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https://github.com/MihailRis/voxelcore.git
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Merge pull request #659 from eliotbyte/feature/block-placement
Feature/block placement
This commit is contained in:
commit
626a08b9d2
10 changed files with 748 additions and 428 deletions
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@ -427,6 +427,22 @@ Where:
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- point_a, point_b - vec3, vec3 positions of the start and end of the tunnel.
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- radius - radius of the tunnel in blocks
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Single block:
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```lua
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{":block", block_id, position, [rotation], [priority]}
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```
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Where:
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- block_id: numeric runtime id of the block to place.
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- position: vec3 world position in blocks, relative to the current chunk start.
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- rotation: 0–3, rotation around the Y axis. Default: 0. For extended blocks (size > 1), all segments use this rotation.
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- priority: integer order. Higher values are placed later and overwrite lower‑priority placements.
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Notes:
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- `:block` automatically expands extended blocks into all their segments and replaces any voxels occupying those cells.
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- Placement is chunk‑border safe: the engine distributes the placement to all affected chunk prototypes based on the block’s size/AABB.
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- Use `:block` for single blocks; use `:line` for tunnels or continuous lines.
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### Small structures placement
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```lua
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@ -430,6 +430,22 @@ end
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- точка_а, точка_б - vec3, vec3 позиции начала и конца тоннеля.
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- радиус - радиус тоннеля в блоках
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Одиночный блок:
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```lua
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{":block", id_блока, позиция, [поворот], [приоритет]}
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```
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Где:
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- id_блока: числовой runtime‑id блока, который нужно поставить.
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- позиция: vec3 позиция в блоках относительно начала текущего чанка.
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- поворот: 0–3, поворот вокруг оси Y. По умолчанию: 0. Для расширенных блоков (размер > 1) этот поворот применяется ко всем сегментам.
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- приоритет: целое число. Бóльший приоритет ставится позже и перезаписывает более низкий.
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Примечания:
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- `:block` автоматически раскладывает расширенные блоки на сегменты и заменяет любые блоки в занимаемых ячейках.
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- Размещение корректно работает на границах чанков: движок сам разносит плейсмент по затрагиваемым прототипам на основе размера/AABB блока.
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- `:block` используйте для точечных блоков; `:line` — для туннелей/линий.
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### Расстановка малых структур
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@ -12,6 +12,62 @@
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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namespace {
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static constexpr float K_CHUNK_CENTER_BIAS = 0.5f;
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static constexpr float K_AO_NORMAL_PUSH = 0.75f;
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static constexpr float K_FACE_OFFSET_EPS = 1e-3f;
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static inline void expand_aabb_point(AABB& aabb, bool& init, const glm::vec3& p) {
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if (!init) { aabb.a = aabb.b = p; init = true; } else { aabb.addPoint(p); }
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}
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static inline float apply_directional_factor(float d) {
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return (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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}
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static inline void expand_aabb_4(
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AABB& aabb, bool& init,
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const glm::vec3& p0, const glm::vec3& p1,
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const glm::vec3& p2, const glm::vec3& p3
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) {
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expand_aabb_point(aabb, init, p0);
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expand_aabb_point(aabb, init, p1);
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expand_aabb_point(aabb, init, p2);
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expand_aabb_point(aabb, init, p3);
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}
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static inline void expand_aabb_4_if_needed(
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AABB& aabb, bool& init, bool densePass,
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const glm::vec3& p0, const glm::vec3& p1,
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const glm::vec3& p2, const glm::vec3& p3
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) {
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if (!densePass) {
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expand_aabb_4(aabb, init, p0, p1, p2, p3);
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}
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}
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static inline void compute_face_points(
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const glm::vec3& coord,
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const glm::vec3& X, const glm::vec3& Y, const glm::vec3& Z,
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float bias,
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glm::vec3& p0, glm::vec3& p1, glm::vec3& p2, glm::vec3& p3
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) {
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float s = bias;
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p0 = coord + (-X - Y + Z) * s;
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p1 = coord + ( X - Y + Z) * s;
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p2 = coord + ( X + Y + Z) * s;
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p3 = coord + (-X + Y + Z) * s;
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}
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static inline void fill_texfaces(
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const ContentGfxCache& cache,
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blockid_t id, uint8_t variantId, bool densePass,
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UVRegion (&out)[6]
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) {
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for (int f = 0; f < 6; ++f) out[f] = cache.getRegion(id, variantId, f, densePass);
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}
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}
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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const Content& content,
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@ -91,23 +147,30 @@ void BlocksRenderer::face(
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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint, axisZ, 0);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint, axisZ, 0);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint, axisZ, 0);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint, axisZ, 0);
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glm::vec3 p0, p1, p2, p3;
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compute_face_points(coord, X, Y, Z, K_CHUNK_CENTER_BIAS, p0, p1, p2, p3);
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vertex(p0, region.u1, region.v1, lights[0] * tint, axisZ, 0);
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vertex(p1, region.u2, region.v1, lights[1] * tint, axisZ, 0);
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vertex(p2, region.u2, region.v2, lights[2] * tint, axisZ, 0);
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vertex(p3, region.u1, region.v2, lights[3] * tint, axisZ, 0);
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index(0, 1, 3, 1, 2, 3);
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// Expand local opaque AABB while vertices are still in chunk-local space
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expand_aabb_4_if_needed(localAabb, localAabbInit, densePass, p0, p1, p2, p3);
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}
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void BlocksRenderer::vertexAO(
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const glm::vec3& coord,
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float u, float v,
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const glm::vec4& tint,
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float normalHalfLen,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisZ
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) {
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auto pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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// Sample AO in world-voxel grid with a slightly longer reach along the normal
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// to avoid sampling the same chunk voxel when faces reside over neighbor chunk.
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auto pos = coord + axisZ * normalHalfLen + (axisX + axisY) * 0.5f;
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auto light = pickSoftLight(
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glm::ivec3(std::round(pos.x), std::round(pos.y), std::round(pos.z)),
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axisX,
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@ -129,27 +192,33 @@ void BlocksRenderer::faceAO(
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return;
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}
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float s = 0.5f;
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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const auto nZ = glm::normalize(Z);
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisZ = glm::normalize(Z);
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auto axisZ = nZ;
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glm::vec4 tint(d);
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vertexAO(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertexAO(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertexAO(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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const float nh = K_AO_NORMAL_PUSH; // push AO sample a bit farther along normal
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glm::vec3 p0, p1, p2, p3;
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compute_face_points(coord, X, Y, Z, K_CHUNK_CENTER_BIAS, p0, p1, p2, p3);
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vertexAO(p0, region.u1, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(p1, region.u2, region.v1, tint, nh, axisX, axisY, axisZ);
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vertexAO(p2, region.u2, region.v2, tint, nh, axisX, axisY, axisZ);
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vertexAO(p3, region.u1, region.v2, tint, nh, axisX, axisY, axisZ);
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expand_aabb_4_if_needed(localAabb, localAabbInit, densePass, p0, p1, p2, p3);
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} else {
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auto axisZ = glm::normalize(Z);
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glm::vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisZ, 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisZ, 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisZ, 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisZ, 1);
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glm::vec3 p0, p1, p2, p3;
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compute_face_points(coord, X, Y, Z, K_CHUNK_CENTER_BIAS, p0, p1, p2, p3);
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vertex(p0, region.u1, region.v1, tint, axisZ, 1);
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vertex(p1, region.u2, region.v1, tint, axisZ, 1);
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vertex(p2, region.u2, region.v2, tint, axisZ, 1);
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vertex(p3, region.u1, region.v2, tint, axisZ, 1);
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expand_aabb_4_if_needed(localAabb, localAabbInit, densePass, p0, p1, p2, p3);
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}
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index(0, 1, 2, 0, 2, 3);
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}
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@ -168,16 +237,19 @@ void BlocksRenderer::face(
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return;
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}
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float s = 0.5f;
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const auto nZ = glm::normalize(Z);
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if (lights) {
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float d = glm::dot(glm::normalize(Z), SUN_VECTOR);
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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tint *= d;
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, Z, lights ? 0 : 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, Z, lights ? 0 : 1);
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const auto nZ2 = lights ? nZ : Z;
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glm::vec3 p0, p1, p2, p3;
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compute_face_points(coord, X, Y, Z, K_CHUNK_CENTER_BIAS, p0, p1, p2, p3);
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vertex(p0, region.u1, region.v1, tint, nZ2, lights ? 0 : 1);
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vertex(p1, region.u2, region.v1, tint, nZ2, lights ? 0 : 1);
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vertex(p2, region.u2, region.v2, tint, nZ2, lights ? 0 : 1);
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vertex(p3, region.u1, region.v2, tint, nZ2, lights ? 0 : 1);
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expand_aabb_4_if_needed(localAabb, localAabbInit, densePass, p0, p1, p2, p3);
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index(0, 1, 2, 0, 2, 3);
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}
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@ -333,8 +405,7 @@ void BlocksRenderer::blockCustomModel(
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continue;
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}
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float d = glm::dot(n, SUN_VECTOR);
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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float d = apply_directional_factor(glm::dot(n, SUN_VECTOR));
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glm::vec3 t = glm::cross(r, n);
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for (int i = 0; i < 3; i++) {
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@ -347,14 +418,18 @@ void BlocksRenderer::blockCustomModel(
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vcoord.z * Z + r * 0.5f + t * 0.5f + n * 0.5f;
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aoColor = pickSoftLight(p.x, p.y, p.z, glm::ivec3(r), glm::ivec3(t));
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}
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auto pLocal = coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z;
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this->vertex(
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coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
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pLocal,
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vertex.uv.x,
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vertex.uv.y,
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mesh.shading ? (glm::vec4(d, d, d, d) * aoColor) : glm::vec4(1, 1, 1, d),
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n,
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mesh.shading ? 0.0f : 1.0
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);
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if (!densePass) {
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expand_aabb_point(localAabb, localAabbInit, pLocal);
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}
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indexBuffer[indexCount++] = vertexOffset++;
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}
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}
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@ -502,14 +577,8 @@ void BlocksRenderer::render(
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if (def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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UVRegion texfaces[6];
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fill_texfaces(cache, id, variantId, densePass, texfaces);
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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@ -581,14 +650,8 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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if (!def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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UVRegion texfaces[6];
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fill_texfaces(cache, id, variantId, densePass, texfaces);
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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@ -654,6 +717,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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aabb.addPoint(vertex.position);
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}
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// also widen overall local AABB for translucent geometry
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expand_aabb_point(localAabb, localAabbInit, vertex.position);
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vertex.position.x += chunk->x * CHUNK_W + 0.5f;
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vertex.position.y += 0.5f;
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vertex.position.z += chunk->z * CHUNK_D + 0.5f;
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@ -689,6 +755,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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this->chunk = chunk;
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// reset local AABB accumulation
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localAabbInit = false;
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localAabb = AABB{glm::vec3(0.0f), glm::vec3(0.0f)};
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voxelsBuffer->setPosition(
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chunk->x * CHUNK_W - voxelBufferPadding, 0,
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chunk->z * CHUNK_D - voxelBufferPadding);
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@ -766,7 +835,8 @@ ChunkMeshData BlocksRenderer::createMesh() {
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ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
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)
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),
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std::move(sortingMesh)
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std::move(sortingMesh),
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localAabbInit ? localAabb : AABB{glm::vec3(0.0f), glm::vec3(0.0f)}
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};
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}
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@ -11,6 +11,7 @@
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#include "maths/util.hpp"
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#include "commons.hpp"
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#include "settings.hpp"
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#include "maths/aabb.hpp"
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template<typename VertexStructure> class Mesh;
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class Content;
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@ -32,7 +33,8 @@ class BlocksRenderer {
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size_t indexCount;
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size_t denseIndexCount;
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size_t capacity;
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int voxelBufferPadding = 2;
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// Increased to better cover cross-chunk sampling for extended blocks (e.g., 3x3x3)
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int voxelBufferPadding = 4;
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bool overflow = false;
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bool cancelled = false;
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bool densePass = false;
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@ -47,6 +49,9 @@ class BlocksRenderer {
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util::PseudoRandom randomizer;
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SortingMeshData sortingMesh;
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||||
// Accumulated local-space AABB over opaque build pass
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AABB localAabb {glm::vec3(0.0f), glm::vec3(0.0f)};
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bool localAabbInit = false;
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void vertex(
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const glm::vec3& coord,
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@ -61,6 +66,7 @@ class BlocksRenderer {
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void vertexAO(
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const glm::vec3& coord, float u, float v,
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const glm::vec4& brightness,
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float normalHalfLen,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
|
||||
const glm::vec3& axisZ
|
||||
|
|
@ -170,6 +176,7 @@ public:
|
|||
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
|
||||
ChunkMeshData createMesh();
|
||||
VoxelsVolume* getVoxelsBuffer() const;
|
||||
inline const AABB& getLocalAabb() const { return localAabb; }
|
||||
|
||||
size_t getMemoryConsumption() const;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,375 +1,435 @@
|
|||
#include "ChunksRenderer.hpp"
|
||||
#include "BlocksRenderer.hpp"
|
||||
#include "debug/Logger.hpp"
|
||||
#include "assets/Assets.hpp"
|
||||
#include "graphics/core/Mesh.hpp"
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "graphics/core/Texture.hpp"
|
||||
#include "graphics/core/Atlas.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "world/Level.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
#include "maths/FrustumCulling.hpp"
|
||||
#include "util/listutil.hpp"
|
||||
#include "settings.hpp"
|
||||
|
||||
static debug::Logger logger("chunks-render");
|
||||
|
||||
size_t ChunksRenderer::visibleChunks = 0;
|
||||
|
||||
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
|
||||
const Chunks& chunks;
|
||||
BlocksRenderer renderer;
|
||||
public:
|
||||
RendererWorker(
|
||||
const Level& level,
|
||||
const Chunks& chunks,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
)
|
||||
: chunks(chunks),
|
||||
renderer(
|
||||
settings.graphics.denseRender.get()
|
||||
? settings.graphics.chunkMaxVerticesDense.get()
|
||||
: settings.graphics.chunkMaxVertices.get(),
|
||||
level.content,
|
||||
cache,
|
||||
settings
|
||||
) {
|
||||
}
|
||||
|
||||
RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
|
||||
renderer.build(chunk.get(), &chunks);
|
||||
if (renderer.isCancelled()) {
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), true, ChunkMeshData {}};
|
||||
}
|
||||
auto meshData = renderer.createMesh();
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), false, std::move(meshData)};
|
||||
}
|
||||
};
|
||||
|
||||
ChunksRenderer::ChunksRenderer(
|
||||
const Level* level,
|
||||
const Chunks& chunks,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
)
|
||||
: chunks(chunks),
|
||||
assets(assets),
|
||||
frustum(frustum),
|
||||
settings(settings),
|
||||
threadPool(
|
||||
"chunks-render-pool",
|
||||
[&]() {
|
||||
return std::make_shared<RendererWorker>(
|
||||
*level, chunks, cache, settings
|
||||
);
|
||||
},
|
||||
[&](RendererResult& result) {
|
||||
if (!result.cancelled) {
|
||||
auto meshData = std::move(result.meshData);
|
||||
meshes[result.key] = ChunkMesh {
|
||||
std::make_unique<Mesh<ChunkVertex>>(meshData.mesh),
|
||||
std::move(meshData.sortingMesh)};
|
||||
}
|
||||
inwork.erase(result.key);
|
||||
},
|
||||
settings.graphics.chunkMaxRenderers.get()
|
||||
) {
|
||||
threadPool.setStopOnFail(false);
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
settings.graphics.chunkMaxVertices.get(),
|
||||
level->content, cache, settings
|
||||
);
|
||||
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
||||
logger.info() << "memory consumption is "
|
||||
<< renderer->getMemoryConsumption() * threadPool.getWorkersCount()
|
||||
<< " B";
|
||||
}
|
||||
|
||||
ChunksRenderer::~ChunksRenderer() = default;
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
chunk->flags.modified = false;
|
||||
if (important) {
|
||||
auto mesh = renderer->render(chunk.get(), &chunks);
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
|
||||
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
|
||||
};
|
||||
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
|
||||
}
|
||||
glm::ivec2 key(chunk->x, chunk->z);
|
||||
if (inwork.find(key) != inwork.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
inwork[key] = true;
|
||||
threadPool.enqueueJob(chunk);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::unload(const Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::clear() {
|
||||
meshes.clear();
|
||||
inwork.clear();
|
||||
threadPool.clearQueue();
|
||||
}
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end()) {
|
||||
return render(chunk, important);
|
||||
}
|
||||
if (chunk->flags.modified && chunk->flags.lighted) {
|
||||
render(chunk, important);
|
||||
}
|
||||
return found->second.mesh.get();
|
||||
}
|
||||
|
||||
void ChunksRenderer::update() {
|
||||
threadPool.update();
|
||||
}
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
|
||||
size_t index, const Camera& camera, bool culling
|
||||
) {
|
||||
auto chunk = chunks.getChunks()[index];
|
||||
if (chunk == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
if (!chunk->flags.lighted) {
|
||||
const auto& found = meshes.find({chunk->x, chunk->z});
|
||||
if (found == meshes.end()) {
|
||||
return nullptr;
|
||||
} else {
|
||||
return found->second.mesh.get();
|
||||
}
|
||||
}
|
||||
float distance = glm::distance(
|
||||
camera.position,
|
||||
glm::vec3(
|
||||
(chunk->x + 0.5f) * CHUNK_W,
|
||||
camera.position.y,
|
||||
(chunk->z + 0.5f) * CHUNK_D
|
||||
)
|
||||
);
|
||||
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
|
||||
if (mesh == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
if (chunk->flags.dirtyHeights) {
|
||||
chunk->updateHeights();
|
||||
}
|
||||
if (culling) {
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustum.isBoxVisible(min, max)) return nullptr;
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawShadowsPass(
|
||||
const Camera& camera, Shader& shader, const Camera& playerCamera
|
||||
) {
|
||||
Frustum frustum;
|
||||
frustum.update(camera.getProjView());
|
||||
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
|
||||
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||
auto denseDistance2 = denseDistance * denseDistance;
|
||||
|
||||
for (const auto& chunk : chunks.getChunks()) {
|
||||
if (chunk == nullptr) {
|
||||
continue;
|
||||
}
|
||||
glm::ivec2 pos {chunk->x, chunk->z};
|
||||
const auto& found = meshes.find({chunk->x, chunk->z});
|
||||
if (found == meshes.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::vec3 coord(
|
||||
pos.x * CHUNK_W + 0.5f, 0.5f, pos.y * CHUNK_D + 0.5f
|
||||
);
|
||||
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustum.isBoxVisible(min, max)) {
|
||||
continue;
|
||||
}
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
found->second.mesh->draw(GL_TRIANGLES,
|
||||
glm::distance2(playerCamera.position * glm::vec3(1, 0, 1),
|
||||
(min + max) * 0.5f * glm::vec3(1, 0, 1)) < denseDistance2);
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawChunks(
|
||||
const Camera& camera, Shader& shader
|
||||
) {
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
|
||||
// [warning] this whole method is not thread-safe for chunks
|
||||
|
||||
int chunksWidth = chunks.getWidth();
|
||||
int chunksOffsetX = chunks.getOffsetX();
|
||||
int chunksOffsetY = chunks.getOffsetY();
|
||||
|
||||
if (indices.size() != chunks.getVolume()) {
|
||||
indices.clear();
|
||||
for (int i = 0; i < chunks.getVolume(); i++) {
|
||||
indices.push_back(ChunksSortEntry {i, 0});
|
||||
}
|
||||
}
|
||||
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
|
||||
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
|
||||
for (auto& index : indices) {
|
||||
float x = index.index % chunksWidth + chunksOffsetX - px;
|
||||
float z = index.index / chunksWidth + chunksOffsetY - pz;
|
||||
index.d = (x * x + z * z) * 1024;
|
||||
}
|
||||
util::insertion_sort(indices.begin(), indices.end());
|
||||
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
|
||||
visibleChunks = 0;
|
||||
shader.uniform1i("u_alphaClip", true);
|
||||
|
||||
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||
auto denseDistance2 = denseDistance * denseDistance;
|
||||
|
||||
// TODO: minimize draw calls number
|
||||
for (int i = indices.size()-1; i >= 0; i--) {
|
||||
auto& chunk = chunks.getChunks()[indices[i].index];
|
||||
auto mesh = retrieveChunk(indices[i].index, camera, culling);
|
||||
|
||||
if (mesh) {
|
||||
glm::vec3 coord(
|
||||
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
|
||||
);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
|
||||
(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2);
|
||||
visibleChunks++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void write_sorting_mesh_entries(
|
||||
ChunkVertex* buffer, const std::vector<SortingMeshEntry>& chunkEntries
|
||||
) {
|
||||
for (const auto& entry : chunkEntries) {
|
||||
const auto& vertexData = entry.vertexData;
|
||||
std::memcpy(
|
||||
buffer,
|
||||
vertexData.data(),
|
||||
vertexData.size() * sizeof(ChunkVertex)
|
||||
);
|
||||
buffer += vertexData.size();
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
|
||||
const int sortInterval = TRANSLUCENT_BLOCKS_SORT_INTERVAL;
|
||||
static int frameid = 0;
|
||||
frameid++;
|
||||
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
const auto& chunks = this->chunks.getChunks();
|
||||
const auto& cameraPos = camera.position;
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
shader.use();
|
||||
atlas.getTexture()->bind();
|
||||
shader.uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader.uniform1i("u_alphaClip", false);
|
||||
|
||||
for (const auto& index : indices) {
|
||||
const auto& chunk = chunks[index.index];
|
||||
if (chunk == nullptr || !chunk->flags.lighted) {
|
||||
continue;
|
||||
}
|
||||
const auto& found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end() || found->second.sortingMeshData.entries.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (culling) {
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustum.isBoxVisible(min, max)) continue;
|
||||
}
|
||||
|
||||
auto& chunkEntries = found->second.sortingMeshData.entries;
|
||||
|
||||
if (chunkEntries.size() == 1) {
|
||||
auto& entry = chunkEntries.at(0);
|
||||
if (found->second.sortedMesh == nullptr) {
|
||||
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
|
||||
entry.vertexData.data(), entry.vertexData.size()
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
continue;
|
||||
}
|
||||
for (auto& entry : chunkEntries) {
|
||||
entry.distance = static_cast<long long>(
|
||||
glm::distance2(entry.position, cameraPos)
|
||||
);
|
||||
}
|
||||
if (found->second.sortedMesh == nullptr ||
|
||||
(frameid + chunk->x) % sortInterval == 0) {
|
||||
std::sort(chunkEntries.begin(), chunkEntries.end());
|
||||
size_t size = 0;
|
||||
for (const auto& entry : chunkEntries) {
|
||||
size += entry.vertexData.size();
|
||||
}
|
||||
|
||||
static util::Buffer<ChunkVertex> buffer;
|
||||
if (buffer.size() < size) {
|
||||
buffer = util::Buffer<ChunkVertex>(size);
|
||||
}
|
||||
write_sorting_mesh_entries(buffer.data(), chunkEntries);
|
||||
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
|
||||
buffer.data(), size
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
}
|
||||
}
|
||||
#include "ChunksRenderer.hpp"
|
||||
#include "BlocksRenderer.hpp"
|
||||
#include "debug/Logger.hpp"
|
||||
#include "assets/Assets.hpp"
|
||||
#include "graphics/core/Mesh.hpp"
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "graphics/core/Texture.hpp"
|
||||
#include "graphics/core/Atlas.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "world/Level.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
#include "maths/FrustumCulling.hpp"
|
||||
#include "util/listutil.hpp"
|
||||
#include "settings.hpp"
|
||||
#include <algorithm>
|
||||
|
||||
static debug::Logger logger("chunks-render");
|
||||
|
||||
size_t ChunksRenderer::visibleChunks = 0;
|
||||
|
||||
namespace {
|
||||
struct CullingBounds { glm::vec3 min; glm::vec3 max; };
|
||||
static constexpr float K_CHUNK_CENTER_BIAS = 0.5f;
|
||||
// Minimal thickness to avoid culling flicker for geometry that forms 2D sheets
|
||||
static constexpr float K_AABB_MIN_EXTENT = 1e-2f;
|
||||
|
||||
static inline bool has_volume(const AABB& aabb) {
|
||||
auto s = aabb.size();
|
||||
return s.x > 0.0f || s.y > 0.0f || s.z > 0.0f;
|
||||
}
|
||||
|
||||
static inline CullingBounds compute_chunk_culling_bounds(
|
||||
const Chunk& chunk,
|
||||
const std::unordered_map<glm::ivec2, ChunkMesh>& meshes
|
||||
) {
|
||||
glm::vec3 min(chunk.x * CHUNK_W, chunk.bottom, chunk.z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk.x * CHUNK_W + CHUNK_W,
|
||||
chunk.top,
|
||||
chunk.z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
auto it = meshes.find({chunk.x, chunk.z});
|
||||
if (it != meshes.end()) {
|
||||
const auto& aabb = it->second.localAabb;
|
||||
if (has_volume(aabb)) {
|
||||
// Convert to world coords (same 0.5 bias as draw model matrix)
|
||||
min = glm::vec3(chunk.x * CHUNK_W + aabb.min().x + K_CHUNK_CENTER_BIAS,
|
||||
aabb.min().y + K_CHUNK_CENTER_BIAS,
|
||||
chunk.z * CHUNK_D + aabb.min().z + K_CHUNK_CENTER_BIAS);
|
||||
max = glm::vec3(chunk.x * CHUNK_W + aabb.max().x + K_CHUNK_CENTER_BIAS,
|
||||
aabb.max().y + K_CHUNK_CENTER_BIAS,
|
||||
chunk.z * CHUNK_D + aabb.max().z + K_CHUNK_CENTER_BIAS);
|
||||
|
||||
// Clamp vertically to chunk vertical span to keep bounds tight and valid
|
||||
min.y = (std::max)(static_cast<float>(chunk.bottom), min.y);
|
||||
max.y = (std::min)(static_cast<float>(chunk.top), max.y);
|
||||
|
||||
// Ensure non-degenerate extents to avoid view-dependent flicker
|
||||
glm::vec3 size = max - min;
|
||||
auto inflate_axis = [&](int axis) {
|
||||
float c = (min[axis] + max[axis]) * 0.5f;
|
||||
min[axis] = c - K_AABB_MIN_EXTENT * 0.5f;
|
||||
max[axis] = c + K_AABB_MIN_EXTENT * 0.5f;
|
||||
};
|
||||
if (size.x < K_AABB_MIN_EXTENT) inflate_axis(0);
|
||||
if (size.y < K_AABB_MIN_EXTENT) inflate_axis(1);
|
||||
if (size.z < K_AABB_MIN_EXTENT) inflate_axis(2);
|
||||
}
|
||||
}
|
||||
return {min, max};
|
||||
}
|
||||
}
|
||||
|
||||
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
|
||||
const Chunks& chunks;
|
||||
BlocksRenderer renderer;
|
||||
public:
|
||||
RendererWorker(
|
||||
const Level& level,
|
||||
const Chunks& chunks,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
)
|
||||
: chunks(chunks),
|
||||
renderer(
|
||||
settings.graphics.denseRender.get()
|
||||
? settings.graphics.chunkMaxVerticesDense.get()
|
||||
: settings.graphics.chunkMaxVertices.get(),
|
||||
level.content,
|
||||
cache,
|
||||
settings
|
||||
) {
|
||||
}
|
||||
|
||||
RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
|
||||
renderer.build(chunk.get(), &chunks);
|
||||
if (renderer.isCancelled()) {
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), true, ChunkMeshData {}};
|
||||
}
|
||||
auto meshData = renderer.createMesh();
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), false, std::move(meshData)};
|
||||
}
|
||||
};
|
||||
|
||||
ChunksRenderer::ChunksRenderer(
|
||||
const Level* level,
|
||||
const Chunks& chunks,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
)
|
||||
: chunks(chunks),
|
||||
assets(assets),
|
||||
frustum(frustum),
|
||||
settings(settings),
|
||||
threadPool(
|
||||
"chunks-render-pool",
|
||||
[&]() {
|
||||
return std::make_shared<RendererWorker>(
|
||||
*level, chunks, cache, settings
|
||||
);
|
||||
},
|
||||
[&](RendererResult& result) {
|
||||
if (!result.cancelled) {
|
||||
auto meshData = std::move(result.meshData);
|
||||
meshes[result.key] = ChunkMesh {
|
||||
std::make_unique<Mesh<ChunkVertex>>(meshData.mesh),
|
||||
std::move(meshData.sortingMesh)};
|
||||
meshes[result.key].localAabb = meshData.localAabb;
|
||||
}
|
||||
inwork.erase(result.key);
|
||||
},
|
||||
settings.graphics.chunkMaxRenderers.get()
|
||||
) {
|
||||
threadPool.setStopOnFail(false);
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
settings.graphics.chunkMaxVertices.get(),
|
||||
level->content, cache, settings
|
||||
);
|
||||
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
||||
logger.info() << "memory consumption is "
|
||||
<< renderer->getMemoryConsumption() * threadPool.getWorkersCount()
|
||||
<< " B";
|
||||
}
|
||||
|
||||
ChunksRenderer::~ChunksRenderer() = default;
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
chunk->flags.modified = false;
|
||||
if (important) {
|
||||
auto mesh = renderer->render(chunk.get(), &chunks);
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
|
||||
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
|
||||
};
|
||||
// propagate local aabb from immediate path too
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)].localAabb = renderer->getLocalAabb();
|
||||
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
|
||||
}
|
||||
glm::ivec2 key(chunk->x, chunk->z);
|
||||
if (inwork.find(key) != inwork.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
inwork[key] = true;
|
||||
threadPool.enqueueJob(chunk);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::unload(const Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::clear() {
|
||||
meshes.clear();
|
||||
inwork.clear();
|
||||
threadPool.clearQueue();
|
||||
}
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end()) {
|
||||
return render(chunk, important);
|
||||
}
|
||||
if (chunk->flags.modified && chunk->flags.lighted) {
|
||||
render(chunk, important);
|
||||
}
|
||||
return found->second.mesh.get();
|
||||
}
|
||||
|
||||
void ChunksRenderer::update() {
|
||||
threadPool.update();
|
||||
}
|
||||
|
||||
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
|
||||
size_t index, const Camera& camera, bool culling
|
||||
) {
|
||||
auto chunk = chunks.getChunks()[index];
|
||||
if (chunk == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
if (!chunk->flags.lighted) {
|
||||
const auto& found = meshes.find({chunk->x, chunk->z});
|
||||
if (found == meshes.end()) {
|
||||
return nullptr;
|
||||
} else {
|
||||
return found->second.mesh.get();
|
||||
}
|
||||
}
|
||||
float distance = glm::distance(
|
||||
camera.position,
|
||||
glm::vec3(
|
||||
(chunk->x + 0.5f) * CHUNK_W,
|
||||
camera.position.y,
|
||||
(chunk->z + 0.5f) * CHUNK_D
|
||||
)
|
||||
);
|
||||
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
|
||||
if (mesh == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
if (chunk->flags.dirtyHeights) {
|
||||
chunk->updateHeights();
|
||||
}
|
||||
if (culling) {
|
||||
const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
|
||||
if (!frustum.isBoxVisible(bounds.min, bounds.max)) return nullptr;
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawShadowsPass(
|
||||
const Camera& camera, Shader& shader, const Camera& playerCamera
|
||||
) {
|
||||
Frustum frustum;
|
||||
frustum.update(camera.getProjView());
|
||||
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
|
||||
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||
auto denseDistance2 = denseDistance * denseDistance;
|
||||
|
||||
for (const auto& chunk : chunks.getChunks()) {
|
||||
if (chunk == nullptr) {
|
||||
continue;
|
||||
}
|
||||
glm::ivec2 pos {chunk->x, chunk->z};
|
||||
const auto& found = meshes.find({chunk->x, chunk->z});
|
||||
if (found == meshes.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::vec3 coord(
|
||||
pos.x * CHUNK_W + K_CHUNK_CENTER_BIAS, K_CHUNK_CENTER_BIAS, pos.y * CHUNK_D + K_CHUNK_CENTER_BIAS
|
||||
);
|
||||
|
||||
const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
|
||||
if (!frustum.isBoxVisible(bounds.min, bounds.max)) {
|
||||
continue;
|
||||
}
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
found->second.mesh->draw(GL_TRIANGLES,
|
||||
glm::distance2(playerCamera.position * glm::vec3(1, 0, 1),
|
||||
(bounds.min + bounds.max) * 0.5f * glm::vec3(1, 0, 1)) < denseDistance2);
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawChunks(
|
||||
const Camera& camera, Shader& shader
|
||||
) {
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
|
||||
// [warning] this whole method is not thread-safe for chunks
|
||||
|
||||
int chunksWidth = chunks.getWidth();
|
||||
int chunksOffsetX = chunks.getOffsetX();
|
||||
int chunksOffsetY = chunks.getOffsetY();
|
||||
|
||||
if (indices.size() != chunks.getVolume()) {
|
||||
indices.clear();
|
||||
for (int i = 0; i < chunks.getVolume(); i++) {
|
||||
indices.push_back(ChunksSortEntry {i, 0});
|
||||
}
|
||||
}
|
||||
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
|
||||
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
|
||||
for (auto& index : indices) {
|
||||
float x = index.index % chunksWidth + chunksOffsetX - px;
|
||||
float z = index.index / chunksWidth + chunksOffsetY - pz;
|
||||
index.d = (x * x + z * z) * 1024;
|
||||
}
|
||||
util::insertion_sort(indices.begin(), indices.end());
|
||||
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
|
||||
visibleChunks = 0;
|
||||
shader.uniform1i("u_alphaClip", true);
|
||||
|
||||
auto denseDistance = settings.graphics.denseRenderDistance.get();
|
||||
auto denseDistance2 = denseDistance * denseDistance;
|
||||
|
||||
// TODO: minimize draw calls number
|
||||
for (int i = indices.size()-1; i >= 0; i--) {
|
||||
auto& chunk = chunks.getChunks()[indices[i].index];
|
||||
auto mesh = retrieveChunk(indices[i].index, camera, culling);
|
||||
|
||||
if (mesh) {
|
||||
glm::vec3 coord(
|
||||
chunk->x * CHUNK_W + K_CHUNK_CENTER_BIAS, K_CHUNK_CENTER_BIAS, chunk->z * CHUNK_D + K_CHUNK_CENTER_BIAS
|
||||
);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
|
||||
(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2);
|
||||
visibleChunks++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void write_sorting_mesh_entries(
|
||||
ChunkVertex* buffer, const std::vector<SortingMeshEntry>& chunkEntries
|
||||
) {
|
||||
for (const auto& entry : chunkEntries) {
|
||||
const auto& vertexData = entry.vertexData;
|
||||
std::memcpy(
|
||||
buffer,
|
||||
vertexData.data(),
|
||||
vertexData.size() * sizeof(ChunkVertex)
|
||||
);
|
||||
buffer += vertexData.size();
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
|
||||
const int sortInterval = TRANSLUCENT_BLOCKS_SORT_INTERVAL;
|
||||
static int frameid = 0;
|
||||
frameid++;
|
||||
|
||||
const bool culling = settings.graphics.frustumCulling.get();
|
||||
const auto& chunks = this->chunks.getChunks();
|
||||
const auto& cameraPos = camera.position;
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
shader.use();
|
||||
atlas.getTexture()->bind();
|
||||
shader.uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader.uniform1i("u_alphaClip", false);
|
||||
|
||||
struct VisibleChunkTrans {
|
||||
glm::ivec2 key;
|
||||
const std::shared_ptr<Chunk>* chunkPtr;
|
||||
long long nearestDist2;
|
||||
};
|
||||
std::vector<VisibleChunkTrans> order;
|
||||
order.reserve(indices.size());
|
||||
|
||||
// Build per-chunk nearest distance for translucent entries
|
||||
for (const auto& index : indices) {
|
||||
const auto& chunk = chunks[index.index];
|
||||
if (chunk == nullptr || !chunk->flags.lighted) {
|
||||
continue;
|
||||
}
|
||||
const auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end()) {
|
||||
continue;
|
||||
}
|
||||
const auto& entries = found->second.sortingMeshData.entries;
|
||||
if (entries.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (culling) {
|
||||
const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
|
||||
if (!frustum.isBoxVisible(bounds.min, bounds.max)) continue;
|
||||
}
|
||||
|
||||
long long nearest = LLONG_MAX;
|
||||
for (const auto& e : entries) {
|
||||
long long d2 = static_cast<long long>(glm::distance2(e.position, cameraPos));
|
||||
if (d2 < nearest) nearest = d2;
|
||||
}
|
||||
order.push_back(VisibleChunkTrans{glm::ivec2(chunk->x, chunk->z), &chunks[index.index], nearest});
|
||||
}
|
||||
|
||||
// Sort chunks by nearest translucent distance back-to-front (far to near)
|
||||
std::sort(order.begin(), order.end(), [](const VisibleChunkTrans& a, const VisibleChunkTrans& b) {
|
||||
return a.nearestDist2 > b.nearestDist2;
|
||||
});
|
||||
|
||||
// Draw per-chunk sorted mesh (keeps GPU buffers and avoids per-frame repack)
|
||||
for (const auto& item : order) {
|
||||
const auto& chunk = *item.chunkPtr;
|
||||
const auto found = meshes.find(item.key);
|
||||
if (found == meshes.end()) continue;
|
||||
auto& chunkEntries = found->second.sortingMeshData.entries;
|
||||
if (chunkEntries.empty()) continue;
|
||||
|
||||
// Keep per-chunk internal order up-to-date occasionally
|
||||
if (found->second.sortedMesh == nullptr || (frameid + chunk->x) % sortInterval == 0) {
|
||||
for (auto& entry : chunkEntries) {
|
||||
entry.distance = static_cast<long long>(
|
||||
glm::distance2(entry.position, cameraPos)
|
||||
);
|
||||
}
|
||||
std::sort(chunkEntries.begin(), chunkEntries.end());
|
||||
size_t size = 0;
|
||||
for (const auto& entry : chunkEntries) {
|
||||
size += entry.vertexData.size();
|
||||
}
|
||||
static util::Buffer<ChunkVertex> buffer;
|
||||
if (buffer.size() < size) {
|
||||
buffer = util::Buffer<ChunkVertex>(size);
|
||||
}
|
||||
write_sorting_mesh_entries(buffer.data(), chunkEntries);
|
||||
found->second.sortedMesh = std::make_unique<Mesh<ChunkVertex>>(
|
||||
buffer.data(), size
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@
|
|||
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "util/Buffer.hpp"
|
||||
#include "maths/aabb.hpp"
|
||||
|
||||
/// @brief Chunk mesh vertex format
|
||||
struct ChunkVertex {
|
||||
|
|
@ -44,10 +45,12 @@ struct SortingMeshData {
|
|||
struct ChunkMeshData {
|
||||
MeshData<ChunkVertex> mesh;
|
||||
SortingMeshData sortingMesh;
|
||||
AABB localAabb; // mesh-space (chunk-local) bounds for precise culling
|
||||
};
|
||||
|
||||
struct ChunkMesh {
|
||||
std::unique_ptr<Mesh<ChunkVertex>> mesh;
|
||||
SortingMeshData sortingMeshData;
|
||||
std::unique_ptr<Mesh<ChunkVertex> > sortedMesh = nullptr;
|
||||
AABB localAabb; // mesh-space (chunk-local) bounds for precise culling
|
||||
};
|
||||
|
|
|
|||
|
|
@ -152,6 +152,32 @@ public:
|
|||
placements.emplace_back(priority, LinePlacement {block, a, b, radius});
|
||||
}
|
||||
|
||||
void perform_block(lua::State* L, std::vector<Placement>& placements) {
|
||||
rawgeti(L, 2);
|
||||
blockid_t block = touinteger(L, -1);
|
||||
pop(L);
|
||||
|
||||
rawgeti(L, 3);
|
||||
glm::ivec3 pos = tovec3(L, -1);
|
||||
pop(L);
|
||||
|
||||
uint8_t rotation = 0;
|
||||
if (objlen(L, -1) >= 4) {
|
||||
rawgeti(L, 4);
|
||||
rotation = tointeger(L, -1) & 0b11;
|
||||
pop(L);
|
||||
}
|
||||
|
||||
int priority = 0;
|
||||
if (objlen(L, -1) >= 5) {
|
||||
rawgeti(L, 5);
|
||||
priority = tointeger(L, -1);
|
||||
pop(L);
|
||||
}
|
||||
|
||||
placements.emplace_back(priority, BlockPlacement {block, pos, rotation});
|
||||
}
|
||||
|
||||
void perform_placement(lua::State* L, std::vector<Placement>& placements) {
|
||||
rawgeti(L, 1);
|
||||
int structIndex = 0;
|
||||
|
|
@ -162,6 +188,11 @@ public:
|
|||
|
||||
perform_line(L, placements);
|
||||
return;
|
||||
} else if (!std::strcmp(name, ":block")) {
|
||||
pop(L);
|
||||
|
||||
perform_block(L, placements);
|
||||
return;
|
||||
}
|
||||
const auto& found = def.structuresIndices.find(name);
|
||||
if (found != def.structuresIndices.end()) {
|
||||
|
|
|
|||
|
|
@ -27,12 +27,23 @@ struct LinePlacement {
|
|||
}
|
||||
};
|
||||
|
||||
struct BlockPlacement {
|
||||
blockid_t block;
|
||||
glm::ivec3 position;
|
||||
uint8_t rotation;
|
||||
bool mirror;
|
||||
|
||||
BlockPlacement(blockid_t block, glm::ivec3 position, uint8_t rotation, bool mirror=false)
|
||||
: block(block), position(std::move(position)), rotation(rotation), mirror(mirror) {
|
||||
}
|
||||
};
|
||||
|
||||
struct Placement {
|
||||
int priority;
|
||||
std::variant<StructurePlacement, LinePlacement> placement;
|
||||
std::variant<StructurePlacement, LinePlacement, BlockPlacement> placement;
|
||||
|
||||
Placement(
|
||||
int priority,
|
||||
std::variant<StructurePlacement, LinePlacement> placement
|
||||
std::variant<StructurePlacement, LinePlacement, BlockPlacement> placement
|
||||
) : priority(priority), placement(std::move(placement)) {}
|
||||
};
|
||||
|
|
|
|||
|
|
@ -204,6 +204,47 @@ void WorldGenerator::placeLine(const LinePlacement& line, int priority) {
|
|||
}
|
||||
}
|
||||
|
||||
void WorldGenerator::placeBlock(const BlockPlacement& block, int priority) {
|
||||
// Compute world-space AABB of the extended block to distribute to prototypes
|
||||
const auto& indices = content.getIndices()->blocks;
|
||||
const auto& def = indices.require(block.block);
|
||||
const auto& rot = def.rotations.variants[block.rotation & 0b11];
|
||||
|
||||
glm::ivec3 minp = block.position;
|
||||
glm::ivec3 maxp = block.position;
|
||||
const auto size = def.size;
|
||||
for (int sy = 0; sy < size.y; sy++) {
|
||||
for (int sz = 0; sz < size.z; sz++) {
|
||||
for (int sx = 0; sx < size.x; sx++) {
|
||||
glm::ivec3 p = block.position;
|
||||
p += rot.axes[0] * sx;
|
||||
p += rot.axes[1] * sy;
|
||||
p += rot.axes[2] * sz;
|
||||
minp = glm::min(minp, p);
|
||||
maxp = glm::max(maxp, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
// inclusive-exclusive for max; expand by 1 to compute chunk coverage
|
||||
maxp += glm::ivec3(1, 1, 1);
|
||||
AABB aabb(minp, maxp);
|
||||
int cxa = floordiv<CHUNK_W>(aabb.a.x);
|
||||
int cza = floordiv<CHUNK_D>(aabb.a.z);
|
||||
int cxb = floordiv<CHUNK_W>(aabb.b.x);
|
||||
int czb = floordiv<CHUNK_D>(aabb.b.z);
|
||||
for (int cz = cza; cz <= czb; cz++) {
|
||||
for (int cx = cxa; cx <= cxb; cx++) {
|
||||
const auto& found = prototypes.find({cx, cz});
|
||||
if (found != prototypes.end()) {
|
||||
// position becomes relative to prototype chunk
|
||||
glm::ivec3 rel = block.position - glm::ivec3(cx * CHUNK_W, 0, cz * CHUNK_D);
|
||||
bool owner = (cx == floordiv<CHUNK_W>(block.position.x)) && (cz == floordiv<CHUNK_D>(block.position.z));
|
||||
found->second->placements.emplace_back(priority, BlockPlacement{block.block, rel, block.rotation, !owner});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WorldGenerator::placeStructures(
|
||||
const std::vector<Placement>& placements,
|
||||
ChunkPrototype& prototype,
|
||||
|
|
@ -217,9 +258,11 @@ void WorldGenerator::placeStructures(
|
|||
continue;
|
||||
}
|
||||
placeStructure(*sp, placement.priority, chunkX, chunkZ);
|
||||
} else if (auto lp = std::get_if<LinePlacement>(&placement.placement)) {
|
||||
placeLine(*lp, placement.priority);
|
||||
} else {
|
||||
const auto& line = std::get<LinePlacement>(placement.placement);
|
||||
placeLine(line, placement.priority);
|
||||
const auto& bp = std::get<BlockPlacement>(placement.placement);
|
||||
placeBlock(bp, placement.priority);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -482,9 +525,10 @@ void WorldGenerator::generatePlacements(
|
|||
for (const auto& placement : placements) {
|
||||
if (auto structure = std::get_if<StructurePlacement>(&placement.placement)) {
|
||||
generateStructure(prototype, *structure, voxels, chunkX, chunkZ);
|
||||
} else {
|
||||
const auto& line = std::get<LinePlacement>(placement.placement);
|
||||
generateLine(prototype, line, voxels, chunkX, chunkZ);
|
||||
} else if (auto line = std::get_if<LinePlacement>(&placement.placement)) {
|
||||
generateLine(prototype, *line, voxels, chunkX, chunkZ);
|
||||
} else if (auto block = std::get_if<BlockPlacement>(&placement.placement)) {
|
||||
generateBlock(prototype, *block, voxels, chunkX, chunkZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -591,6 +635,61 @@ void WorldGenerator::generateLine(
|
|||
}
|
||||
}
|
||||
|
||||
void WorldGenerator::generateBlock(
|
||||
const ChunkPrototype& prototype,
|
||||
const BlockPlacement& placement,
|
||||
voxel* voxels,
|
||||
int chunkX, int chunkZ
|
||||
) {
|
||||
const auto& indices = content.getIndices()->blocks;
|
||||
const auto& def = indices.require(placement.block);
|
||||
|
||||
glm::ivec3 origin = placement.position; // relative; may be outside
|
||||
int rotIndex = 0;
|
||||
if (def.rotatable && def.rotations.variantsCount) {
|
||||
rotIndex = placement.rotation % def.rotations.variantsCount;
|
||||
}
|
||||
|
||||
// write origin only for owner chunk (mirror==false) and if inside bounds
|
||||
if (!placement.mirror &&
|
||||
origin.x >= 0 && origin.x < CHUNK_W &&
|
||||
origin.y >= 0 && origin.y < CHUNK_H &&
|
||||
origin.z >= 0 && origin.z < CHUNK_D) {
|
||||
auto& vox = voxels[vox_index(origin.x, origin.y, origin.z)];
|
||||
vox.id = placement.block;
|
||||
vox.state = {};
|
||||
vox.state.rotation = rotIndex;
|
||||
}
|
||||
|
||||
// expand extended blocks
|
||||
if (def.rt.extended) {
|
||||
const auto& rot = def.rotations.variants[rotIndex];
|
||||
const auto size = def.size;
|
||||
for (int sy = 0; sy < size.y; sy++) {
|
||||
for (int sz = 0; sz < size.z; sz++) {
|
||||
for (int sx = 0; sx < size.x; sx++) {
|
||||
if ((sx | sy | sz) == 0) continue;
|
||||
glm::ivec3 pos = origin;
|
||||
pos += rot.axes[0] * sx;
|
||||
pos += rot.axes[1] * sy;
|
||||
pos += rot.axes[2] * sz;
|
||||
if (pos.x < 0 || pos.x >= CHUNK_W ||
|
||||
pos.y < 0 || pos.y >= CHUNK_H ||
|
||||
pos.z < 0 || pos.z >= CHUNK_D) {
|
||||
continue;
|
||||
}
|
||||
struct voxel seg;
|
||||
seg.id = placement.block;
|
||||
seg.state = {};
|
||||
seg.state.rotation = rotIndex;
|
||||
seg.state.segment = ((sx > 0) | ((sy > 0) << 1) | ((sz > 0) << 2));
|
||||
voxels[vox_index(pos.x, pos.y, pos.z)] = seg;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WorldGenDebugInfo WorldGenerator::createDebugInfo() const {
|
||||
const auto& area = surroundMap.getArea();
|
||||
const auto& levels = area.getBuffer();
|
||||
|
|
|
|||
|
|
@ -79,6 +79,7 @@ class WorldGenerator {
|
|||
);
|
||||
|
||||
void placeLine(const LinePlacement& line, int priority);
|
||||
void placeBlock(const BlockPlacement& block, int priority);
|
||||
|
||||
void generatePlacements(
|
||||
const ChunkPrototype& prototype, voxel* voxels, int x, int z
|
||||
|
|
@ -89,6 +90,12 @@ class WorldGenerator {
|
|||
voxel* voxels,
|
||||
int x, int z
|
||||
);
|
||||
void generateBlock(
|
||||
const ChunkPrototype& prototype,
|
||||
const BlockPlacement& placement,
|
||||
voxel* voxels,
|
||||
int x, int z
|
||||
);
|
||||
void generateStructure(
|
||||
const ChunkPrototype& prototype,
|
||||
const StructurePlacement& placement,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue