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-rw-r--r--src/RendererSectionData.cpp300
1 files changed, 300 insertions, 0 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
new file mode 100644
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--- /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 &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