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-rw-r--r--src/AssetManager.cpp87
-rw-r--r--src/AssetManager.hpp4
-rw-r--r--src/Render.cpp5
-rw-r--r--src/RendererSectionData.cpp120
4 files changed, 48 insertions, 168 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp
index 2329e8d..9231bf3 100644
--- a/src/AssetManager.cpp
+++ b/src/AssetManager.cpp
@@ -505,7 +505,9 @@ BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) {
BlockFaces blockFaces;
blockFaces.faces = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.parsedFaces;
blockFaces.isBlock = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.IsBlock;
- blockFaces.direction = FaceDirection::none;
+ for (int i = 0; i < FaceDirection::none; i++) {
+ blockFaces.faceDirectionVector[i] = FaceDirectionVector[i];
+ }
blockIdToBlockFaces.insert(std::make_pair(block, blockFaces));
return blockIdToBlockFaces.find(block)->second;
}
@@ -531,82 +533,25 @@ BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) {
BlockFaces blockFaces;
blockFaces.faces = assetModel->blockModel.parsedFaces;
blockFaces.isBlock = assetModel->blockModel.IsBlock;
- blockFaces.direction = FaceDirection::west;
+ glm::mat4 transform;
+
+ if (model.y != 0) {
+ blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.5f, 0.0f, 0.5f));
+ blockFaces.transform = glm::rotate(blockFaces.transform, glm::radians((float)model.y), glm::vec3(0.0f, 1.0f, 0.0f));
+ blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(-0.5f, 0.0f, -0.5f));
+ transform = glm::rotate(transform, glm::radians((float)model.y), glm::vec3(0.0f, 1.0f, 0));
+ }
if (model.x != 0) {
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.0f, 0.5f, 0.5f));
blockFaces.transform = glm::rotate(blockFaces.transform, glm::radians((float)model.x), glm::vec3(1.0f, 0.0f, 0.0f));
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.0f, -0.5f, -0.5f));
- switch (model.x) {
- case 90:
- blockFaces.direction = FaceDirection::down;
- break;
- case 180:
- blockFaces.direction = FaceDirection::east;
- break;
- case 270:
- blockFaces.direction = FaceDirection::up;
- break;
- default:
- break;
- }
+ transform = glm::rotate(transform, glm::radians((float)model.x), glm::vec3(1.0f, 0.0f, 0));
}
- if (model.y != 0) {
- blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.5f, 0.0f, 0.5f));
- blockFaces.transform = glm::rotate(blockFaces.transform, glm::radians((float)model.y), glm::vec3(0.0f, 1.0f, 0.0f));
- blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(-0.5f, 0.0f, -0.5f));
- switch (model.y) {
- case 90:
- switch (blockFaces.direction) {
- case FaceDirection::west:
- blockFaces.direction = FaceDirection::north;
- break;
- case FaceDirection::up:
- blockFaces.direction = FaceDirection::up;
- break;
- case FaceDirection::east:
- blockFaces.direction = FaceDirection::south;
- break;
- case FaceDirection::down:
- blockFaces.direction = FaceDirection::down;
- break;
- }
- break;
- case 180:
- switch (blockFaces.direction) {
- case FaceDirection::west:
- blockFaces.direction = FaceDirection::east;
- break;
- case FaceDirection::up:
- blockFaces.direction = FaceDirection::up;
- break;
- case FaceDirection::east:
- blockFaces.direction = FaceDirection::west;
- break;
- case FaceDirection::down:
- blockFaces.direction = FaceDirection::down;
- break;
- }
- break;
- case 270:
- switch (blockFaces.direction) {
- case FaceDirection::west:
- blockFaces.direction = FaceDirection::south;
- break;
- case FaceDirection::up:
- blockFaces.direction = FaceDirection::up;
- break;
- case FaceDirection::east:
- blockFaces.direction = FaceDirection::north;
- break;
- case FaceDirection::down:
- blockFaces.direction = FaceDirection::down;
- break;
- }
- break;
- default:
- break;
- }
+
+ for (int i = 0; i < FaceDirection::none; i++) {
+ glm::vec4 vec = transform * glm::vec4(FaceDirectionVector[i].glm(), 1.0f);
+ blockFaces.faceDirectionVector[i] = Vector(roundf(vec.x), roundf(vec.y), roundf(vec.z));
}
blockIdToBlockFaces.insert(std::make_pair(block, blockFaces));
diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp
index 1996c9e..5d86d9c 100644
--- a/src/AssetManager.hpp
+++ b/src/AssetManager.hpp
@@ -39,14 +39,14 @@ struct ParsedFace {
glm::mat4 transform;
glm::vec4 texture;
float layer;
- glm::vec3 color;
+ glm::vec3 color;
};
struct BlockFaces {
glm::mat4 transform;
std::vector<ParsedFace> faces;
bool isBlock;
- FaceDirection direction;
+ Vector faceDirectionVector[FaceDirection::none];
};
struct BlockModel {
diff --git a/src/Render.cpp b/src/Render.cpp
index 7f11dd9..58cf53d 100644
--- a/src/Render.cpp
+++ b/src/Render.cpp
@@ -420,8 +420,9 @@ void Render::RenderGui() {
world->GameStatePtr()->world.GetBlockId(world->GameStatePtr()->selectedBlock).state,
AssetManager::GetAssetNameByBlockId(BlockId{ world->GameStatePtr()->world.GetBlockId(world->GameStatePtr()->selectedBlock).id,0 }).c_str());
- ImGui::Text("Selected block direction: %d",
- AssetManager::GetBlockModelByBlockId(world->GameStatePtr()->world.GetBlockId(world->GameStatePtr()->selectedBlock)).direction);
+ ImGui::Text("Selected block variant: %s:%s",
+ TransformBlockIdToBlockStateName(world->GameStatePtr()->world.GetBlockId(world->GameStatePtr()->selectedBlock)).first.c_str(),
+ TransformBlockIdToBlockStateName(world->GameStatePtr()->world.GetBlockId(world->GameStatePtr()->selectedBlock)).second.c_str());
}
ImGui::End();
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 245dc95..d67fe5b 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -14,50 +14,25 @@ inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId,
return blockIdData[y * 256 + z * 16 + x];
}
-void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, unsigned char visibility, BlockLightness light, BlockLightness skyLight) {
+void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) {
for (const auto &face : model.faces) {
glm::vec2 lightness;
lightness.x = _max(light.face[0], light.face[1], light.face[2], light.face[3], light.face[4], light.face[5]);
lightness.y = _max(skyLight.face[0], skyLight.face[1], skyLight.face[2], skyLight.face[3], skyLight.face[4], skyLight.face[5]);
if (face.visibility != FaceDirection::none) {
- switch (face.visibility) {
- case FaceDirection::down: {
- if (visibility >> 0 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::down], skyLight.face[FaceDirection::down]);
- break;
- }
- case FaceDirection::up: {
- if (visibility >> 1 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::up], skyLight.face[FaceDirection::up]);
- break;
- }
- case FaceDirection::north: {
- if (visibility >> 2 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::north], skyLight.face[FaceDirection::north]);
- break;
- }
- case FaceDirection::south: {
- if (visibility >> 3 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::south], skyLight.face[FaceDirection::south]);
- break;
- }
- case FaceDirection::west: {
- if (visibility >> 4 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::west], skyLight.face[FaceDirection::west]);
- break;
- }
- case FaceDirection::east: {
- if (visibility >> 5 & 0x1)
- continue;
- lightness = glm::vec2(light.face[FaceDirection::east], skyLight.face[FaceDirection::east]);
+ FaceDirection direction = face.visibility;
+ Vector directionVec = model.faceDirectionVector[direction];
+ FaceDirection faceDirection = FaceDirection::none;
+ for (int i = 0; i < FaceDirection::none; i++) {
+ if (FaceDirectionVector[i] == directionVec) {
+ faceDirection = FaceDirection(i);
break;
}
}
+
+ if (visibility[faceDirection])
+ continue;
+ lightness = glm::vec2(light.face[faceDirection], skyLight.face[faceDirection]);
}
data.models.push_back(transform * model.transform * face.transform);
data.textures.push_back(face.texture);
@@ -76,8 +51,8 @@ BlockFaces *GetInternalBlockModel(const BlockId& id, std::vector<std::pair<Block
return idModels.back().second;
}
-std::array<unsigned char, 4096> GetBlockVisibilityData(const SectionsData &sections, const std::array<BlockId, 4096> &blockIdData, std::vector<std::pair<BlockId, BlockFaces*>> &idModels) {
- std::array<unsigned char, 4096> arr;
+std::array<bool[FaceDirection::none], 4096> GetBlockVisibilityData(const SectionsData &sections, const std::array<BlockId, 4096> &blockIdData, std::vector<std::pair<BlockId, BlockFaces*>> &idModels) {
+ std::array<bool[FaceDirection::none], 4096> arr;
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
@@ -141,60 +116,19 @@ std::array<unsigned char, 4096> GetBlockVisibilityData(const SectionsData &secti
auto blockModelWest = GetInternalBlockModel(blockIdWest, idModels);
auto blockModelEast = GetInternalBlockModel(blockIdEast, idModels);
- switch (GetInternalBlockModel(GetBlockId(x, y, z, blockIdData), idModels)->direction) {
- case FaceDirection::west:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 0;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 1;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 2;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 3;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 4;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 5;
- break;
- case FaceDirection::east:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 0;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 1;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 3;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 2;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 5;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 4;
- break;
- case FaceDirection::up:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 4;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 5;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 2;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 3;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 1;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 0;
- break;
- case FaceDirection::down:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 4;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 5;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 2;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 3;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 0;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 1;
- break;
- case FaceDirection::north:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 0;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 1;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 5;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 4;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 2;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 3;
- break;
- case FaceDirection::south:
- value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 0;
- value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 1;
- value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 4;
- value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 5;
- value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 3;
- value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 2;
- break;
- case FaceDirection::none:
- value = 0;
- break;
- }
- arr[y * 256 + z * 16 + x] = value;
+ value |= (blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock) << 0;
+ value |= (blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock) << 1;
+ value |= (blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock) << 2;
+ value |= (blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock) << 3;
+ value |= (blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock) << 4;
+ value |= (blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock) << 5;
+
+ arr[y * 256 + z * 16 + x][FaceDirection::down] = (value >> 0) & 1;
+ arr[y * 256 + z * 16 + x][FaceDirection::up] = (value >> 1) & 1;
+ arr[y * 256 + z * 16 + x][FaceDirection::north] = (value >> 2) & 1;
+ arr[y * 256 + z * 16 + x][FaceDirection::south] = (value >> 3) & 1;
+ arr[y * 256 + z * 16 + x][FaceDirection::west] = (value >> 4) & 1;
+ arr[y * 256 + z * 16 + x][FaceDirection::east] = (value >> 5) & 1;
}
}
}
@@ -219,7 +153,7 @@ RendererSectionData ParseSection(const SectionsData &sections)
std::vector<std::pair<BlockId, BlockFaces*>> idModels;
std::array<BlockId, 4096> blockIdData = SetBlockIdData(sections);
- std::array<unsigned char, 4096> blockVisibility = GetBlockVisibilityData(sections, blockIdData, idModels);
+ std::array<bool[FaceDirection::none], 4096> blockVisibility = GetBlockVisibilityData(sections, blockIdData, idModels);
std::string textureName;
data.hash = sections.section.GetHash();