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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-03-05 19:39:09 +0100
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-03-08 21:41:12 +0100
commita99b10c86eb048c0b0f594029f3de9a3df473aae (patch)
treed66e0aa673eb049e61d08ac0fda1a591185315a2
parentSimplified Section class (diff)
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-rw-r--r--src/RendererSectionData.cpp325
-rw-r--r--src/RendererSectionData.hpp32
-rw-r--r--src/RendererWorld.cpp4
3 files changed, 175 insertions, 186 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 9a2b53c..b233522 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -1,66 +1,22 @@
#include "RendererSectionData.hpp"
+#include <array>
+
#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 &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));
- }
+inline const BlockId& GetBlockId(const Vector& pos, const std::array<BlockId, 4096> &blockIdData) {
+ return blockIdData[pos.y * 256 + pos.z * 16 + pos.x];
+}
- }
- }
- }
- textures.shrink_to_fit();
- models.shrink_to_fit();
- colors.shrink_to_fit();
+inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId, 4096> &blockIdData) {
+ return blockIdData[y * 256 + z * 16 + x];
}
-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) {
+void 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, RendererSectionData &data) {
glm::mat4 elementTransform, faceTransform;
for (const auto& element : model.Elements) {
Vector t = element.to - element.from;
@@ -157,7 +113,7 @@ void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectio
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
break;
}
- models.push_back(faceTransform);
+ data.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;
@@ -181,104 +137,17 @@ void RendererSectionData::AddFacesByBlockModel(const std::vector<Vector> &sectio
texture = glm::vec4{ X + x * W, Y + y * H, w * W , h * H };
}
- textures.push_back(texture);
+ data.textures.push_back(texture);
if (face.second.tintIndex)
- colors.push_back(glm::vec3(0.275, 0.63, 0.1));
+ data.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));
+ data.colors.push_back(glm::vec3(0, 0, 0));
+ data.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) {
+const BlockModel* GetInternalBlockModel(const BlockId& id, std::vector<std::pair<BlockId, const BlockModel *>> &idModels) {
for (const auto& it : idModels) {
if (it.first == id)
return it.second;
@@ -287,14 +156,160 @@ const BlockModel* RendererSectionData::GetInternalBlockModel(const BlockId& id)
return idModels.back().second;
}
-void RendererSectionData::SetBlockIdData(World* world) {
- const Section& section = world->GetSection(sectionPos);
+std::array<unsigned char, 4096> GetBlockVisibilityData(World *world, const Vector &sectionPos, const std::array<BlockId, 4096> &blockIdData, std::vector<std::pair<BlockId, const BlockModel *>> &idModels) {
+ 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, blockIdData);
+ break;
+ case 15:
+ blockIdDown = GetBlockId(x, 14, z, blockIdData);
+ blockIdUp = sectionUp.GetBlockId(Vector(x, 0, z));
+ break;
+ default:
+ blockIdDown = GetBlockId(x, y - 1, z, blockIdData);
+ blockIdUp = GetBlockId(x, y + 1, z, blockIdData);
+ break;
+ }
+
+ switch (z) {
+ case 0:
+ blockIdNorth = GetBlockId(x, y, 1, blockIdData);
+ blockIdSouth = sectionSouth.GetBlockId(Vector(x, y, 15));
+ break;
+ case 15:
+ blockIdNorth = sectionNorth.GetBlockId(Vector(x, y, 0));
+ blockIdSouth = GetBlockId(x, y, 14, blockIdData);
+ break;
+ default:
+ blockIdNorth = GetBlockId(x, y, z + 1, blockIdData);
+ blockIdSouth = GetBlockId(x, y, z - 1, blockIdData);
+ break;
+ }
+
+ switch (x) {
+ case 0:
+ blockIdWest = GetBlockId(1, y, z, blockIdData);
+ blockIdEast = sectionEast.GetBlockId(Vector(15, y, z));
+ break;
+ case 15:
+ blockIdWest = sectionWest.GetBlockId(Vector(0, y, z));
+ blockIdEast = GetBlockId(14, y, z, blockIdData);
+ break;
+ default:
+ blockIdWest = GetBlockId(x + 1, y, z, blockIdData);
+ blockIdEast = GetBlockId(x - 1, y, z, blockIdData);
+ break;
+ }
+
+ auto blockModelDown = GetInternalBlockModel(blockIdDown, idModels);
+ auto blockModelUp = GetInternalBlockModel(blockIdUp, idModels);
+ auto blockModelNorth = GetInternalBlockModel(blockIdNorth, idModels);
+ auto blockModelSouth = GetInternalBlockModel(blockIdSouth, idModels);
+ auto blockModelWest = GetInternalBlockModel(blockIdWest, idModels);
+ auto blockModelEast = GetInternalBlockModel(blockIdEast, idModels);
+
+ 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;
+}
- 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
+std::array<BlockId, 4096> SetBlockIdData(World* world, const Vector &sectionPos) {
+ const Section& section = world->GetSection(sectionPos);
+ std::array<BlockId, 4096> blockIdData;
+ 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));
+ }
+ }
+ }
+ return blockIdData;
+}
+
+RendererSectionData ParseSection(World * world, Vector sectionPosition)
+{
+ RendererSectionData data;
+
+ std::vector<std::pair<BlockId, const BlockModel *>> idModels;
+ std::array<BlockId, 4096> blockIdData = SetBlockIdData(world, sectionPosition);
+ std::array<unsigned char, 4096> blockVisibility = GetBlockVisibilityData(world, sectionPosition, blockIdData, idModels);
+
+ const std::map<BlockTextureId, glm::vec4> &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes();
+ const Section &section = world->GetSection(sectionPosition);
+ data.hash = section.GetHash();
+ data.sectionPos = sectionPosition;
+
+ 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, blockIdData);
+ if (block.id == 0)
+ continue;
+
+ const bool useNewMethod = true;
+
+
+ transform = glm::translate(baseOffset, Vector(x, y, z).glm());
+
+ const BlockModel* model = GetInternalBlockModel(block, idModels);
+ if (model) {
+ AddFacesByBlockModel(sectionsList, world, Vector(x, y, z), *model, transform, section.GetBlockLight(Vector(x, y, z)), section.GetBlockSkyLight(Vector(x, y, z)), blockVisibility, data);
+ }
+ else {
+ transform = glm::translate(transform, glm::vec3(0, 1, 0));
+
+ if (block.id == 8 || block.id == 9) {
+ data.textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/water_still"));
+ data.textures.back().w /= 32.0f;
+ transform = glm::translate(transform, glm::vec3(0, -0.2, 0));
+ }
+ else
+ data.textures.push_back(AssetManager::Instance().GetTextureByAssetName("minecraft/textures/blocks/tnt_side"));
+
+ data.models.push_back(transform);
+ data.colors.push_back(glm::vec3(0, 0, 0));
+ data.lights.push_back(glm::vec2(16, 16));
+ }
+
+ }
+ }
+ }
+ data.textures.shrink_to_fit();
+ data.models.shrink_to_fit();
+ data.colors.shrink_to_fit();
+
+ return data;
+}
diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp
index 54b6eea..ca652f4 100644
--- a/src/RendererSectionData.hpp
+++ b/src/RendererSectionData.hpp
@@ -1,46 +1,20 @@
#pragma once
#include <vector>
-#include <array>
#include <glm/mat4x4.hpp>
-#include "Block.hpp"
#include "Vector.hpp"
class World;
-class BlockModel;
struct RendererSectionData {
std::vector<glm::mat4> models;
std::vector<glm::vec4> textures;
std::vector<glm::vec3> colors;
std::vector<glm::vec2> lights;
- size_t hash;
+ size_t hash = 0;
Vector sectionPos;
-
- RendererSectionData(World *world, Vector sectionPosition);
-
- ~RendererSectionData() = default;
-
- RendererSectionData(RendererSectionData &&other) = default;
-private:
-
- void 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);
-
- std::array<unsigned char, 16 * 16 * 16> GetBlockVisibilityData(World *world);
-
- std::vector<std::pair<BlockId, const BlockModel *>> idModels;
- const BlockModel* GetInternalBlockModel(const BlockId& id);
-
- std::array<BlockId, 4096> blockIdData;
- void SetBlockIdData(World *world);
-
- inline const BlockId& GetBlockId(const Vector& pos) {
- return blockIdData[pos.y * 256 + pos.z * 16 + pos.x];
- }
-
- inline const BlockId& GetBlockId(int x, int y, int z) {
- return blockIdData[y * 256 + z * 16 + x];
- }
};
+
+RendererSectionData ParseSection(World *world, Vector sectionPosition); \ No newline at end of file
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 16f7950..3630a7a 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -27,7 +27,7 @@ void RendererWorld::WorkerFunction(size_t workerId) {
if (result != sections.end()) {
if (result->second.GetHash() != gs->world.GetSection(result->first).GetHash()) {
sectionsMutex.unlock();
- auto data = std::make_unique<RendererSectionData>(&gs->world, vec);
+ auto data = std::make_unique<RendererSectionData>(ParseSection(&gs->world, vec));
renderDataMutex.lock();
renderData.push(std::move(data));
renderDataMutex.unlock();
@@ -42,7 +42,7 @@ void RendererWorld::WorkerFunction(size_t workerId) {
}
else {
sectionsMutex.unlock();
- auto data = std::make_unique<RendererSectionData>(&gs->world, vec);
+ auto data = std::make_unique<RendererSectionData>(ParseSection(&gs->world, vec));
renderDataMutex.lock();
renderData.push(std::move(data));
renderDataMutex.unlock();