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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-03-05 19:39:09 +0100 |
---|---|---|
committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-03-08 21:41:12 +0100 |
commit | a99b10c86eb048c0b0f594029f3de9a3df473aae (patch) | |
tree | d66e0aa673eb049e61d08ac0fda1a591185315a2 | |
parent | Simplified Section class (diff) | |
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-rw-r--r-- | src/RendererSectionData.cpp | 325 | ||||
-rw-r--r-- | src/RendererSectionData.hpp | 32 | ||||
-rw-r--r-- | src/RendererWorld.cpp | 4 |
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 §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)); - } +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> §ionsList, 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> §ionsList, 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> §io 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> §io 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 §ionPos, 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 §ionPos) { + 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 §ion = 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> §ionsList, 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(); |