture), std::move(tint), emission
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
|
|
@ -29,7 +34,46 @@ static int l_set_pos(lua::State* L) {
|
|||
|
||||
static int l_set_texture(lua::State* L) {
|
||||
if (auto wrapper = renderer->blockWraps->get(lua::tointeger(L, 1))) {
|
||||
wrapper->texture = lua::require_string(L, 2);
|
||||
for (int i = 0; i < wrapper->textureFaces.size(); i++) {
|
||||
wrapper->textureFaces[i] = lua::require_string(L, 2);
|
||||
}
|
||||
wrapper->dirtySides = 0xFF;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_faces(lua::State* L) {
|
||||
if (auto wrapper = renderer->blockWraps->get(lua::tointeger(L, 1))) {
|
||||
for (int i = 0; i < wrapper->textureFaces.size(); i++) {
|
||||
if (lua::isnil(L, 2 + i)) {
|
||||
if (wrapper->cullingBits & (1 << i)) {
|
||||
wrapper->cullingBits &= ~(1 << i);
|
||||
wrapper->textureFaces[i] = "";
|
||||
wrapper->dirtySides |= (1 << i);
|
||||
}
|
||||
} else {
|
||||
auto texture = lua::require_string(L, 2 + i);;
|
||||
if ((wrapper->cullingBits & (1 << i)) == 0x0
|
||||
|| wrapper->textureFaces[i] != texture) {
|
||||
wrapper->cullingBits |= (1 << i);
|
||||
wrapper->textureFaces[i] = texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_tints(lua::State* L) {
|
||||
if (auto wrapper = renderer->blockWraps->get(lua::tointeger(L, 1))) {
|
||||
for (int i = 0; i < wrapper->textureFaces.size(); i++) {
|
||||
if (lua::isnil(L, 2 + i)) {
|
||||
wrapper->tints[i] = glm::vec3(1.0f);
|
||||
} else {
|
||||
wrapper->tints[i] = lua::tovec3(L, 2 + i);
|
||||
}
|
||||
}
|
||||
wrapper->dirtySides = 0xFF;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -39,5 +83,7 @@ const luaL_Reg blockwrapslib[] = {
|
|||
{"unwrap", lua::wrap<l_unwrap>},
|
||||
{"set_pos", lua::wrap<l_set_pos>},
|
||||
{"set_texture", lua::wrap<l_set_texture>},
|
||||
{"set_faces", lua::wrap<l_set_faces>},
|
||||
{"set_tints", lua::wrap<l_set_tints>},
|
||||
{nullptr, nullptr}
|
||||
};
|
||||
|
|
|
|||
|
|
@ -100,6 +100,10 @@ bool Chunks::isObstacleBlock(int32_t x, int32_t y, int32_t z) {
|
|||
return indices.blocks.require(v->id).obstacle;
|
||||
}
|
||||
|
||||
light_t Chunks::getLight(const glm::ivec3& pos) const {
|
||||
return getLight(pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
ubyte Chunks::getLight(int32_t x, int32_t y, int32_t z, int channel) const {
|
||||
if (y < 0 || y >= CHUNK_H) {
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -76,6 +76,7 @@ public:
|
|||
return get(pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
light_t getLight(const glm::ivec3& pos) const;
|
||||
light_t getLight(int32_t x, int32_t y, int32_t z) const;
|
||||
ubyte getLight(int32_t x, int32_t y, int32_t z, int channel) const;
|
||||
void set(int32_t x, int32_t y, int32_t z, uint32_t id, blockstate state);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue