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-rw-r--r--src/RendererSection.cpp300
1 files changed, 3 insertions, 297 deletions
diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp
index 6fed06f..23b0a42 100644
--- a/src/RendererSection.cpp
+++ b/src/RendererSection.cpp
@@ -1,12 +1,10 @@
#include "RendererSection.hpp"
#include <easylogging++.h>
-#include <glm/gtc/matrix_transform.hpp>
-#include "AssetManager.hpp"
-#include "World.hpp"
-#include "Section.hpp"
+#include "Utility.hpp"
#include "Renderer.hpp"
+#include "RendererSectionData.hpp"
const GLfloat vertices[] = {
0, 0, 0,
@@ -32,7 +30,7 @@ const GLuint magicUniqueConstant = 88375;
GLuint RendererSection::VboVertices = magicUniqueConstant;
GLuint RendererSection::VboUvs = magicUniqueConstant;
-RendererSection::RendererSection(RendererSectionData data) {
+RendererSection::RendererSection(const RendererSectionData &data) {
if (VboVertices == magicUniqueConstant) {
glGenBuffers(1, &VboVertices);
glGenBuffers(1, &VboUvs);
@@ -172,296 +170,4 @@ Vector RendererSection::GetPosition()
size_t RendererSection::GetHash()
{
return hash;
-}
-
-RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) {
- const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes();
- const Section &section = 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> &sectionsList, 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));
- }
- }
- }
} \ No newline at end of file