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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-11-06 14:01:19 +0100 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:33 +0100 |
commit | 95c85382030af78854a42d457fbb259e6078402b (patch) | |
tree | 9ed941e9ee88cc77ece824c3c7bb872a37ec7d9b /src/RendererSectionData.cpp | |
parent | Minor shader optimization (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/RendererSectionData.cpp | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp new file mode 100644 index 0000000..9a2b53c --- /dev/null +++ b/src/RendererSectionData.cpp @@ -0,0 +1,300 @@ +#include "RendererSectionData.hpp" + +#include <glm/gtc/matrix_transform.hpp> + +#include "World.hpp" +#include "AssetManager.hpp" +#include "Section.hpp" + +RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) { + const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes(); + const Section §ion = world->GetSection(sectionPosition); + hash = section.GetHash(); + sectionPos = sectionPosition; + + SetBlockIdData(world); + + auto blockVisibility = GetBlockVisibilityData(world); + + glm::mat4 baseOffset = glm::translate(glm::mat4(), (section.GetPosition() * 16).glm()), transform; + + auto sectionsList = world->GetSectionsList(); + + for (int y = 0; y < 16; y++) { + for (int z = 0; z < 16; z++) { + for (int x = 0; x < 16; x++) { + BlockId block = GetBlockId(x, y, z); + if (block.id == 0) + continue; + + const bool useNewMethod = true; + + + transform = glm::translate(baseOffset, Vector(x, y, z).glm()); + + const BlockModel* model = this->GetInternalBlockModel(block); + if (model) { + this->AddFacesByBlockModel(sectionsList, world, Vector(x, y, z), *model, transform, section.GetBlockLight(Vector(x, y, z)), section.GetBlockSkyLight(Vector(x, y, z)), blockVisibility); + } + else { + transform = glm::translate(transform, glm::vec3(0, 1, 0)); + + if (block.id == 8 || block.id == 9) { + textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/water_still")); + textures.back().w /= 32.0f; + transform = glm::translate(transform, glm::vec3(0, -0.2, 0)); + } + else + textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/tnt_side")); + + models.push_back(transform); + colors.push_back(glm::vec3(0, 0, 0)); + lights.push_back(glm::vec2(16, 16)); + } + + } + } + } + textures.shrink_to_fit(); + models.shrink_to_fit(); + colors.shrink_to_fit(); +} + +void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array<unsigned char, 16 * 16 * 16>& visibility) { + glm::mat4 elementTransform, faceTransform; + for (const auto& element : model.Elements) { + Vector t = element.to - element.from; + VectorF elementSize(VectorF(t.x, t.y, t.z) / 16.0f); + VectorF elementOrigin(VectorF(element.from.x, element.from.y, element.from.z) / 16.0f); + elementTransform = transform; + + /*if (element.rotationAngle != 0) { + const glm::vec3 xAxis(1.0f, 0.0f, 0.0f); + const glm::vec3 yAxis(0.0f, 1.0f, 0.0f); + const glm::vec3 zAxis(0.0f, 0.0f, 1.0f); + const glm::vec3 *targetAxis = nullptr; + switch (element.rotationAxis) { + case BlockModel::ElementData::Axis::x: + targetAxis = &xAxis; + break; + case BlockModel::ElementData::Axis::y: + targetAxis = &yAxis; + break; + case BlockModel::ElementData::Axis::z: + targetAxis = &zAxis; + break; + } + VectorF rotateOrigin(VectorF(element.rotationOrigin.x, element.rotationOrigin.y, element.rotationOrigin.z) / 16.0f); + elementTransform = glm::translate(elementTransform, -rotateOrigin.glm()); + elementTransform = glm::rotate(elementTransform, glm::radians(float(45)), yAxis); + elementTransform = glm::translate(elementTransform, rotateOrigin.glm()); + }*/ + elementTransform = glm::translate(elementTransform, elementOrigin.glm()); + elementTransform = glm::scale(elementTransform, elementSize.glm()); + + for (const auto& face : element.faces) { + if (face.second.cullface != BlockModel::ElementData::FaceDirection::none) { + unsigned char visible = visibility[blockPos.y * 256 + blockPos.z * 16 + blockPos.x]; + + switch (face.second.cullface) { + case BlockModel::ElementData::FaceDirection::down: + if (visible >> 0 & 0x1) + continue; + break; + case BlockModel::ElementData::FaceDirection::up: + if (visible >> 1 & 0x1) + continue; + break; + case BlockModel::ElementData::FaceDirection::north: + if (visible >> 2 & 0x1) + continue; + break; + case BlockModel::ElementData::FaceDirection::south: + if (visible >> 3 & 0x1) + continue; + break; + case BlockModel::ElementData::FaceDirection::west: + if (visible >> 4 & 0x1) + continue; + break; + case BlockModel::ElementData::FaceDirection::east: + if (visible >> 5 & 0x1) + continue; + break; + } + } + + switch (face.first) { + case BlockModel::ElementData::FaceDirection::down: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0, 0)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + break; + case BlockModel::ElementData::FaceDirection::up: + faceTransform = glm::translate(elementTransform, glm::vec3(0.0f, 1.0f, 0.0f)); + break; + case BlockModel::ElementData::FaceDirection::north: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 1)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1, 0, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1.0f)); + break; + case BlockModel::ElementData::FaceDirection::south: + faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f)); + break; + case BlockModel::ElementData::FaceDirection::west: + faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1)); + break; + case BlockModel::ElementData::FaceDirection::east: + faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); + faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f)); + break; + } + models.push_back(faceTransform); + std::string textureName = face.second.texture; + while (textureName[0] == '#') { + textureName = model.Textures.find(std::string(textureName.begin() + 1, textureName.end()))->second; + } + glm::vec4 texture = AssetManager::Instance().GetTextureByAssetName("minecraft/textures/" + textureName); + + if (!(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,16,0,16 }) && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,0,0 }) + && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,16,16 })) { + double x = face.second.uv.x1; + double y = face.second.uv.x1; + double w = face.second.uv.x2 - face.second.uv.x1; + double h = face.second.uv.y2 - face.second.uv.y1; + x /= 16.0; + y /= 16.0; + w /= 16.0; + h /= 16.0; + double X = texture.x; + double Y = texture.y; + double W = texture.z; + double H = texture.w; + + texture = glm::vec4{ X + x * W, Y + y * H, w * W , h * H }; + } + textures.push_back(texture); + if (face.second.tintIndex) + colors.push_back(glm::vec3(0.275, 0.63, 0.1)); + else + colors.push_back(glm::vec3(0, 0, 0)); + lights.push_back(glm::vec2(light, skyLight)); + } + } +} + +std::array<unsigned char, 4096> RendererSectionData::GetBlockVisibilityData(World *world) { + //const auto& section = world->GetSection(sectionPos); + const auto& sectionDown = world->GetSection(sectionPos + Vector(0, -1, 0)); + const auto& sectionUp = world->GetSection(sectionPos + Vector(0, +1, 0)); + const auto& sectionNorth = world->GetSection(sectionPos + Vector(0, 0, +1)); + const auto& sectionSouth = world->GetSection(sectionPos + Vector(0, 0, -1)); + const auto& sectionWest = world->GetSection(sectionPos + Vector(+1, 0, 0)); + const auto& sectionEast = world->GetSection(sectionPos + Vector(-1, 0, 0)); + + std::array<unsigned char, 4096> arr; + for (int y = 0; y < 16; y++) { + for (int z = 0; z < 16; z++) { + for (int x = 0; x < 16; x++) { + unsigned char value = 0; + BlockId blockIdDown; + BlockId blockIdUp; + BlockId blockIdNorth; + BlockId blockIdSouth; + BlockId blockIdWest; + BlockId blockIdEast; + + switch (y) { + case 0: + blockIdDown = sectionDown.GetBlockId(Vector(x, 15, z)); + blockIdUp = GetBlockId(x, 1, z); + break; + case 15: + blockIdDown = GetBlockId(x, 14, z); + blockIdUp = sectionUp.GetBlockId(Vector(x, 0, z)); + break; + default: + blockIdDown = GetBlockId(x, y - 1, z); + blockIdUp = GetBlockId(x, y + 1, z); + break; + } + + switch (z) { + case 0: + blockIdNorth = GetBlockId(x, y, 1); + blockIdSouth = sectionSouth.GetBlockId(Vector(x, y, 15)); + break; + case 15: + blockIdNorth = sectionNorth.GetBlockId(Vector(x, y, 0)); + blockIdSouth = GetBlockId(x, y, 14); + break; + default: + blockIdNorth = GetBlockId(x, y, z + 1); + blockIdSouth = GetBlockId(x, y, z - 1); + break; + } + + switch (x) { + case 0: + blockIdWest = GetBlockId(1, y, z); + blockIdEast = sectionEast.GetBlockId(Vector(15, y, z)); + break; + case 15: + blockIdWest = sectionWest.GetBlockId(Vector(0, y, z)); + blockIdEast = GetBlockId(14, y, z); + break; + default: + blockIdWest = GetBlockId(x + 1, y, z); + blockIdEast = GetBlockId(x - 1, y, z); + break; + } + + auto blockModelDown = GetInternalBlockModel(blockIdDown); + auto blockModelUp = GetInternalBlockModel(blockIdUp); + auto blockModelNorth = GetInternalBlockModel(blockIdNorth); + auto blockModelSouth = GetInternalBlockModel(blockIdSouth); + auto blockModelWest = GetInternalBlockModel(blockIdWest); + auto blockModelEast = GetInternalBlockModel(blockIdEast); + + value |= (blockIdDown.id != 0 && blockModelDown && blockModelDown->IsBlock) << 0; + value |= (blockIdUp.id != 0 && blockModelUp && blockModelUp->IsBlock) << 1; + value |= (blockIdNorth.id != 0 && blockModelNorth && blockModelNorth->IsBlock) << 2; + value |= (blockIdSouth.id != 0 && blockModelSouth && blockModelSouth->IsBlock) << 3; + value |= (blockIdWest.id != 0 && blockModelWest && blockModelWest->IsBlock) << 4; + value |= (blockIdEast.id != 0 && blockModelEast && blockModelEast->IsBlock) << 5; + + arr[y * 256 + z * 16 + x] = value; + } + } + } + return arr; +} + +const BlockModel* RendererSectionData::GetInternalBlockModel(const BlockId& id) { + for (const auto& it : idModels) { + if (it.first == id) + return it.second; + } + idModels.push_back(std::make_pair(id, AssetManager::Instance().GetBlockModelByBlockId(id))); + return idModels.back().second; +} + +void RendererSectionData::SetBlockIdData(World* world) { + const Section& section = world->GetSection(sectionPos); + + for (int y = 0; y < 16; y++) { + for (int z = 0; z < 16; z++) { + for (int x = 0; x < 16; x++) { + blockIdData[y * 256 + z * 16 + x] = section.GetBlockId(Vector(x, y, z)); + } + } + } +}
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