Merge pull request #742 from MihailRis/block-wraps-update

Block wraps update
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MihailRis 2025-12-21 17:21:44 +03:00 • committed by GitHub
commit 1940fa7fa4
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GPG key ID: B5690EEEBB952194
12 changed files with 341 additions and 95 deletions

View file

@ -7,7 +7,14 @@ Block wrappers are introduced to implement block destruction animation and can b
```lua
-- Creates a wrapper at the specified position, with the specified texture.
-- Returns the wrapper id.
gfx.blockwraps.wrap(position: vec3, texture: str) --> int
gfx.blockwraps.wrap(
-- block position
position: vec3,
-- wrap texture
texture: string,
-- emission [0.0; 1.0]
[optional] emission: number = 1.0
) -> int
-- Removes the wrapper, if it exists.
gfx.blockwraps.unwrap(id: int)
@ -17,6 +24,35 @@ gfx.blockwraps.set_pos(id: int, position: vec3)
-- Changes the texture of the wrapper, if it exists.
gfx.blockwraps.set_texture(id: int, texture: str)
-- Sets the face textures (-X, +X, -Y, +Y, -Z, +Z).
-- - nil - disables face rendering.
-- - "" - monotone texture.
gfx.blockwraps.set_faces(
-- wrapper id
id: int,
-- face texture 1 (-X)
face1?: string,
-- face texture 2 (+X)
face2?: string,
...
-- face texture 6 (+Z)
face6?: string
)
-- Sets the tint of the sides (-X, +X, -Y, +Y, -Z, +Z).
-- RGB [0.0; 1.0]
gfx.blockwraps.set_tints(
-- wrapper id
id: int,
-- side 1 color (-X)
face1?: vec3,
-- side 2 color (+X)
face2?: vec3,
...
-- side 6 color (+Z)
face6?: vec3
)
```
Wrappers are not automatically removed without calling `unwrap`.
Wrappers will not be automatically removed without calling `unwrap`.

View file

@ -8,7 +8,14 @@
```lua
-- Создаёт обертку на указанной позиции, с указанной текстурой.
-- Возвращает id обёртки.
gfx.blockwraps.wrap(position: vec3, texture: string) -> int
gfx.blockwraps.wrap(
-- Позиция блока
position: vec3,
-- Текстура обёртки
texture: string,
-- Излучение [0.0; 1.0]
[опционально] emission: number = 1.0
) -> int
-- Удаляет обертку, если она существует.
gfx.blockwraps.unwrap(id: int)
@ -18,6 +25,35 @@ gfx.blockwraps.set_pos(id: int, position: vec3)
-- Меняет текстуру обёртки, если она существует.
gfx.blockwraps.set_texture(id: int, texture: string)
-- Устанавливает текстуры сторон (-X, +X, -Y, +Y, -Z, +Z).
-- - nil - отключает отображение стороны.
-- - "" - монотонная текстура.
gfx.blockwraps.set_faces(
-- id обёртки
id: int,
-- текстура стороны 1 (-X)
face1?: string,
-- текстура стороны 2 (+X)
face2?: string,
...
-- текстура стороны 6 (+Z)
face6?: string
)
-- Устанавливает окраску сторон (-X, +X, -Y, +Y, -Z, +Z).
-- RGB [0.0; 1.0]
gfx.blockwraps.set_tints(
-- id обёртки
id: int,
-- цвет стороны 1 (-X)
face1?: vec3,
-- цвет стороны 2 (+X)
face2?: vec3,
...
-- цвет стороны 6 (+Z)
face6?: vec3
)
```
Обертки не удаляются автоматически без вызова `unwrap`.

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@ -1,18 +1,20 @@
#include "BlockWrapsRenderer.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "constants.hpp"
#include "content/Content.hpp"
#include "graphics/core/Atlas.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/render/MainBatch.hpp"
#include "lighting/Lightmap.hpp"
#include "objects/Player.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunks.hpp"
#include "world/Level.hpp"
#include <algorithm>
BlockWrapsRenderer::BlockWrapsRenderer(
const Assets& assets, const Level& level, const Chunks& chunks
)
@ -24,78 +26,145 @@ BlockWrapsRenderer::BlockWrapsRenderer(
BlockWrapsRenderer::~BlockWrapsRenderer() = default;
void BlockWrapsRenderer::draw(const BlockWrapper& wrapper) {
auto textureRegion = util::get_texture_region(assets, wrapper.texture, "");
auto& shader = assets.require<Shader>("entity");
shader.use();
shader.uniform1i("u_alphaClip", false);
const UVRegion& cracksRegion = textureRegion.region;
UVRegion regions[6] {
cracksRegion, cracksRegion, cracksRegion,
cracksRegion, cracksRegion, cracksRegion
};
batch->setTexture(textureRegion.texture);
const voxel* vox = chunks.get(wrapper.position);
if (vox == nullptr) {
void BlockWrapsRenderer::draw(BlockWrapper& wrapper, const Texture* texture) {
if (wrapper.cullingBits == 0x0) {
return;
}
if (vox->id != BLOCK_VOID) {
const auto& def = level.content.getIndices()->blocks.require(vox->id);
switch (def.getModel(vox->state.userbits).type) {
case BlockModelType::BLOCK:
batch->cube(
glm::vec3(wrapper.position) + glm::vec3(0.5f),
glm::vec3(1.01f),
regions,
glm::vec4(1,1,1,0),
false
);
break;
case BlockModelType::AABB: {
const auto& aabb =
(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
: def.hitboxes)
.at(0);
const auto& size = aabb.size();
regions[0].scale(size.z, size.y);
regions[1].scale(size.z, size.y);
regions[2].scale(size.x, size.z);
regions[3].scale(size.x, size.z);
regions[4].scale(size.x, size.y);
regions[5].scale(size.x, size.y);
batch->cube(
glm::vec3(wrapper.position) + aabb.center(),
size * glm::vec3(1.01f),
regions,
glm::vec4(1,1,1,0),
false
);
break;
}
default:
break;
uint8_t cullingBits = wrapper.cullingBits;
for (int i = 0; i < 6; i++) {
if ((cullingBits & (1 << i)) == 0x0) {
continue;
}
cullingBits &= ~((wrapper.texRegions[i].texture != texture) << i);
}
if (cullingBits == 0x0) {
return;
}
const voxel* vox = chunks.get(wrapper.position);
if (vox == nullptr || vox->id == BLOCK_VOID) {
return;
}
// one frame can be invalid due to texture change but ok
const auto& def =
level.content.getIndices()->blocks.require(vox->id);
if (wrapper.modelType != def.getModel(vox->state.userbits).type) {
wrapper.dirtySides = 0xFF;
refreshWrapper(wrapper);
}
glm::vec4 light(1, 1, 1, 0);
if (wrapper.emission < 1.0f) {
light = Lightmap::extractNormalized(chunks.getLight(wrapper.position));
light.r += wrapper.emission;
light.g += wrapper.emission;
light.b += wrapper.emission;
}
switch (wrapper.modelType) {
case BlockModelType::BLOCK:
batch->cube(
glm::vec3(wrapper.position) + glm::vec3(0.5f),
glm::vec3(1.01f),
wrapper.uvRegions,
light,
wrapper.tints.data(),
wrapper.emission,
cullingBits
);
break;
case BlockModelType::AABB: {
const auto& aabb =
(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
: def.hitboxes).at(0);
const auto& size = aabb.size();
batch->cube(
glm::vec3(wrapper.position) + aabb.center(),
size * glm::vec3(1.01f),
wrapper.uvRegions,
light,
wrapper.tints.data(),
wrapper.emission,
cullingBits
);
break;
}
default:
break;
}
}
void BlockWrapsRenderer::refreshWrapper(BlockWrapper& wrapper) {
for (int i = 0; i < 6; i++) {
if ((wrapper.cullingBits & (1 << i)) == 0) {
continue;
}
auto texRegion =
util::get_texture_region(assets, wrapper.textureFaces[i], "");
wrapper.texRegions[i] = texRegion;
wrapper.uvRegions[i] = texRegion.region;
renderOrder.insert({texRegion.texture, &wrapper});
}
wrapper.dirtySides = 0x0;
const voxel* vox = chunks.get(wrapper.position);
if (vox == nullptr || vox->id == BLOCK_VOID) {
return;
}
const auto& def = level.content.getIndices()->blocks.require(vox->id);
wrapper.modelType = def.getModel(vox->state.userbits).type;
switch (wrapper.modelType) {
case BlockModelType::AABB: {
const auto& aabb =
(def.rotatable ? def.rt.hitboxes[vox->state.rotation]
: def.hitboxes).at(0);
const auto& size = aabb.size();
wrapper.uvRegions[0].scale(size.z, size.y);
wrapper.uvRegions[1].scale(size.z, size.y);
wrapper.uvRegions[2].scale(size.x, size.z);
wrapper.uvRegions[3].scale(size.x, size.z);
wrapper.uvRegions[4].scale(size.x, size.y);
wrapper.uvRegions[5].scale(size.x, size.y);
break;
}
default:
break;
}
}
void BlockWrapsRenderer::draw(const DrawContext& pctx, const Player& player) {
auto ctx = pctx.sub();
auto& shader = assets.require<Shader>("entity");
shader.use();
shader.uniform1i("u_alphaClip", false);
for (const auto& [_, wrapper] : wrappers) {
draw(*wrapper);
if (wrapper->dirtySides) {
refreshWrapper(*wrapper);
}
}
for (const auto& [texture, wrapper] : renderOrder) {
batch->setTexture(texture);
draw(*wrapper, texture);
}
batch->flush();
}
u64id_t BlockWrapsRenderer::add(
const glm::ivec3& position, const std::string& texture
const glm::ivec3& position,
const std::string& texture,
const glm::vec3& tint,
float emission
) {
u64id_t id = nextWrapper++;
wrappers[id] = std::make_unique<BlockWrapper>(
BlockWrapper {position, texture}
);
wrappers[id] = std::make_unique<BlockWrapper>(BlockWrapper {
position,
{texture, texture, texture, texture, texture, texture},
{tint, tint, tint, tint, tint, tint},
emission});
return id;
}
@ -108,5 +177,19 @@ BlockWrapper* BlockWrapsRenderer::get(u64id_t id) const {
}
void BlockWrapsRenderer::remove(u64id_t id) {
auto found = wrappers.find(id);
if (found == wrappers.end()) {
return;
}
auto wrapper = std::move(found->second);
wrappers.erase(id);
auto it = renderOrder.begin();
while (it != renderOrder.end()) {
if (it->second == wrapper.get()) {
it = renderOrder.erase(it);
} else {
++it;
}
}
}

View file

@ -1,21 +1,37 @@
#pragma once
#include "assets/assets_util.hpp"
#include "voxels/Block.hpp"
#include "MainBatch.hpp"
#include "typedefs.hpp"
#include <array>
#include <string>
#include <memory>
#include <unordered_map>
#include "MainBatch.hpp"
#include "typedefs.hpp"
#include <map>
#include <glm/vec4.hpp>
class Assets;
class Player;
class Level;
struct voxel;
class Chunks;
class Texture;
class DrawContext;
struct BlockWrapper {
glm::ivec3 position;
std::string texture;
std::array<std::string, 6> textureFaces {};
std::array<glm::vec3, 6> tints {};
float emission = 0.0f;
// --- render cache ---
util::TextureRegion texRegions[6] {};
UVRegion uvRegions[6] {};
BlockModelType modelType {};
uint8_t cullingBits = 0xFF;
uint8_t dirtySides = 0xFF;
};
class BlockWrapsRenderer {
@ -24,10 +40,13 @@ class BlockWrapsRenderer {
const Chunks& chunks;
std::unique_ptr<MainBatch> batch;
std::multimap<const Texture*, BlockWrapper*> renderOrder;
std::unordered_map<u64id_t, std::unique_ptr<BlockWrapper>> wrappers;
u64id_t nextWrapper = 1;
void draw(const BlockWrapper& wrapper);
void draw(BlockWrapper& wrapper, const Texture* texture);
void refreshWrapper(BlockWrapper& wrapper);
public:
BlockWrapsRenderer(
const Assets& assets, const Level& level, const Chunks& chunks
@ -36,7 +55,12 @@ public:
void draw(const DrawContext& ctx, const Player& player);
u64id_t add(const glm::ivec3& position, const std::string& texture);
u64id_t add(
const glm::ivec3& position,
const std::string& texture,
const glm::vec3& tint,
float emission
);
BlockWrapper* get(u64id_t id) const;

View file

@ -452,10 +452,7 @@ glm::vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
if (isOpenForLight(x, y, z)) {
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
chunk->z * CHUNK_D + z);
return glm::vec4(Lightmap::extract(light, 0),
Lightmap::extract(light, 1),
Lightmap::extract(light, 2),
Lightmap::extract(light, 3)) / 15.0f;
return Lightmap::extractNormalized(light);
} else {
return glm::vec4(0.0f);
}

View file

@ -128,12 +128,11 @@ const Mesh<ChunkVertex>* ChunksRenderer::render(
chunk->flags.modified = false;
if (important) {
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
inwork[key] = true;
auto mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[glm::ivec2(chunk->x, chunk->z)] =
meshes[key] =
ChunkMesh {std::move(mesh.mesh), std::move(mesh.sortingMeshData)};
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
return meshes[key].mesh.get();
}
if (inwork.find(key) != inwork.end()) {
return nullptr;

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@ -83,50 +83,58 @@ inline glm::vec4 do_tint(float value) {
}
void MainBatch::cube(
const glm::vec3 &coord,
const glm::vec3 &size,
const UVRegion(&texfaces)[6],
const glm::vec4 &tint,
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]
);
}

View file

@ -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
);
};

View file

@ -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);

View file

@ -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}
};

View file

@ -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;

View file

@ -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);