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-rw-r--r--src/RendererSectionData.cpp255
1 files changed, 251 insertions, 4 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 761dd14..fdd961d 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -79,8 +79,8 @@ void AddFacesByBlockModel(RendererSectionData& data, const BlockFaces& model, co
continue;
}
- data.vertices.emplace_back();
- VertexData& vertexData = data.vertices.back();
+ data.solidVertices.emplace_back();
+ VertexData& vertexData = data.solidVertices.back();
glm::mat4 transformed = transform * model.transform * face.transform;
vertexData.positions[0] = transformed * glm::vec4(0, 0, 0, 1);
@@ -131,6 +131,248 @@ 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;
+
+ constexpr float highLevel = 0.9f;
+ constexpr float lowLevel = 0.05f;
+
+ constexpr float neighborLevels[] = {
+ lowLevel + ((highLevel - lowLevel) / 7) * 7.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 6.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 5.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 4.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 3.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 2.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 1.0f,
+ lowLevel + ((highLevel - lowLevel) / 7) * 0.0f,
+ };
+
+ 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.liquidVertices.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.liquidVertices.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.liquidVertices.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.liquidVertices.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.liquidVertices.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.liquidVertices.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 {
+ const float bLevel = neighborLevels[neighborsLiquids[FaceDirection::none]];
+ const float nLevel = neighborLevels[neighborsLiquids[FaceDirection::north]];
+ const float eLevel = neighborLevels[neighborsLiquids[FaceDirection::east]];
+ const float sLevel = neighborLevels[neighborsLiquids[FaceDirection::south]];
+ const float wLevel = neighborLevels[neighborsLiquids[FaceDirection::west]];
+ const float nwLevel = neighborLevels[neighborsLiquids[FaceDirection::northWest]];
+ const float neLevel = neighborLevels[neighborsLiquids[FaceDirection::northEast]];
+ const float swLevel = neighborLevels[neighborsLiquids[FaceDirection::southWest]];
+ const float seLevel = neighborLevels[neighborsLiquids[FaceDirection::southEast]];
+
+ const glm::vec4 nwCorner = glm::vec4(0, _min(nLevel, wLevel, nwLevel, bLevel), 0, 1);
+ const glm::vec4 neCorner = glm::vec4(1, _min(nLevel, eLevel, neLevel, bLevel), 0, 1);
+ const glm::vec4 swCorner = glm::vec4(0, _min(sLevel, wLevel, swLevel, bLevel), 1, 1);
+ const glm::vec4 seCorner = glm::vec4(1, _min(sLevel, eLevel, seLevel, bLevel), 1, 1);
+
+ if (!neighborsLiquids[FaceDirection::down]) {
+ addedFaces++;
+ VertexData& vertex = data.liquidVertices.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++;
+
+ FaceDirection flowDirection = FaceDirection::north;
+ if (nwCorner.y + swCorner.y > neCorner.y + seCorner.y)
+ flowDirection = FaceDirection::east;
+ else if (neCorner.y + seCorner.y > nwCorner.y + swCorner.y)
+ flowDirection = FaceDirection::west;
+ else if (nwCorner.y + neCorner.y > swCorner.y + seCorner.y)
+ flowDirection = FaceDirection::south;
+ else
+ flowDirection = FaceDirection::north;
+
+ glm::mat4 flowMat = glm::mat4(1.0f);
+
+ switch (flowDirection)
+ {
+ case FaceDirection::east:
+ break;
+ case FaceDirection::west:
+ break;
+ case FaceDirection::south:
+ break;
+ case FaceDirection::north:
+ break;
+ default:
+ break;
+ }
+
+ VertexData& vertex = data.liquidVertices.emplace_back();
+ vertex.positions[0] = transform * flowMat * nwCorner;
+ vertex.positions[1] = transform * flowMat * swCorner;
+ vertex.positions[2] = transform * flowMat * seCorner;
+ vertex.positions[3] = transform * flowMat * neCorner;
+
+ const ParsedFace &texData =
+ _max(nwCorner.y, swCorner.y, seCorner.y, neCorner.y) ==
+ _min(nwCorner.y, swCorner.y, seCorner.y, neCorner.y) ?
+ stillData : flowData;
+
+ vertex.uvs[0] = TransformTextureCoord(texData.texture, glm::vec2(0, 0), texData.frames);
+ vertex.uvs[1] = TransformTextureCoord(texData.texture, glm::vec2(1, 0), texData.frames);
+ vertex.uvs[2] = TransformTextureCoord(texData.texture, glm::vec2(1, 1), texData.frames);
+ vertex.uvs[3] = TransformTextureCoord(texData.texture, glm::vec2(0, 1), texData.frames);
+
+ vertex.layerAnimationAo.r = texData.layer;
+ vertex.layerAnimationAo.g = texData.frames;
+
+ glm::vec3 normal = glm::cross(vertex.positions[1] - vertex.positions[0], vertex.positions[3] - vertex.positions[0]);
+ vertex.normal = glm::normalize(normal);
+ }
+
+ if (!neighborsLiquids[FaceDirection::north]) {
+ addedFaces++;
+ VertexData& vertex = data.liquidVertices.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.liquidVertices.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.liquidVertices.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.liquidVertices.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.liquidVertices.size() - addedFaces; i < data.liquidVertices.size(); i++) {
+ VertexData& vertex = data.liquidVertices[i];
+
+ if (glm::length(vertex.normal) < 0.5f) {
+ 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 + vertex.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)
@@ -213,11 +455,16 @@ 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);
}
}
}
- data.vertices.shrink_to_fit();
+
+ data.solidVertices.shrink_to_fit();
+ data.liquidVertices.shrink_to_fit();
return data;
}