mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
Merge branch 'main' into new-animation-features
This commit is contained in:
commit
d40070abab
16 changed files with 178 additions and 123 deletions
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@ -190,10 +190,14 @@ rig:is_visible([optional] index: int) -> bool
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rig:set_visible([optional] index: int, status: bool)
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-- Returns the color of the entity
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rig:get_color() -> vec3
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rig:get_color() -> vec4
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-- Return the color of the bone by index
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rig:get_color(index: int) -> vec4
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-- Sets the color of the entity
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rig:set_color(color: vec3)
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rig:set_color(color: vec3 | vec4)
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-- Sets the color of the bone by index
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rig:set_color(color: vec3 | vec4, index: int)
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```
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> [!WARNING]
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@ -179,10 +179,14 @@ rig:is_visible([optional] index: int) -> bool
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rig:set_visible([optional] index: int, status: bool)
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-- Возвращает цвет сущности
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rig:get_color() -> vec3
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rig:get_color() -> vec4
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-- Возвращает цвет кости по индексу
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rig:get_color(index: int) -> vec4
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-- Устанавливает цвет сущности
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rig:set_color(color: vec3)
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rig:set_color(color: vec3 | vec4)
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-- Устанавливает цвет кости по индексу
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rig:set_color(color: vec3 | vec4, index: int)
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```
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## Пользовательские компоненты
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@ -58,8 +58,8 @@ local Skeleton = {__index={
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index=function(self, s) return __skeleton.index(self.eid, s) end,
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is_visible=function(self, i) return __skeleton.is_visible(self.eid, i) end,
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set_visible=function(self, i, b) return __skeleton.set_visible(self.eid, i, b) end,
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get_color=function(self) return __skeleton.get_color(self.eid) end,
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set_color=function(self, color) return __skeleton.set_color(self.eid, color) end,
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get_color=function(self, ...) return __skeleton.get_color(self.eid, ...) end,
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set_color=function(self, color, ...) return __skeleton.set_color(self.eid, color, ...) end,
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set_interpolated=function(self, b) return __skeleton.set_interpolated(self.eid, b) end,
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}}
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@ -2,7 +2,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 2) in vec4 v_color;
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layout (location = 3) in vec4 v_light;
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layout (location = 4) in vec4 v_normal;
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@ -29,8 +29,8 @@ void main() {
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
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a_color.a = u_opacity;
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color.rgb;
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a_color.a = u_opacity * v_color.a;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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@ -46,7 +46,8 @@ Skeleton::Skeleton(std::shared_ptr<const SkeletonConfig> config)
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flags(config ? config->getBones().size() : 0),
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textures(),
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modelOverrides(config ? config->getBones().size() : 0),
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visible(true) {
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visible(true),
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boneTints(config ? config->getBones().size() : 0, glm::vec4(1.0f)) {
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if (config == nullptr) {
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return;
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}
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@ -99,6 +100,7 @@ void Skeleton::setConfig(std::shared_ptr<const SkeletonConfig> rigConfig) {
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modelOverrides.resize(bonesCount);
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flags.resize(bonesCount);
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boneTints.resize(bonesCount, glm::vec4(1.0f));
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for (size_t i = 0; i < bonesCount; i++) {
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flags[i].visible = true;
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@ -204,7 +206,7 @@ void SkeletonConfig::render(
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if (model) {
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batch.draw(
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skeleton.calculated.matrices[i],
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skeleton.tint,
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skeleton.tint * skeleton.boneTints[i],
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model,
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&skeleton.textures
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);
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@ -85,7 +85,8 @@ namespace rigging {
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std::unordered_map<std::string, std::string> textures;
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std::vector<ModelReference> modelOverrides;
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bool visible;
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glm::vec3 tint {1.0f, 1.0f, 1.0f};
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glm::vec4 tint {1.0f, 1.0f, 1.0f, 1.0f};
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std::vector<glm::vec4> boneTints;
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util::VecInterpolation<3, float> interpolation {false};
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@ -161,7 +161,7 @@ void BlockWrapsRenderer::draw(const DrawContext& pctx) {
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u64id_t BlockWrapsRenderer::add(
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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const glm::vec4& tint,
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float emission
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) {
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u64id_t id = nextWrapper++;
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@ -20,7 +20,7 @@ class DrawContext;
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struct BlockWrapper {
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glm::ivec3 position;
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std::array<std::string, 6> textureFaces {};
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std::array<glm::vec3, 6> tints {};
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std::array<glm::vec4, 6> tints {};
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float emission = 0.0f;
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// --- render cache ---
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@ -56,7 +56,7 @@ public:
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u64id_t add(
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const glm::ivec3& position,
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const std::string& texture,
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const glm::vec3& tint,
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const glm::vec4& tint,
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float emission
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);
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@ -82,12 +82,75 @@ inline glm::vec4 do_tint(float value) {
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return {value, value, value, 1.0f};
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}
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void MainBatch::quad(
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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& normal,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec4& tint,
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const UVRegion& subregion,
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float emission
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) {
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prepare(6);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
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light,
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tint,
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normal,
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emission
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);
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}
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void MainBatch::cube(
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const glm::vec3& coord,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
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const glm::vec4& lights,
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const glm::vec3 tints[],
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const glm::vec4 tints[],
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float emission,
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uint8_t cullingBits
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) {
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@ -17,30 +17,20 @@ class Chunks;
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struct MainBatchVertex {
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glm::vec3 position;
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glm::vec2 uv;
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glm::vec3 tint;
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glm::vec4 tint;
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std::array<uint8_t, 4> color;
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std::array<uint8_t, 4> normal;
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static constexpr VertexAttribute ATTRIBUTES[] = {
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::FLOAT, false, 2},
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{VertexAttribute::Type::FLOAT, false, 3},
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{VertexAttribute::Type::FLOAT, false, 4},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{VertexAttribute::Type::UNSIGNED_BYTE, true, 4},
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{{}, 0}};
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};
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class MainBatch {
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std::unique_ptr<MainBatchVertex[]> const buffer;
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size_t const capacity;
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size_t index;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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std::unique_ptr<Mesh<MainBatchVertex>> mesh;
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std::unique_ptr<Texture> blank;
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const Texture* texture = nullptr;
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public:
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/// xyz, uv, color, compressed lights
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@ -63,7 +53,7 @@ public:
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const glm::vec3& pos,
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const glm::vec2& uv,
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const glm::vec4& light,
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const glm::vec3& tint,
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const glm::vec4& tint,
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const glm::vec3& normal,
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float emission
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) {
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@ -84,76 +74,36 @@ public:
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index++;
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}
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inline void quad(
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void quad(
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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& normal,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec3& tint,
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const glm::vec4& tint,
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const UVRegion& subregion,
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float emission = 0.0f
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) {
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prepare(6);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint,
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normal,
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emission
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint,
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normal,
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emission
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);
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|
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
|
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light,
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tint,
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normal,
|
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emission
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
|
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light,
|
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tint,
|
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normal,
|
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emission
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);
|
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
|
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light,
|
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tint,
|
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normal,
|
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emission
|
||||
);
|
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}
|
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|
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void cube(
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const glm::vec3& coord,
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const glm::vec3& size,
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const UVRegion(&texfaces)[6],
|
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const glm::vec4& lights,
|
||||
const glm::vec3 tints[],
|
||||
const glm::vec4 tints[],
|
||||
float emission,
|
||||
uint8_t cullingBits = 0xFF
|
||||
);
|
||||
private:
|
||||
std::unique_ptr<MainBatchVertex[]> const buffer;
|
||||
size_t const capacity;
|
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size_t index;
|
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|
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
|
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|
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std::unique_ptr<Mesh<MainBatchVertex>> mesh;
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std::unique_ptr<Texture> blank;
|
||||
|
||||
const Texture* texture = nullptr;
|
||||
};
|
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|
|
|
|||
|
|
@ -61,8 +61,8 @@ void ModelBatch::draw(
|
|||
const model::Mesh& mesh,
|
||||
const glm::mat4& matrix,
|
||||
const glm::mat3& rotation,
|
||||
glm::vec3 tint,
|
||||
const texture_names_map* varTextures,
|
||||
const glm::vec4& tint,
|
||||
const TextureNamesMap* varTextures,
|
||||
bool backlight
|
||||
) {
|
||||
setTexture(mesh.texture, varTextures);
|
||||
|
|
@ -97,10 +97,12 @@ void ModelBatch::draw(
|
|||
}
|
||||
}
|
||||
|
||||
void ModelBatch::draw(glm::mat4 matrix,
|
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glm::vec3 tint,
|
||||
void ModelBatch::draw(
|
||||
const glm::mat4& matrix,
|
||||
const glm::vec4& tint,
|
||||
const model::Model* model,
|
||||
const texture_names_map* varTextures) {
|
||||
const TextureNamesMap* varTextures
|
||||
) {
|
||||
for (const auto& mesh : model->meshes) {
|
||||
entries.push_back({
|
||||
matrix, extract_rotation(matrix), tint, &mesh, varTextures
|
||||
|
|
@ -134,7 +136,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
|
|||
}
|
||||
|
||||
void ModelBatch::setTexture(const std::string& name,
|
||||
const texture_names_map* varTextures) {
|
||||
const TextureNamesMap* varTextures) {
|
||||
if (varTextures && !name.empty() && name.at(0) == '$') {
|
||||
const auto& found = varTextures->find(name);
|
||||
if (found == varTextures->end()) {
|
||||
|
|
|
|||
|
|
@ -18,9 +18,28 @@ namespace model {
|
|||
struct Model;
|
||||
}
|
||||
|
||||
using texture_names_map = std::unordered_map<std::string, std::string>;
|
||||
using TextureNamesMap = std::unordered_map<std::string, std::string>;
|
||||
|
||||
class ModelBatch {
|
||||
public:
|
||||
ModelBatch(
|
||||
size_t capacity,
|
||||
const Assets& assets,
|
||||
const Chunks& chunks,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
~ModelBatch();
|
||||
|
||||
void draw(
|
||||
const glm::mat4& matrix,
|
||||
const glm::vec4& tint,
|
||||
const model::Model* model,
|
||||
const TextureNamesMap* varTextures
|
||||
);
|
||||
void render();
|
||||
|
||||
void setLightsOffset(const glm::vec3& offset);
|
||||
private:
|
||||
const Assets& assets;
|
||||
const Chunks& chunks;
|
||||
|
||||
|
|
@ -31,38 +50,24 @@ class ModelBatch {
|
|||
|
||||
std::unique_ptr<MainBatch> batch;
|
||||
|
||||
void draw(const model::Mesh& mesh,
|
||||
void draw(
|
||||
const model::Mesh& mesh,
|
||||
const glm::mat4& matrix,
|
||||
const glm::mat3& rotation,
|
||||
glm::vec3 tint,
|
||||
const texture_names_map* varTextures,
|
||||
bool backlight);
|
||||
const glm::vec4& tint,
|
||||
const TextureNamesMap* varTextures,
|
||||
bool backlight
|
||||
);
|
||||
|
||||
void setTexture(const std::string& name,
|
||||
const texture_names_map* varTextures);
|
||||
const TextureNamesMap* varTextures);
|
||||
|
||||
struct DrawEntry {
|
||||
glm::mat4 matrix;
|
||||
glm::mat3 rotation;
|
||||
glm::vec3 tint;
|
||||
glm::vec4 tint;
|
||||
const model::Mesh* mesh;
|
||||
const texture_names_map* varTextures;
|
||||
const TextureNamesMap* varTextures;
|
||||
};
|
||||
std::vector<DrawEntry> entries;
|
||||
public:
|
||||
ModelBatch(
|
||||
size_t capacity,
|
||||
const Assets& assets,
|
||||
const Chunks& chunks,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
~ModelBatch();
|
||||
|
||||
void draw(glm::mat4 matrix,
|
||||
glm::vec3 tint,
|
||||
const model::Model* model,
|
||||
const texture_names_map* varTextures);
|
||||
void render();
|
||||
|
||||
void setLightsOffset(const glm::vec3& offset);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -160,7 +160,7 @@ void ParticlesRenderer::renderParticle(
|
|||
-camera.front,
|
||||
preset.size * scale,
|
||||
light,
|
||||
glm::vec3(1.0f),
|
||||
glm::vec4(1.0f),
|
||||
particle.region,
|
||||
preset.lighting ? 0.0f : 1.0f
|
||||
);
|
||||
|
|
|
|||
|
|
@ -151,7 +151,7 @@ void PrecipitationRenderer::render(
|
|||
glm::cross(glm::vec3(0, 1, 0), face.right),
|
||||
FACE_SIZE,
|
||||
light_at(chunks, pos.x, y, pos.z),
|
||||
glm::vec3(1.0f),
|
||||
glm::vec4(1.0f),
|
||||
calc_uv(pos, face.right, timer, weather)
|
||||
);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -147,8 +147,19 @@ static int l_set_visible(lua::State* L) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
static glm::vec4 to_color(lua::State* L, int idx) {
|
||||
if (lua::objlen(L, idx) > 3) {
|
||||
return lua::tovec4(L, idx);
|
||||
}
|
||||
return glm::vec4(lua::tovec3(L, idx), 1.0f);
|
||||
}
|
||||
|
||||
static int l_get_color(lua::State* L) {
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
if (lua::isnumber(L, 2)) {
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushvec(L, skeleton->boneTints[index]);
|
||||
}
|
||||
return lua::pushvec(L, skeleton->tint);
|
||||
}
|
||||
return 0;
|
||||
|
|
@ -156,7 +167,13 @@ static int l_get_color(lua::State* L) {
|
|||
|
||||
static int l_set_color(lua::State* L) {
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
skeleton->tint = lua::tovec3(L, 2);
|
||||
auto color = to_color(L, 2);
|
||||
if (lua::isnumber(L, 3)) {
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 3));
|
||||
skeleton->boneTints[index] = color;
|
||||
} else {
|
||||
skeleton->tint = color;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,7 +10,11 @@ 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);
|
||||
glm::vec4 tint =
|
||||
lua::istable(L, 4)
|
||||
? (lua::objlen(L, 4) > 3 ? lua::tovec4(L, 4)
|
||||
: glm::vec4(lua::tovec3(L, 4), 1.0f))
|
||||
: glm::vec4(1.0f);
|
||||
|
||||
return lua::pushinteger(
|
||||
L,
|
||||
|
|
@ -72,9 +76,12 @@ 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);
|
||||
wrapper->tints[i] = glm::vec4(1.0f);
|
||||
} else {
|
||||
wrapper->tints[i] = lua::tovec3(L, 2 + i);
|
||||
wrapper->tints[i] =
|
||||
lua::objlen(L, 2 + i) > 3
|
||||
? lua::tovec4(L, 2 + i)
|
||||
: glm::vec4(lua::tovec3(L, 2 + i), 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue