#include "BlocksRenderer.h" #include #include "Mesh.h" #include "UVRegion.h" #include "../constants.h" #include "../voxels/Block.h" #include "../voxels/Chunk.h" #include "../voxels/VoxelsVolume.h" #include "../voxels/ChunksStorage.h" #include "../lighting/Lightmap.h" using glm::ivec3; using glm::vec3; using glm::vec4; #define VERTEX_SIZE 9 BlocksRenderer::BlocksRenderer(size_t capacity) : offset(0), capacity(capacity) { buffer = new float[capacity]; voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2); } BlocksRenderer::~BlocksRenderer() { delete voxelsBuffer; delete[] buffer; } void BlocksRenderer::vertex(vec3 coord, float u, float v, vec4 light) { buffer[offset++] = coord.x; buffer[offset++] = coord.y; buffer[offset++] = coord.z; buffer[offset++] = u; buffer[offset++] = v; buffer[offset++] = light.r; buffer[offset++] = light.g; buffer[offset++] = light.b; buffer[offset++] = light.a; } void BlocksRenderer::face(vec3 coord, float w, float h, const vec3 axisX, const vec3 axisY, const UVRegion& region, const vec4 lights[4], const vec4 tint) { if (offset + VERTEX_SIZE * 6 > capacity) { overflow = true; return; } vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint); vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint); vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint); vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint); } void BlocksRenderer::face(vec3 coord, float w, float h, const vec3 axisX, const vec3 axisY, const UVRegion& region, const vec4 lights[4], const vec4 tint, bool rotated) { if (offset + VERTEX_SIZE * 6 > capacity) { overflow = true; return; } if (rotated) { vertex(coord, region.u2, region.v1, lights[0] * tint); vertex(coord + axisX * w, region.u2, region.v2, lights[1] * tint); vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint); vertex(coord, region.u2, region.v1, lights[0] * tint); vertex(coord + axisX * w + axisY * h, region.u1, region.v2, lights[2] * tint); vertex(coord + axisY * h, region.u1, region.v1, lights[3] * tint); } else { vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord + axisX * w, region.u2, region.v1, lights[1] * tint); vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint); vertex(coord, region.u1, region.v1, lights[0] * tint); vertex(coord + axisX * w + axisY * h, region.u2, region.v2, lights[2] * tint); vertex(coord + axisY * h, region.u1, region.v2, lights[3] * tint); } } void BlocksRenderer::cube(vec3 coord, vec3 size, const UVRegion texfaces[6]) { vec4 lights[]{ vec4(),vec4(),vec4(),vec4() }; face(coord, size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[0], lights); face(coord + vec3(size.x, 0, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[1], lights); face(coord + vec3(0, size.y, 0), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[2], lights); face(coord + vec3(0, 0, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[3], lights); face(coord + vec3(0, 0, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[4], lights); face(coord + vec3(size.x, 0, 0), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[5], lights); } inline vec4 do_tint(float value) { return vec4(value); } void BlocksRenderer::blockCube(int x, int y, int z, vec3 size, const UVRegion texfaces[6], ubyte group) { vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) }; if (isOpen(x, y, z + 1, group)) { face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f)); } if (isOpen(x, y, z - 1, group)) { face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, vec4(1.0f)); } if (isOpen(x, y + 1, z, group)) { face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights); } if (isOpen(x, y - 1, z, group)) { face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, vec4(1.0f)); } if (isOpen(x - 1, y, z, group)) { face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, vec4(1.0f)); } if (isOpen(x + 1, y, z, group)) { face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, vec4(1.0f)); } } void BlocksRenderer::blockXSprite(int x, int y, int z, vec3 size, const UVRegion texface1, const UVRegion texface2, float spread) { vec4 lights[]{ pickSoftLight(x, y+1, z, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y+1, z, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 1, 0}) }; int rand = ((x * z + y) ^ (z * y - x)) * (z + y); float xs = ((float)(char)rand / 512) * spread; float zs = ((float)(char)(rand >> 8) / 512) * spread; const float w = size.x/1.41f; face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - 1 + (1.0 - w) * 0.5f), w, size.y, vec3(1.0f, 0, 1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f)); face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs - (1.0 - w) * 0.5f), w, size.y, vec3(-1.0f, 0, -1.0f), vec3(0, 1, 0), texface1, lights, do_tint(0.8f)); face(vec3(x + xs + (1.0 - w) * 0.5f, y, z + zs - (1.0 - w) * 0.5f), w, size.y, vec3(1.0f, 0, -1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f)); face(vec3(x + xs - (1.0 - w) * 0.5f + 1, y, z + zs + (1.0 - w) * 0.5f - 1), w, size.y, vec3(-1.0f, 0, 1.0f), vec3(0, 1, 0), texface2, lights, do_tint(0.8f)); } void BlocksRenderer::blockCubeShaded(int x, int y, int z, vec3 size, const UVRegion texfaces_[6], const Block* block, ubyte states) { ubyte group = block->drawGroup; UVRegion texfaces[6]; int rot = 0; for (int i = 0; i < 6; i++) { texfaces[i] = texfaces_[i]; } if (block->rotatable) { if (states == BLOCK_DIR_X) { rot = 1; texfaces[0] = texfaces_[2]; texfaces[1] = texfaces_[3]; texfaces[2] = texfaces_[0]; texfaces[3] = texfaces_[1]; } else if (states == BLOCK_DIR_Y) { rot = 2; } else if (states == BLOCK_DIR_Z) { rot = 3; texfaces[2] = texfaces_[4]; texfaces[3] = texfaces_[5]; texfaces[4] = texfaces_[2]; texfaces[5] = texfaces_[3]; } } if (isOpen(x, y, z + 1, group)) { vec4 lights[]{ pickSoftLight(x, y, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}), pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 1, 0}) }; face(vec3(x, y, z), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], lights, do_tint(0.9f), rot == 1); } if (isOpen(x, y, z - 1, group)) { vec4 lights[]{ pickSoftLight(x, y, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x - 1, y, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}), pickSoftLight(x, y + 1, z - 1, {-1, 0, 0}, {0, 1, 0}) }; face(vec3(x + size.x, y, z - size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], lights, do_tint(0.75f), rot == 1); } if (isOpen(x, y + 1, z, group)) { vec4 lights[]{ pickSoftLight(x, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x + 1, y + 1, z + 1, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x + 1, y + 1, z, {1, 0, 0}, {0, 0, 1}), pickSoftLight(x, y + 1, z, {1, 0, 0}, {0, 0, 1}) }; face(vec3(x, y + size.y, z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], lights, vec4(1.0f), rot == 1); } if (isOpen(x, y - 1, z, group)) { vec4 lights[]{ pickSoftLight(x, y - 1, z - 1, {1, 0, 0}, {0, 0, -1}), pickSoftLight(x + 1, y - 1, z - 1, {1, 0, 0}, {0, 0,-1}), pickSoftLight(x + 1, y - 1, z, {1, 0, 0}, {0, 0, -1}), pickSoftLight(x, y - 1, z, {1, 0, 0}, {0, 0, -1}) }; face(vec3(x, y, z - size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], lights, do_tint(0.6f), rot == 1); } if (isOpen(x - 1, y, z, group)) { vec4 lights[]{ pickSoftLight(x - 1, y, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x - 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}) }; face(vec3(x, y, z - size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], lights, do_tint(0.7f), rot == 3); } if (isOpen(x + 1, y, z, group)) { vec4 lights[]{ pickSoftLight(x + 1, y, z, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z - 1, {0, 0, -1}, {0, 1, 0}), pickSoftLight(x + 1, y + 1, z, {0, 0, -1}, {0, 1, 0}) }; face(vec3(x + size.x, y, z), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], lights, do_tint(0.8f), rot == 3); } } // Does block allow to see other blocks sides (is it transparent) bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const { blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); if (id == BLOCK_VOID) return false; const Block& block = *Block::blocks[id]; if (block.drawGroup != group && block.lightPassing) { return true; } return !id; } bool BlocksRenderer::isOpenForLight(int x, int y, int z) const { blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); if (id == BLOCK_VOID) return false; const Block& block = *Block::blocks[id]; if (block.lightPassing) { return true; } return !id; } vec4 BlocksRenderer::pickLight(int x, int y, int z) const { if (isOpenForLight(x, y, z)) { light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z); return vec4(Lightmap::extract(light, 0) / 15.0f, Lightmap::extract(light, 1) / 15.0f, Lightmap::extract(light, 2) / 15.0f, Lightmap::extract(light, 3) / 15.0f); } else { return vec4(0.0f); } } vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, ivec3 right, ivec3 up) const { return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) + pickLight(x - up.x, y - up.y, z - up.z) + pickLight(x, y, z) + pickLight(x - right.x, y - right.y, z - right.z)) * 0.25f; } // Get texture atlas UV region for block face inline UVRegion uvfor(const Block& def, uint face, int atlas_size) { float uvsize = 1.0f / (float)atlas_size; float us = 1.0f / (float)atlas_size / (float)atlas_size * ATLAS_MARGIN_SIZE * 0.8f; const uint id = def.textureFaces[face]; float u = (id % atlas_size) * uvsize; float v = 1.0f - (id / atlas_size + 1) * uvsize; return UVRegion(u+us, v+us, u + uvsize - us, v + uvsize - us); } void BlocksRenderer::render(const voxel* voxels, int atlas_size) { for (ubyte group = 0; group < 8; group++) { for (uint y = 0; y < CHUNK_H; y++) { for (uint z = 0; z < CHUNK_D; z++) { for (uint x = 0; x < CHUNK_W; x++) { const voxel& vox = voxels[((y * CHUNK_D) + z) * CHUNK_W + x]; blockid_t id = vox.id; const Block& def = *Block::blocks[id]; if (!id || def.drawGroup != group) continue; const UVRegion texfaces[6]{ uvfor(def, 0, atlas_size), uvfor(def, 1, atlas_size), uvfor(def, 2, atlas_size), uvfor(def, 3, atlas_size), uvfor(def, 4, atlas_size), uvfor(def, 5, atlas_size) }; switch (def.model) { case BlockModel::block: if (*((light_t*)&def.emission)) { blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup); } else { blockCubeShaded(x, y, z, vec3(1, 1, 1), texfaces, &def, vox.states); } break; case BlockModel::xsprite: { blockXSprite(x, y, z, vec3(1, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f); break; } } if (overflow) return; } } } } } Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksStorage* chunks) { this->chunk = chunk; voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1); chunks->getVoxels(voxelsBuffer); overflow = false; offset = 0; const voxel* voxels = chunk->voxels; render(voxels, atlas_size); const vattr attrs[]{ {3}, {2}, {4}, {0} }; Mesh* mesh = new Mesh(buffer, offset / VERTEX_SIZE, attrs); return mesh; } VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const { return voxelsBuffer; }