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authorLaG1924 <lag1924@gmail.com>2022-01-17 07:39:54 +0100
committerLaG1924 <lag1924@gmail.com>2022-01-17 07:39:54 +0100
commit433c1c28142c4a7ec26aa4160c445bf79480c82d (patch)
tree63d409ce359cb8782de4bfd24f9c9a96403db8c2
parentAdded fallback liquids meshing (diff)
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-rw-r--r--src/RendererSectionData.cpp175
1 files changed, 174 insertions, 1 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 761dd14..8ccf0ca 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -131,6 +131,176 @@ 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) {
+ const ParsedFace& flowData = model.faces[0];
+ const ParsedFace& stillData = model.faces[1];
+ size_t addedFaces = 0;
+
+ 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]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 0, 1);
+ vertex.positions[2] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[3] = transform * glm::vec4(0, 0, 1, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::up]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 1, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(0, 1, 1, 1);
+ vertex.positions[2] = transform * glm::vec4(1, 1, 1, 1);
+ vertex.positions[3] = transform * glm::vec4(1, 1, 0, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::north]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(1, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[2] = transform * glm::vec4(0, 1, 0, 1);
+ vertex.positions[3] = transform * glm::vec4(1, 1, 0, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::south]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 1, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[2] = transform * glm::vec4(1, 1, 1, 1);
+ vertex.positions[3] = transform * glm::vec4(0, 1, 1, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::west]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(0, 0, 1, 1);
+ vertex.positions[2] = transform * glm::vec4(0, 1, 1, 1);
+ vertex.positions[3] = transform * glm::vec4(0, 1, 0, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::east]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 0, 1);
+ 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);
+
+ if (!neighborsLiquids[FaceDirection::down]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 0, 1);
+ vertex.positions[2] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[3] = transform * glm::vec4(0, 0, 1, 1);
+ }
+
+ if (!neighborsLiquids[FaceDirection::up]) {
+ addedFaces++;
+ 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;
+ }
+
+ if (!neighborsLiquids[FaceDirection::north]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(1, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[2] = transform * nwCorner;
+ vertex.positions[3] = transform * neCorner;
+ }
+
+ if (!neighborsLiquids[FaceDirection::south]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 1, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[2] = transform * seCorner;
+ vertex.positions[3] = transform * swCorner;
+ }
+
+ if (!neighborsLiquids[FaceDirection::west]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(0, 0, 0, 1);
+ vertex.positions[1] = transform * glm::vec4(0, 0, 1, 1);
+ vertex.positions[2] = transform * swCorner;
+ vertex.positions[3] = transform * nwCorner;
+ }
+
+ if (!neighborsLiquids[FaceDirection::east]) {
+ addedFaces++;
+ VertexData& vertex = data.vertices.emplace_back();
+ vertex.positions[0] = transform * glm::vec4(1, 0, 1, 1);
+ vertex.positions[1] = transform * glm::vec4(1, 0, 0, 1);
+ vertex.positions[2] = transform * neCorner;
+ vertex.positions[3] = transform * seCorner;
+ }
+ }
+
+
+ glm::vec3 absPos = (sections.data[1][1][1].GetPosition() * 16).glm();
+ BlockLightness light = sections.GetLight(pos);
+ BlockLightness skyLight = sections.GetSkyLight(pos);
+ glm::vec2 lightness;
+ lightness.x = light.self;
+ 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);
+
+ 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::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));
+ vertex.lights[i].x = InterpolateBlockLightness(light, lightPos - glm::vec3(basePos));
+ vertex.lights[i].y = InterpolateBlockLightness(skyLight, lightPos - glm::vec3(basePos));
+ }
+ }
+ else {
+ vertex.lights[0] = lightness;
+ vertex.lights[1] = lightness;
+ vertex.lights[2] = lightness;
+ vertex.lights[3] = lightness;
+ }
+ }
+}
+
BlockFaces *GetInternalBlockModel(const BlockId& id, std::vector<std::pair<BlockId, BlockFaces*>> &idModels) {
for (const auto& it : idModels) {
if (it.first == id)
@@ -213,7 +383,10 @@ RendererSectionData ParseSection(const SectionsData &sections, bool smoothLighti
transform = glm::translate(baseOffset, vec.glm());
BlockFaces *model = GetInternalBlockModel(block, idModels);
- AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], vec, sections, smoothLighting);
+ if (model->isLiquid)
+ AddLiquidFacesByBlockModel(data, block, *model, transform, blockVisibility[y * 256 + z * 16 + x], vec, sections, smoothLighting);
+ else
+ AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], vec, sections, smoothLighting);
}
}
}