summaryrefslogtreecommitdiffstats
path: root/src/RendererSectionData.cpp
blob: 78e22398cd51da4793cfd813589ac09455da7ffc (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
#include "RendererSectionData.hpp"

#include <array>

#include <glm/gtc/matrix_transform.hpp>
#include <optick.h>

#include "World.hpp"

inline const BlockId& GetBlockId(const Vector& pos, const std::array<BlockId, 4096> &blockIdData) {
	return blockIdData[pos.y * 256 + pos.z * 16 + pos.x];
}

inline const BlockId& GetBlockId(int x, int y, int z, const std::array<BlockId, 4096> &blockIdData) {
	return blockIdData[y * 256 + z * 16 + x];
}

glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords, float frames) {
	float x = TextureAtlasCoords.x;
	float y = TextureAtlasCoords.y;
	float w = TextureAtlasCoords.z;
	float h = TextureAtlasCoords.w / frames;
	glm::vec2 transformed = glm::vec2(x, 1 - y - h) + UvCoords * glm::vec2(w, h);
	return transformed;
}

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) {
			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 (faceDirection == FaceDirection::none)
				continue;

			if (visibility[faceDirection])
				continue;
			lightness = glm::vec2(light.face[faceDirection], skyLight.face[faceDirection]);
		}

		glm::mat4 transformed = transform * model.transform * face.transform;
		data.positions.push_back(transformed * glm::vec4(0, 0, 0, 1));
		data.positions.push_back(transformed * glm::vec4(0, 0, 1, 1));
		data.positions.push_back(transformed * glm::vec4(1, 0, 1, 1));
		data.positions.push_back(transformed * glm::vec4(1, 0, 0, 1));

		data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames));
		data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames));
		data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(1, 1), face.frames));
		data.uvs.push_back(TransformTextureCoord(face.texture, glm::vec2(0, 1), face.frames));

		data.uvLayers.push_back(face.layer);
		data.animations.push_back(glm::vec2(face.texture.w / face.frames, face.frames));
		data.colors.push_back(face.color);
		data.lights.push_back(lightness);
	}
}

BlockFaces *GetInternalBlockModel(const BlockId& id, std::vector<std::pair<BlockId, BlockFaces*>> &idModels) {
    for (const auto& it : idModels) {
        if (it.first == id)
            return it.second;
    }
    idModels.push_back(std::make_pair(id, &AssetManager::GetBlockModelByBlockId(id)));
    return idModels.back().second;
}

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++) {
				unsigned char value = 0;

				Vector vec(x, y, z);

				BlockId blockIdDown = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::down]);
				BlockId blockIdUp = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::up]);
				BlockId blockIdNorth = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::north]);
				BlockId blockIdSouth = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::south]);
				BlockId blockIdWest = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::west]);
				BlockId blockIdEast = sections.GetBlockId(vec + FaceDirectionVector[FaceDirection::east]);

				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);
				
				arr[y * 256 + z * 16 + x][FaceDirection::down] = blockIdDown.id != 0 && !blockModelDown->faces.empty() && blockModelDown->isBlock;
				arr[y * 256 + z * 16 + x][FaceDirection::up] = blockIdUp.id != 0 && !blockModelUp->faces.empty() && blockModelUp->isBlock;
				arr[y * 256 + z * 16 + x][FaceDirection::north] = blockIdNorth.id != 0 && !blockModelNorth->faces.empty() && blockModelNorth->isBlock;
				arr[y * 256 + z * 16 + x][FaceDirection::south] = blockIdSouth.id != 0 && !blockModelSouth->faces.empty() && blockModelSouth->isBlock;
				arr[y * 256 + z * 16 + x][FaceDirection::west] = blockIdWest.id != 0 && !blockModelWest->faces.empty() && blockModelWest->isBlock;
				arr[y * 256 + z * 16 + x][FaceDirection::east] = blockIdEast.id != 0 && !blockModelEast->faces.empty() && blockModelEast->isBlock;
			}
		}
	}
	return arr;
}

std::array<BlockId, 4096> SetBlockIdData(const SectionsData &sections) {
	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] = sections.section.GetBlockId(Vector(x, y, z));
			}
		}
	}
	return blockIdData;
}

RendererSectionData ParseSection(const SectionsData &sections) {
	OPTICK_EVENT();
	RendererSectionData data;

	std::vector<std::pair<BlockId, BlockFaces*>> idModels;
	std::array<BlockId, 4096> blockIdData = SetBlockIdData(sections);
	std::array<bool[FaceDirection::none], 4096> blockVisibility = GetBlockVisibilityData(sections, blockIdData, idModels);
	std::string textureName;

	data.hash = sections.section.GetHash();
	data.sectionPos = sections.section.GetPosition();

	glm::mat4 baseOffset = glm::translate(glm::mat4(1.0), (sections.section.GetPosition() * 16).glm()), transform;

	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;

				Vector vec(x, y, z);

				transform = glm::translate(baseOffset, vec.glm());

				BlockLightness light = sections.GetLight(vec);
				BlockLightness skyLight = sections.GetSkyLight(vec);

				BlockFaces *model = GetInternalBlockModel(block, idModels);
				AddFacesByBlockModel(data, *model, transform, blockVisibility[y * 256 + z * 16 + x], light, skyLight);
			}
		}
	}
	data.positions.shrink_to_fit();
	data.uvs.shrink_to_fit();
	data.uvLayers.shrink_to_fit();
	data.animations.shrink_to_fit();
	data.colors.shrink_to_fit();
	data.lights.shrink_to_fit();

	return data;
}

BlockId SectionsData::GetBlockId(const Vector &pos) const {
	if (pos.x < 0)
		return east.GetBlockId(Vector(15, pos.y, pos.z));

	if (pos.x > 15)
		return west.GetBlockId(Vector(0, pos.y, pos.z));

	if (pos.y < 0)
		return bottom.GetBlockId(Vector(pos.x, 15, pos.z));

	if (pos.y > 15)
		return top.GetBlockId(Vector(pos.x, 0, pos.z));

	if (pos.z < 0)
		return south.GetBlockId(Vector(pos.x, pos.y, 15));

	if (pos.z > 15)
		return north.GetBlockId(Vector(pos.x, pos.y, 0));

	return section.GetBlockId(pos);
}

BlockLightness SectionsData::GetLight(const Vector &pos) const {
	BlockLightness lightness;
	static const Vector directions[] = {
		Vector(1,0,0),
		Vector(-1,0,0),
		Vector(0,1,0),
		Vector(0,-1,0),
		Vector(0,0,1),
		Vector(0,0,-1),
	};

	unsigned char self = section.GetBlockLight(pos);

	for (const Vector &dir : directions) {
		Vector vec = pos + dir;
		unsigned char dirValue = 0;

		if (vec.x < 0 || vec.x > 15 || vec.y < 0 || vec.y > 15 || vec.z < 0 || vec.z > 15) {
			if (vec.x < 0)
				dirValue = east.GetBlockLight(Vector(15, vec.y, vec.z));
			if (vec.x > 15)
				dirValue = west.GetBlockLight(Vector(0, vec.y, vec.z));
			if (vec.y < 0)
				dirValue = bottom.GetBlockLight(Vector(vec.x, 15, vec.z));
			if (vec.y > 15)
				dirValue = top.GetBlockLight(Vector(vec.x, 0, vec.z));
			if (vec.z < 0)
				dirValue = south.GetBlockLight(Vector(vec.x, vec.y, 15));
			if (vec.z > 15)
				dirValue = north.GetBlockLight(Vector(vec.x, vec.y, 0));
		}
		else
			dirValue = section.GetBlockLight(vec);

		dirValue = _max(self, dirValue);

		if (dir == directions[0])
			lightness.face[FaceDirection::east] = dirValue;
		if (dir == directions[1])
			lightness.face[FaceDirection::west] = dirValue;
		if (dir == directions[2])
			lightness.face[FaceDirection::up] = dirValue;
		if (dir == directions[3])
			lightness.face[FaceDirection::down] = dirValue;
		if (dir == directions[4])
			lightness.face[FaceDirection::south] = dirValue;
		if (dir == directions[5])
			lightness.face[FaceDirection::north] = dirValue;
	}
	return lightness;
}

BlockLightness SectionsData::GetSkyLight(const Vector &pos) const {
	BlockLightness lightness;
	static const Vector directions[] = {
		Vector(1,0,0),
		Vector(-1,0,0),
		Vector(0,1,0),
		Vector(0,-1,0),
		Vector(0,0,1),
		Vector(0,0,-1),
	};

	unsigned char self = section.GetBlockSkyLight(pos);

	for (const Vector &dir : directions) {
		Vector vec = pos + dir;
		unsigned char dirValue = 0;

		if (vec.x < 0 || vec.x > 15 || vec.y < 0 || vec.y > 15 || vec.z < 0 || vec.z > 15) {
			if (vec.x < 0)
				dirValue = east.GetBlockSkyLight(Vector(15, vec.y, vec.z));
			if (vec.x > 15)
				dirValue = west.GetBlockSkyLight(Vector(0, vec.y, vec.z));
			if (vec.y < 0)
				dirValue = bottom.GetBlockSkyLight(Vector(vec.x, 15, vec.z));
			if (vec.y > 15)
				dirValue = top.GetBlockSkyLight(Vector(vec.x, 0, vec.z));
			if (vec.z < 0)
				dirValue = south.GetBlockSkyLight(Vector(vec.x, vec.y, 15));
			if (vec.z > 15)
				dirValue = north.GetBlockSkyLight(Vector(vec.x, vec.y, 0));
		}
		else
			dirValue = section.GetBlockSkyLight(vec);

		dirValue = _max(self, dirValue);

		if (dir == directions[0])
			lightness.face[FaceDirection::east] = dirValue;
		if (dir == directions[1])
			lightness.face[FaceDirection::west] = dirValue;
		if (dir == directions[2])
			lightness.face[FaceDirection::up] = dirValue;
		if (dir == directions[3])
			lightness.face[FaceDirection::down] = dirValue;
		if (dir == directions[4])
			lightness.face[FaceDirection::south] = dirValue;
		if (dir == directions[5])
			lightness.face[FaceDirection::north] = dirValue;
	}
	return lightness;
}