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author | LaG1924 <lag1924@gmail.com> | 2022-01-17 07:39:54 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2022-01-17 07:39:54 +0100 |
commit | 433c1c28142c4a7ec26aa4160c445bf79480c82d (patch) | |
tree | 63d409ce359cb8782de4bfd24f9c9a96403db8c2 | |
parent | Added fallback liquids meshing (diff) | |
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-rw-r--r-- | src/RendererSectionData.cpp | 175 |
1 files changed, 174 insertions, 1 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 761dd14..8ccf0ca 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -131,6 +131,176 @@ 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; + + 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.vertices.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.vertices.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.vertices.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.vertices.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.vertices.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.vertices.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 { + constexpr glm::vec4 nwCorner = glm::vec4(0, 1, 0, 1); + constexpr glm::vec4 neCorner = glm::vec4(1, 1, 0, 1); + constexpr glm::vec4 swCorner = glm::vec4(0, 1, 1, 1); + constexpr glm::vec4 seCorner = glm::vec4(1, 1, 1, 1); + + if (!neighborsLiquids[FaceDirection::down]) { + addedFaces++; + VertexData& vertex = data.vertices.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.vertices.emplace_back(); + vertex.positions[0] = transform * nwCorner; + vertex.positions[1] = transform * swCorner; + vertex.positions[2] = transform * seCorner; + vertex.positions[3] = transform * neCorner; + } + + if (!neighborsLiquids[FaceDirection::north]) { + addedFaces++; + VertexData& vertex = data.vertices.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.vertices.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.vertices.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.vertices.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.vertices.size() - addedFaces; i < data.vertices.size(); i++) { + VertexData& vertex = data.vertices[i]; + 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 + 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) @@ -213,7 +383,10 @@ RendererSectionData ParseSection(const SectionsData §ions, 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); } } } |