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https://github.com/MihailRis/voxelcore.git
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Merge branch 'main' into volume-renderer
This commit is contained in:
commit
b2df0a7e91
28 changed files with 642 additions and 184 deletions
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@ -1,6 +1,10 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include "Model.hpp"
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#include <algorithm>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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using namespace model;
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@ -71,6 +75,39 @@ void Mesh::addRect(
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vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
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}
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static glm::mat4 extract_rotation(const glm::mat4& matrix) {
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glm::vec3 scale;
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glm::quat rotation;
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glm::vec3 translation;
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(matrix, scale, rotation, translation, skew, perspective);
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return glm::mat4_cast(rotation);
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}
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void Mesh::addRect(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& uv,
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const glm::mat4& transform
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) {
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auto a = transform * glm::vec4(pos - right - up, 1.0f);
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auto b = transform * glm::vec4(pos + right - up, 1.0f);
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auto c = transform * glm::vec4(pos + right + up, 1.0f);
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auto d = transform * glm::vec4(pos - right + up, 1.0f);
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auto tsfnorm = extract_rotation(transform) * glm::vec4(norm, 1.0f);
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vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
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vertices.push_back({b, {uv.u2, uv.v1}, tsfnorm});
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vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
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vertices.push_back({a, {uv.u1, uv.v1}, tsfnorm});
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vertices.push_back({c, {uv.u2, uv.v2}, tsfnorm});
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vertices.push_back({d, {uv.u1, uv.v2}, tsfnorm});
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}
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void Mesh::addBox(const glm::vec3& pos, const glm::vec3& size) {
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UVRegion fullRegion (0, 0, 1, 1);
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addPlane(pos+Z*size, X*size, Y*size, Z, fullRegion);
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@ -119,6 +156,18 @@ void Mesh::scale(const glm::vec3& size) {
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}
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}
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void Mesh::transform(const glm::mat4& matrix) {
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for (auto& vertex : vertices) {
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vertex.coord = matrix * glm::vec4(vertex.coord, 1.0f);
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}
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}
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void Mesh::translate(const glm::vec3& offset) {
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for (auto& vertex : vertices) {
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vertex.coord += offset;
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}
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}
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void Model::clean() {
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meshes.erase(
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std::remove_if(meshes.begin(), meshes.end(),
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@ -128,3 +177,41 @@ void Model::clean() {
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meshes.end()
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);
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}
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void Model::transform(const glm::mat4& matrix) {
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for (auto& mesh : meshes) {
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mesh.transform(matrix);
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}
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}
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void Model::translate(const glm::vec3& offset) {
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for (auto& mesh : meshes) {
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mesh.translate(offset);
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}
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}
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void Model::merge(const Model& source) {
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for (const auto& srcMesh : source.meshes) {
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auto& dstMesh = addMesh(srcMesh.texture, srcMesh.shading);
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dstMesh.vertices.insert(
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dstMesh.vertices.end(),
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srcMesh.vertices.begin(),
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srcMesh.vertices.end()
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);
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}
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}
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void Model::merge(Model&& source) {
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for (auto& srcMesh : source.meshes) {
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auto& dstMesh = addMesh(srcMesh.texture, srcMesh.shading);
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if (dstMesh.vertices.empty()) {
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dstMesh = std::move(srcMesh);
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} else {
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dstMesh.vertices.insert(
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dstMesh.vertices.end(),
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srcMesh.vertices.begin(),
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srcMesh.vertices.end()
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);
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}
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}
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}
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@ -40,6 +40,14 @@ namespace model {
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const glm::vec3& norm,
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const UVRegion& region
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);
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void addRect(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& uv,
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const glm::mat4& transform
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);
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void addTriangle(
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const glm::vec3& a,
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const glm::vec3& b,
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@ -64,6 +72,12 @@ namespace model {
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const glm::mat4& transform
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);
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void scale(const glm::vec3& size);
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/// @brief Apply transformation matrix to vertices coordinates
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void transform(const glm::mat4& matrix);
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/// @brief Move vertices coordinates by offset
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void translate(const glm::vec3& offset);
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};
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struct Model {
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@ -81,7 +95,22 @@ namespace model {
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meshes.push_back({texture, {}, shading});
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return meshes[meshes.size() - 1];
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}
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/// @brief Remove all empty meshes
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void clean();
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/// @brief Apply transformation matrix to vertices coordinates
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void transform(const glm::mat4& matrix);
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/// @brief Move vertices coordinates by offset
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void translate(const glm::vec3& offset);
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/// @brief Copy or merge meshes from source model to this.
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/// Does not remove duplicates
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void merge(const Model& source);
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/// @brief Move or merge meshes from source model to this.
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/// Does not remove duplicates
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void merge(Model&& source);
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};
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}
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@ -23,6 +23,7 @@
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#include "maths/voxmaths.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Player.hpp"
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#include "objects/rigging.hpp"
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#include "settings.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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@ -110,7 +111,7 @@ WorldRenderer::WorldRenderer(
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const auto& content = level.content;
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skeletons = std::make_unique<NamedSkeletons>();
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const auto& skeletonConfig = content.requireSkeleton(
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const auto& skeletonConfig = assets->require<rigging::SkeletonConfig>(
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content.getDefaults()["hand-skeleton"].asString()
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);
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hands = std::make_unique<HandsRenderer>(
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