From 95c85382030af78854a42d457fbb259e6078402b Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Mon, 6 Nov 2017 18:01:19 +0500 Subject: Section parser now in a separate file --- src/RendererSection.cpp | 300 +----------------------------------------------- 1 file changed, 3 insertions(+), 297 deletions(-) (limited to 'src/RendererSection.cpp') diff --git a/src/RendererSection.cpp b/src/RendererSection.cpp index 6fed06f..23b0a42 100644 --- a/src/RendererSection.cpp +++ b/src/RendererSection.cpp @@ -1,12 +1,10 @@ #include "RendererSection.hpp" #include -#include -#include "AssetManager.hpp" -#include "World.hpp" -#include "Section.hpp" +#include "Utility.hpp" #include "Renderer.hpp" +#include "RendererSectionData.hpp" const GLfloat vertices[] = { 0, 0, 0, @@ -32,7 +30,7 @@ const GLuint magicUniqueConstant = 88375; GLuint RendererSection::VboVertices = magicUniqueConstant; GLuint RendererSection::VboUvs = magicUniqueConstant; -RendererSection::RendererSection(RendererSectionData data) { +RendererSection::RendererSection(const RendererSectionData &data) { if (VboVertices == magicUniqueConstant) { glGenBuffers(1, &VboVertices); glGenBuffers(1, &VboUvs); @@ -172,296 +170,4 @@ Vector RendererSection::GetPosition() size_t RendererSection::GetHash() { return hash; -} - -RendererSectionData::RendererSectionData(World * world, Vector sectionPosition) { - const std::map &textureAtlas = AssetManager::Instance().GetTextureAtlasIndexes(); - const Section §ion = 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 §ionsList, World *world, Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array& 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 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 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 -- cgit v1.2.3