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-rw-r--r--src/RendererSectionData.cpp169
1 files changed, 37 insertions, 132 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index f7f0baa..96d78e0 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -15,137 +15,42 @@ inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId,
return blockIdData[y * 256 + z * 16 + x];
}
-void AddFacesByBlockModel(Vector blockPos, const BlockModel &model, glm::mat4 transform, unsigned char light, unsigned char skyLight, const std::array<unsigned char, 16 * 16 * 16>& visibility, std::string &textureName, RendererSectionData &data) {
- 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;
- }
- data.models.push_back(faceTransform);
- textureName = face.second.texture;
- while (textureName[0] == '#') {
- textureName.erase(0, 1);
- textureName = model.Textures.find(textureName)->second;
- }
- textureName.insert(0, "minecraft/textures/");
- glm::vec4 texture = AssetManager::Instance().GetTextureByAssetName(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 };
- }
- data.textures.push_back(texture);
- if (face.second.tintIndex)
- data.colors.push_back(glm::vec3(0.275, 0.63, 0.1));
- else
- data.colors.push_back(glm::vec3(0, 0, 0));
- data.lights.push_back(glm::vec2(light, skyLight));
- }
- }
+void AddFacesByBlockModel(RendererSectionData &data, const BlockModel &model, const glm::mat4 &transform, unsigned char visibility, unsigned char light, unsigned char skyLight) {
+ for (const auto &face : model.parsedFaces) {
+ if (face.visibility != BlockModel::ElementData::FaceDirection::none) {
+ switch (face.visibility) {
+ case BlockModel::ElementData::FaceDirection::down:
+ if (visibility >> 0 & 0x1)
+ continue;
+ break;
+ case BlockModel::ElementData::FaceDirection::up:
+ if (visibility >> 1 & 0x1)
+ continue;
+ break;
+ case BlockModel::ElementData::FaceDirection::north:
+ if (visibility >> 2 & 0x1)
+ continue;
+ break;
+ case BlockModel::ElementData::FaceDirection::south:
+ if (visibility >> 3 & 0x1)
+ continue;
+ break;
+ case BlockModel::ElementData::FaceDirection::west:
+ if (visibility >> 4 & 0x1)
+ continue;
+ break;
+ case BlockModel::ElementData::FaceDirection::east:
+ if (visibility >> 5 & 0x1)
+ continue;
+ break;
+ }
+ }
+
+ data.models.push_back(transform * face.transform);
+ data.textures.push_back(face.texture);
+ data.colors.push_back(face.color);
+ data.lights.push_back(glm::vec2(light, skyLight));
+ }
}
const BlockModel* GetInternalBlockModel(const BlockId& id, std::vector<std::pair<BlockId, const BlockModel *>> &idModels) {
@@ -279,7 +184,7 @@ RendererSectionData ParseSection(const SectionsData &sections)
const BlockModel* model = GetInternalBlockModel(block, idModels);
if (model) {
- AddFacesByBlockModel(vec, *model, transform, light, skyLight, blockVisibility, textureName, data);
+ AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], light, skyLight);
}
else {
transform = glm::translate(transform, glm::vec3(0, 1, 0));