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-rw-r--r--src/RendererSectionData.cpp238
-rw-r--r--src/RendererSectionData.hpp44
-rw-r--r--src/RendererWorld.cpp16
3 files changed, 143 insertions, 155 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 979858e..b5260f4 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -25,12 +25,44 @@ glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords
return transformed;
}
-void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) {
- for (const auto &face : model.faces) {
- glm::vec2 lightness;
- lightness.x = _max(light.face[0], light.face[1], light.face[2], light.face[3], light.face[4], light.face[5]);
- lightness.y = _max(skyLight.face[0], skyLight.face[1], skyLight.face[2], skyLight.face[3], skyLight.face[4], skyLight.face[5]);
- if (face.visibility != FaceDirection::none) {
+//Maps [0.0, 0.5] range to [0.0, 1.0]
+float MapNeg(float x) {
+ float y = x * 2.0f;
+ return glm::clamp(y, 0.0f, 1.0f);
+}
+
+//Maps [0.5, 1.0] range to [0.0, 1.0]
+float MapPos(float x) {
+ float y = (x * 2.0f) - 1.0f;
+ return glm::clamp(y, 0.0f, 1.0f);
+}
+
+float InterpolateBlockLightness(const BlockLightness& light, const glm::vec3 &point) {
+ float xNeg = MapNeg(point.x);
+ float xPos = MapPos(point.x);
+ float xNegLight = glm::mix(light.face[FaceDirection::east], light.self, xNeg);
+ float xPosLight = glm::mix(light.self, light.face[FaceDirection::west], xPos);
+ float xLight = (glm::max)(xNegLight, xPosLight);
+
+ float yNeg = MapNeg(point.y);
+ float yPos = MapPos(point.y);
+ float yNegLight = glm::mix(light.face[FaceDirection::down], light.self, yNeg);
+ float yPosLight = glm::mix(light.self, light.face[FaceDirection::up], yPos);
+ float yLight = (glm::max)(yNegLight, yPosLight);
+
+ float zNeg = MapNeg(point.z);
+ float zPos = MapPos(point.z);
+ float zNegLight = glm::mix(light.face[FaceDirection::south], light.self, zNeg);
+ float zPosLight = glm::mix(light.self, light.face[FaceDirection::north], zPos);
+ float zLight = (glm::max)(zNegLight, zPosLight);
+
+ return (glm::max)(xLight, (glm::max)(yLight, zLight));
+}
+
+void AddFacesByBlockModel(RendererSectionData& data, const BlockFaces& model, const glm::mat4& transform, bool visibility[FaceDirection::none], const Vector &pos, const SectionsData &sections) {
+ glm::vec3 absPos = (sections.data[1][1][1].GetPosition() * 16).glm();
+ for (const auto& face : model.faces) {
+ if (face.visibility != FaceDirection::none) {
FaceDirection direction = face.visibility;
Vector directionVec = model.faceDirectionVector[direction];
FaceDirection faceDirection = FaceDirection::none;
@@ -45,7 +77,6 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
if (visibility[faceDirection])
continue;
- lightness = glm::vec2(light.face[faceDirection], skyLight.face[faceDirection]);
}
data.vertices.emplace_back();
@@ -68,12 +99,37 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
vertexData.layerAnimationAo.r = face.layer;
vertexData.layerAnimationAo.g = face.frames;
vertexData.colors = face.color;
- vertexData.lights[0] = lightness;
- vertexData.lights[1] = lightness;
- vertexData.lights[2] = lightness;
- vertexData.lights[3] = lightness;
- vertexData.layerAnimationAo.b = model.ambientOcclusion ? 1.0f : 0.0f;
- }
+
+ bool useSmoothLighting = true;
+ if (useSmoothLighting) {
+ for (size_t i = 0; i < 4; i++) {
+ glm::vec3 baseLightPos = vertexData.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));
+ vertexData.lights[i].x = InterpolateBlockLightness(light, lightPos - glm::vec3(basePos));
+ vertexData.lights[i].y = InterpolateBlockLightness(skyLight, lightPos - glm::vec3(basePos));
+ }
+ } else {
+ BlockLightness light = sections.GetLight(pos);
+ BlockLightness skyLight = sections.GetSkyLight(pos);
+ glm::vec2 lightness;
+
+ lightness.x = face.visibility != FaceDirection::none ? light.face[face.visibility] : light.self;
+ lightness.x = (glm::max)(lightness.x, static_cast<float>(light.self));
+
+ lightness.y = face.visibility != FaceDirection::none ? skyLight.face[face.visibility] : skyLight.self;
+ lightness.y = (glm::max)(lightness.y, static_cast<float>(skyLight.self));
+
+ vertexData.lights[0] = lightness;
+ vertexData.lights[1] = lightness;
+ vertexData.lights[2] = lightness;
+ vertexData.lights[3] = lightness;
+ }
+
+ vertexData.layerAnimationAo.b = model.ambientOcclusion ? 1.0f : 0.0f;
+ }
}
BlockFaces *GetInternalBlockModel(const BlockId& id, std::vector<std::pair<BlockId, BlockFaces*>> &idModels) {
@@ -125,7 +181,7 @@ std::array<BlockId, 4096> SetBlockIdData(const SectionsData &sections) {
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] = sections.section.GetBlockId(Vector(x, y, z));
+ blockIdData[y * 256 + z * 16 + x] = sections.data[1][1][1].GetBlockId(Vector(x, y, z));
}
}
}
@@ -141,10 +197,10 @@ RendererSectionData ParseSection(const SectionsData &sections) {
std::array<bool[FaceDirection::none], 4096> blockVisibility = GetBlockVisibilityData(sections, blockIdData, idModels);
std::string textureName;
- data.hash = sections.section.GetHash();
- data.sectionPos = sections.section.GetPosition();
+ data.hash = sections.data[1][1][1].GetHash();
+ data.sectionPos = sections.data[1][1][1].GetPosition();
- glm::mat4 baseOffset = glm::translate(glm::mat4(1.0), (sections.section.GetPosition() * 16).glm()), transform;
+ glm::mat4 baseOffset = glm::translate(glm::mat4(1.0), (sections.data[1][1][1].GetPosition() * 16).glm()), transform;
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
@@ -157,11 +213,8 @@ RendererSectionData ParseSection(const SectionsData &sections) {
transform = glm::translate(baseOffset, vec.glm());
- BlockLightness light = sections.GetLight(vec);
- BlockLightness skyLight = sections.GetSkyLight(vec);
-
BlockFaces *model = GetInternalBlockModel(block, idModels);
- AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], light, skyLight);
+ AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], vec, sections);
}
}
}
@@ -171,127 +224,34 @@ RendererSectionData ParseSection(const SectionsData &sections) {
}
BlockId SectionsData::GetBlockId(const Vector &pos) const {
- if (pos.x < 0)
- return east.GetBlockId(Vector(15, pos.y, pos.z));
-
- if (pos.x > 15)
- return west.GetBlockId(Vector(0, pos.y, pos.z));
-
- if (pos.y < 0)
- return bottom.GetBlockId(Vector(pos.x, 15, pos.z));
-
- if (pos.y > 15)
- return top.GetBlockId(Vector(pos.x, 0, pos.z));
-
- if (pos.z < 0)
- return south.GetBlockId(Vector(pos.x, pos.y, 15));
-
- if (pos.z > 15)
- return north.GetBlockId(Vector(pos.x, pos.y, 0));
-
- return section.GetBlockId(pos);
+ Vector sectionPos = pos;
+ return GetSection(sectionPos).GetBlockId(sectionPos);
}
-BlockLightness SectionsData::GetLight(const Vector &pos) const {
- BlockLightness lightness;
- static const Vector directions[] = {
- Vector(1,0,0),
- Vector(-1,0,0),
- Vector(0,1,0),
- Vector(0,-1,0),
- Vector(0,0,1),
- Vector(0,0,-1),
- };
-
- unsigned char self = section.GetBlockLight(pos);
-
- for (const Vector &dir : directions) {
- Vector vec = pos + dir;
- unsigned char dirValue = 0;
-
- if (vec.x < 0 || vec.x > 15 || vec.y < 0 || vec.y > 15 || vec.z < 0 || vec.z > 15) {
- if (vec.x < 0)
- dirValue = east.GetBlockLight(Vector(15, vec.y, vec.z));
- if (vec.x > 15)
- dirValue = west.GetBlockLight(Vector(0, vec.y, vec.z));
- if (vec.y < 0)
- dirValue = bottom.GetBlockLight(Vector(vec.x, 15, vec.z));
- if (vec.y > 15)
- dirValue = top.GetBlockLight(Vector(vec.x, 0, vec.z));
- if (vec.z < 0)
- dirValue = south.GetBlockLight(Vector(vec.x, vec.y, 15));
- if (vec.z > 15)
- dirValue = north.GetBlockLight(Vector(vec.x, vec.y, 0));
- }
- else
- dirValue = section.GetBlockLight(vec);
-
- dirValue = _max(self, dirValue);
-
- if (dir == directions[0])
- lightness.face[FaceDirection::east] = dirValue;
- if (dir == directions[1])
- lightness.face[FaceDirection::west] = dirValue;
- if (dir == directions[2])
- lightness.face[FaceDirection::up] = dirValue;
- if (dir == directions[3])
- lightness.face[FaceDirection::down] = dirValue;
- if (dir == directions[4])
- lightness.face[FaceDirection::south] = dirValue;
- if (dir == directions[5])
- lightness.face[FaceDirection::north] = dirValue;
- }
- return lightness;
+BlockLightness SectionsData::GetLight(const Vector& pos) const {
+ BlockLightness lightness;
+ for (size_t i = 0; i <= FaceDirection::none; i++) {
+ Vector vec = pos + FaceDirectionVector[i];
+ uint8_t dirValue = GetSection(vec).GetBlockLight(vec);
+
+ if (i == FaceDirection::none)
+ lightness.self = dirValue;
+ else
+ lightness.face[i] = dirValue;
+ }
+ return lightness;
}
BlockLightness SectionsData::GetSkyLight(const Vector &pos) const {
- BlockLightness lightness;
- static const Vector directions[] = {
- Vector(1,0,0),
- Vector(-1,0,0),
- Vector(0,1,0),
- Vector(0,-1,0),
- Vector(0,0,1),
- Vector(0,0,-1),
- };
-
- unsigned char self = section.GetBlockSkyLight(pos);
-
- for (const Vector &dir : directions) {
- Vector vec = pos + dir;
- unsigned char dirValue = 0;
-
- if (vec.x < 0 || vec.x > 15 || vec.y < 0 || vec.y > 15 || vec.z < 0 || vec.z > 15) {
- if (vec.x < 0)
- dirValue = east.GetBlockSkyLight(Vector(15, vec.y, vec.z));
- if (vec.x > 15)
- dirValue = west.GetBlockSkyLight(Vector(0, vec.y, vec.z));
- if (vec.y < 0)
- dirValue = bottom.GetBlockSkyLight(Vector(vec.x, 15, vec.z));
- if (vec.y > 15)
- dirValue = top.GetBlockSkyLight(Vector(vec.x, 0, vec.z));
- if (vec.z < 0)
- dirValue = south.GetBlockSkyLight(Vector(vec.x, vec.y, 15));
- if (vec.z > 15)
- dirValue = north.GetBlockSkyLight(Vector(vec.x, vec.y, 0));
- }
- else
- dirValue = section.GetBlockSkyLight(vec);
-
- dirValue = _max(self, dirValue);
-
- if (dir == directions[0])
- lightness.face[FaceDirection::east] = dirValue;
- if (dir == directions[1])
- lightness.face[FaceDirection::west] = dirValue;
- if (dir == directions[2])
- lightness.face[FaceDirection::up] = dirValue;
- if (dir == directions[3])
- lightness.face[FaceDirection::down] = dirValue;
- if (dir == directions[4])
- lightness.face[FaceDirection::south] = dirValue;
- if (dir == directions[5])
- lightness.face[FaceDirection::north] = dirValue;
- }
- return lightness;
+ BlockLightness lightness;
+ for (size_t i = 0; i <= FaceDirection::none; i++) {
+ Vector vec = pos + FaceDirectionVector[i];
+ uint8_t dirValue = GetSection(vec).GetBlockSkyLight(vec);
+
+ if (i == FaceDirection::none)
+ lightness.self = dirValue;
+ else
+ lightness.face[i] = dirValue;
+ }
+ return lightness;
}
diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp
index efc6cad..9eb99ad 100644
--- a/src/RendererSectionData.hpp
+++ b/src/RendererSectionData.hpp
@@ -11,17 +11,45 @@
class World;
struct BlockLightness {
- unsigned char face[FaceDirection::none] = { 0,0,0,0,0,0 };
+ uint8_t face[FaceDirection::none + 1] = { 0,0,0,0,0,0 };
+ uint8_t self = 0;
};
struct SectionsData {
- Section section;
- Section west;
- Section east;
- Section top;
- Section bottom;
- Section north;
- Section south;
+ Section data[3][3][3];
+
+ const Section& GetSection(Vector& pos) const {
+ size_t x = 1, y = 1, z = 1;
+ while (true) {
+ if (pos.x < 0) {
+ x--;
+ pos.x += 16;
+ }
+ else if (pos.x > 15) {
+ x++;
+ pos.x -= 16;
+ }
+ else if (pos.y < 0) {
+ y--;
+ pos.y += 16;
+ }
+ else if (pos.y > 15) {
+ y++;
+ pos.y -= 16;
+ }
+ else if (pos.z < 0) {
+ z--;
+ pos.z += 16;
+ }
+ else if (pos.z > 15) {
+ z++;
+ pos.z -= 16;
+ }
+ else
+ break;
+ }
+ return data[x][y][z];
+ }
BlockId GetBlockId(const Vector &pos) const;
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 21f0db2..057cf1e 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -57,13 +57,13 @@ void RendererWorld::ParseQueueUpdate() {
vec.y -= 4500;
}
- parsing[id].data.section = GetGameState()->GetWorld().GetSection(vec);
- parsing[id].data.north = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, 1));
- parsing[id].data.south = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, -1));
- parsing[id].data.west = GetGameState()->GetWorld().GetSection(vec + Vector(1, 0, 0));
- parsing[id].data.east = GetGameState()->GetWorld().GetSection(vec + Vector(-1, 0, 0));
- parsing[id].data.bottom = GetGameState()->GetWorld().GetSection(vec + Vector(0, -1, 0));
- parsing[id].data.top = GetGameState()->GetWorld().GetSection(vec + Vector(0, 1, 0));
+ for (int x = -1; x < 2; x++) {
+ for (int y = -1; y < 2; y++) {
+ for (int z = -1; z < 2; z++) {
+ parsing[id].data.data[x + 1][y + 1][z + 1] = GetGameState()->GetWorld().GetSection(vec + Vector(x, y, z));
+ }
+ }
+ }
parsing[id].parsing = true;
@@ -97,7 +97,7 @@ void RendererWorld::ParseQeueueRemoveUnnecessary() {
bool skip = false;
for (int i = 0; i < RendererWorld::parsingBufferSize; i++) {
- if (parsing[i].data.section.GetHash() == section.GetHash()) {
+ if (parsing[i].data.data[1][1][1].GetHash() == section.GetHash()) {
skip = true;
break;
}