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authorLaG1924 <lag1924@gmail.com>2022-07-09 03:51:25 +0200
committerLaG1924 <lag1924@gmail.com>2022-07-09 03:51:25 +0200
commit1e9218ac7b74d7b0461ea66e9a376e3056ea7281 (patch)
treed8e1291eed07946a1495c5def2a645bdd716920a
parentAdded simple liquids meshing (diff)
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Diffstat (limited to '')
-rw-r--r--src/AssetManager.hpp8
-rw-r--r--src/RendererSectionData.cpp112
2 files changed, 100 insertions, 20 deletions
diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp
index cad7eaf..250524e 100644
--- a/src/AssetManager.hpp
+++ b/src/AssetManager.hpp
@@ -22,6 +22,10 @@ enum FaceDirection {
south,
west,
east,
+ northWest,
+ northEast,
+ southWest,
+ southEast,
none,
};
@@ -32,6 +36,10 @@ static const Vector FaceDirectionVector[] = {
Vector(0,0,1),
Vector(-1,0,0),
Vector(1,0,0),
+ Vector(-1,0,-1),
+ Vector(1,0,-1),
+ Vector(-1,0,1),
+ Vector(1,0,1),
Vector(0,0,0)
};
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 8ccf0ca..255f40f 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -131,18 +131,32 @@ void AddFacesByBlockModel(RendererSectionData& data, const BlockFaces& model, co
}
}
-void AddLiquidFacesByBlockModel(RendererSectionData& data, const BlockId &blockId, const BlockFaces& model, const glm::mat4& transform, bool visibility[FaceDirection::none], const Vector& pos, const SectionsData& sections, bool smoothLighting) {
+void AddLiquidFacesByBlockModel(RendererSectionData& data, const BlockId& blockId, const BlockFaces& model, const glm::mat4& transform, bool visibility[FaceDirection::none], const Vector& pos, const SectionsData& sections, bool smoothLighting) {
const ParsedFace& flowData = model.faces[0];
const ParsedFace& stillData = model.faces[1];
size_t addedFaces = 0;
+ constexpr float highLevel = 0.9f;
+ constexpr float lowLevel = 0.05f;
+
+ constexpr float neighborLevels[] = {
+ lowLevel + ((highLevel - lowLevel) / 7) * 7.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 6.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 5.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 4.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 3.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 2.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 1.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 0.0f,
+ };
+
uint8_t neighborsLiquids[FaceDirection::none + 1] = { 0 };
for (size_t i = 0; i < FaceDirection::none; i++) {
const BlockId bid = sections.GetBlockId(pos + FaceDirectionVector[i]);
neighborsLiquids[i] = bid.id == blockId.id ? bid.state & 0b00000111 : 0;
}
neighborsLiquids[FaceDirection::none] = blockId.state & 0b00000111;
-
+
const bool liquidFalling = blockId.state & 0x8;
if (liquidFalling) {
if (!neighborsLiquids[FaceDirection::down]) {
@@ -198,11 +212,22 @@ void AddLiquidFacesByBlockModel(RendererSectionData& data, const BlockId &blockI
vertex.positions[2] = transform * glm::vec4(1, 1, 0, 1);
vertex.positions[3] = transform * glm::vec4(1, 1, 1, 1);
}
- } else {
- constexpr glm::vec4 nwCorner = glm::vec4(0, 1, 0, 1);
- constexpr glm::vec4 neCorner = glm::vec4(1, 1, 0, 1);
- constexpr glm::vec4 swCorner = glm::vec4(0, 1, 1, 1);
- constexpr glm::vec4 seCorner = glm::vec4(1, 1, 1, 1);
+ }
+ else {
+ const float bLevel = neighborLevels[neighborsLiquids[FaceDirection::none]];
+ const float nLevel = neighborLevels[neighborsLiquids[FaceDirection::north]];
+ const float eLevel = neighborLevels[neighborsLiquids[FaceDirection::east]];
+ const float sLevel = neighborLevels[neighborsLiquids[FaceDirection::south]];
+ const float wLevel = neighborLevels[neighborsLiquids[FaceDirection::west]];
+ const float nwLevel = neighborLevels[neighborsLiquids[FaceDirection::northWest]];
+ const float neLevel = neighborLevels[neighborsLiquids[FaceDirection::northEast]];
+ const float swLevel = neighborLevels[neighborsLiquids[FaceDirection::southWest]];
+ const float seLevel = neighborLevels[neighborsLiquids[FaceDirection::southEast]];
+
+ const glm::vec4 nwCorner = glm::vec4(0, _min(nLevel, wLevel, nwLevel, bLevel), 0, 1);
+ const glm::vec4 neCorner = glm::vec4(1, _min(nLevel, eLevel, neLevel, bLevel), 0, 1);
+ const glm::vec4 swCorner = glm::vec4(0, _min(sLevel, wLevel, swLevel, bLevel), 1, 1);
+ const glm::vec4 seCorner = glm::vec4(1, _min(sLevel, eLevel, seLevel, bLevel), 1, 1);
if (!neighborsLiquids[FaceDirection::down]) {
addedFaces++;
@@ -215,11 +240,54 @@ void AddLiquidFacesByBlockModel(RendererSectionData& data, const BlockId &blockI
if (!neighborsLiquids[FaceDirection::up]) {
addedFaces++;
+
+ FaceDirection flowDirection = FaceDirection::north;
+ if (nwCorner.y + swCorner.y > neCorner.y + seCorner.y)
+ flowDirection = FaceDirection::east;
+ else if (neCorner.y + seCorner.y > nwCorner.y + swCorner.y)
+ flowDirection = FaceDirection::west;
+ else if (nwCorner.y + neCorner.y > swCorner.y + seCorner.y)
+ flowDirection = FaceDirection::south;
+ else
+ flowDirection = FaceDirection::north;
+
+ glm::mat4 flowMat = glm::mat4(1.0f);
+
+ switch (flowDirection)
+ {
+ case FaceDirection::east:
+ break;
+ case FaceDirection::west:
+ break;
+ case FaceDirection::south:
+ break;
+ case FaceDirection::north:
+ break;
+ default:
+ break;
+ }
+
VertexData& vertex = data.vertices.emplace_back();
- vertex.positions[0] = transform * nwCorner;
- vertex.positions[1] = transform * swCorner;
- vertex.positions[2] = transform * seCorner;
- vertex.positions[3] = transform * neCorner;
+ vertex.positions[0] = transform * flowMat * nwCorner;
+ vertex.positions[1] = transform * flowMat * swCorner;
+ vertex.positions[2] = transform * flowMat * seCorner;
+ vertex.positions[3] = transform * flowMat * neCorner;
+
+ const ParsedFace &texData =
+ _max(nwCorner.y, swCorner.y, seCorner.y, neCorner.y) ==
+ _min(nwCorner.y, swCorner.y, seCorner.y, neCorner.y) ?
+ stillData : flowData;
+
+ vertex.uvs[0] = TransformTextureCoord(texData.texture, glm::vec2(0, 0), texData.frames);
+ vertex.uvs[1] = TransformTextureCoord(texData.texture, glm::vec2(1, 0), texData.frames);
+ vertex.uvs[2] = TransformTextureCoord(texData.texture, glm::vec2(1, 1), texData.frames);
+ vertex.uvs[3] = TransformTextureCoord(texData.texture, glm::vec2(0, 1), texData.frames);
+
+ vertex.layerAnimationAo.r = texData.layer;
+ vertex.layerAnimationAo.g = texData.frames;
+
+ glm::vec3 normal = glm::cross(vertex.positions[1] - vertex.positions[0], vertex.positions[3] - vertex.positions[0]);
+ vertex.normal = glm::normalize(normal);
}
if (!neighborsLiquids[FaceDirection::north]) {
@@ -268,23 +336,27 @@ void AddLiquidFacesByBlockModel(RendererSectionData& data, const BlockId &blockI
lightness.y = skyLight.self;
for (size_t i = data.vertices.size() - addedFaces; i < data.vertices.size(); i++) {
VertexData& vertex = data.vertices[i];
- vertex.uvs[0] = TransformTextureCoord(flowData.texture, glm::vec2(0, 0), flowData.frames);
- vertex.uvs[1] = TransformTextureCoord(flowData.texture, glm::vec2(1, 0), flowData.frames);
- vertex.uvs[2] = TransformTextureCoord(flowData.texture, glm::vec2(1, 1), flowData.frames);
- vertex.uvs[3] = TransformTextureCoord(flowData.texture, glm::vec2(0, 1), flowData.frames);
- glm::vec3 normal = glm::cross(vertex.positions[1] - vertex.positions[0], vertex.positions[3] - vertex.positions[0]);
- vertex.normal = glm::normalize(normal);
+ if (glm::length(vertex.normal) < 0.5f) {
+ vertex.uvs[0] = TransformTextureCoord(flowData.texture, glm::vec2(0, 0), flowData.frames);
+ vertex.uvs[1] = TransformTextureCoord(flowData.texture, glm::vec2(1, 0), flowData.frames);
+ vertex.uvs[2] = TransformTextureCoord(flowData.texture, glm::vec2(1, 1), flowData.frames);
+ vertex.uvs[3] = TransformTextureCoord(flowData.texture, glm::vec2(0, 1), flowData.frames);
+
+ glm::vec3 normal = glm::cross(vertex.positions[1] - vertex.positions[0], vertex.positions[3] - vertex.positions[0]);
+ vertex.normal = glm::normalize(normal);
+
+ vertex.layerAnimationAo.r = flowData.layer;
+ vertex.layerAnimationAo.g = flowData.frames;
+ }
- vertex.layerAnimationAo.r = flowData.layer;
- vertex.layerAnimationAo.g = flowData.frames;
vertex.layerAnimationAo.b = 0.0f;
vertex.colors = glm::vec3(1.0f);
if (smoothLighting) {
for (size_t i = 0; i < 4; i++) {
glm::vec3 baseLightPos = vertex.positions[i] - absPos;
- glm::vec3 lightPos = baseLightPos + normal * 0.5f;
+ glm::vec3 lightPos = baseLightPos + vertex.normal * 0.5f;
glm::ivec3 basePos = glm::trunc(lightPos);
BlockLightness light = sections.GetLight(Vector(basePos.x, basePos.y, basePos.z));
BlockLightness skyLight = sections.GetSkyLight(Vector(basePos.x, basePos.y, basePos.z));