OpenMiner/client/source/world/ChunkBuilder.cpp

333 lines
9.9 KiB
C++

/*
* =====================================================================================
*
* Filename: ChunkBuilder.cpp
*
* Description:
*
* Created: 19/06/2018 22:28:52
*
* Author: Quentin Bazin, <quent42340@gmail.com>
*
* =====================================================================================
*/
#include "ClientChunk.hpp"
#include "ChunkBuilder.hpp"
#include "Registry.hpp"
static const float cubeCoords[6 * 4 * 3] = {
// Left
0, 0, 0,
0, 0, 1,
0, 1, 1,
0, 1, 0,
// Right
1, 0, 1,
1, 0, 0,
1, 1, 0,
1, 1, 1,
// Bottom
0, 0, 0,
1, 0, 0,
1, 0, 1,
0, 0, 1,
// Top
0, 1, 1,
1, 1, 1,
1, 1, 0,
0, 1, 0,
// Front
1, 0, 0,
0, 0, 0,
0, 1, 0,
1, 1, 0,
// Back
0, 0, 1,
1, 0, 1,
1, 1, 1,
0, 1, 1,
};
static const float crossCoords[2 * 4 * 3] = {
0, 0, 0,
1, 0, 1,
1, 1, 1,
0, 1, 0,
0, 0, 1,
1, 0, 0,
1, 1, 0,
0, 1, 1,
};
std::array<std::size_t, ChunkBuilder::layers> ChunkBuilder::buildChunk(const ClientChunk &chunk, const std::array<gk::VertexBuffer, layers> &vbo) {
for (u8 i = 0 ; i < layers ; ++i)
m_vertices[i].reserve(CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH * 6 * 4);
for(u8 z = 0 ; z < CHUNK_DEPTH ; z++) {
for(u8 y = 0 ; y < CHUNK_HEIGHT ; y++) {
for(u8 x = 0 ; x < CHUNK_WIDTH ; x++) {
const Block &block = Registry::getInstance().getBlock(chunk.getBlock(x, y, z));
if(!block.id()) continue;
if (!chunk.getBlock(x, y, z)) continue;
const Block *surroundingBlocks[6] = {
&Registry::getInstance().getBlock(chunk.getBlock(x - 1, y, z)),
&Registry::getInstance().getBlock(chunk.getBlock(x + 1, y, z)),
&Registry::getInstance().getBlock(chunk.getBlock(x, y - 1, z)),
&Registry::getInstance().getBlock(chunk.getBlock(x, y + 1, z)),
&Registry::getInstance().getBlock(chunk.getBlock(x, y, z - 1)),
&Registry::getInstance().getBlock(chunk.getBlock(x, y, z + 1)),
};
if (block.drawType() == BlockDrawType::Solid) {
for(u8 i = 0 ; i < 6 ; i++) {
addFace(x, y, z, i, chunk, &block, surroundingBlocks[i]);
}
}
else if (block.drawType() == BlockDrawType::XShape) {
addCross(x, y, z, chunk, &block);
}
}
}
}
std::array<std::size_t, layers> verticesCount;
for (u8 i = 0 ; i < layers ; ++i) {
m_vertices[i].shrink_to_fit();
gk::VertexBuffer::bind(&vbo[i]);
vbo[i].setData(m_vertices[i].size() * sizeof(gk::Vertex), m_vertices[i].data(), GL_DYNAMIC_DRAW);
gk::VertexBuffer::bind(nullptr);
verticesCount[i] = m_vertices[i].size();
m_vertices[i].clear();
}
return verticesCount;
}
void ChunkBuilder::addFace(u8 x, u8 y, u8 z, u8 i, const ClientChunk &chunk, const Block *block, const Block *surroundingBlock) {
// Skip hidden faces
if(surroundingBlock && surroundingBlock->id() && surroundingBlock->drawType() == BlockDrawType::Solid
&& (surroundingBlock->isOpaque() || (block->id() == surroundingBlock->id() && block->id() != BlockType::Leaves && ((i != 2 && i != 3) || block->id() != BlockType::PlankSlab))))
return;
static glm::vec3 a, b, c, v1, v2, normal;
const gk::FloatBox boundingBox = block->boundingBox();
// Three points of the face
a.x = cubeCoords[i * 12 + 0] * boundingBox.width + boundingBox.x;
a.y = cubeCoords[i * 12 + 1] * boundingBox.height + boundingBox.y;
a.z = cubeCoords[i * 12 + 2] * boundingBox.depth + boundingBox.z;
b.x = cubeCoords[i * 12 + 3] * boundingBox.width + boundingBox.x;
b.y = cubeCoords[i * 12 + 4] * boundingBox.height + boundingBox.y;
b.z = cubeCoords[i * 12 + 5] * boundingBox.depth + boundingBox.z;
c.x = cubeCoords[i * 12 + 6] * boundingBox.width + boundingBox.x;
c.y = cubeCoords[i * 12 + 7] * boundingBox.height + boundingBox.y;
c.z = cubeCoords[i * 12 + 8] * boundingBox.depth + boundingBox.z;
// Computing two vectors
v1 = b - a;
v2 = c - a;
// Computing face normal (already normalized because vertexCoords are normalized)
normal = glm::cross(v1, v2);
const glm::vec4 &blockTexCoords = block->getTexCoords(i, chunk.getData(x, y, z));
float faceTexCoords[2 * 4] = {
blockTexCoords.x, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.y,
blockTexCoords.x, blockTexCoords.y
};
// Store vertex information
gk::Vertex vertices[4];
for(u8 j = 0 ; j < 4 ; j++) {
vertices[j].coord3d[0] = x + cubeCoords[i * 12 + j * 3]; // * boundingBox.width + boundingBox.x;
vertices[j].coord3d[1] = y + cubeCoords[i * 12 + j * 3 + 1]; // * boundingBox.height + boundingBox.y;
vertices[j].coord3d[2] = z + cubeCoords[i * 12 + j * 3 + 2]; // * boundingBox.depth + boundingBox.z;
vertices[j].coord3d[3] = i;
vertices[j].normal[0] = normal.x;
vertices[j].normal[1] = normal.y;
vertices[j].normal[2] = normal.z;
vertices[j].color[0] = 1.0;
vertices[j].color[1] = 1.0;
vertices[j].color[2] = 1.0;
vertices[j].color[3] = 1.0;
vertices[j].texCoord[0] = faceTexCoords[j * 2];
vertices[j].texCoord[1] = faceTexCoords[j * 2 + 1];
// int sunlight = chunk.lightmap().getSunlight(x, y, z);
// if ((i == 0 || i == 1 || i == 4 || i == 5) && sunlight > 2)
// vertices[j].lightValue[0] = sunlight - 2;
// if (i == 4 && sunlight > 3)
// vertices[j].lightValue[0] = sunlight - 3;
// else
if (Config::isSmoothLightingEnabled) {
if (Config::isAmbientOcclusionEnabled)
vertices[j].lightValue[0] = chunk.lightmap().getSunlight(x, y, z);
else
vertices[j].lightValue[0] = getLightForVertex(Light::Sun, x, y, z, i, j, chunk);
vertices[j].lightValue[1] = getLightForVertex(Light::Torch, x, y, z, i, j, chunk);
}
else {
vertices[j].lightValue[0] = chunk.lightmap().getSunlight(x, y, z);
vertices[j].lightValue[1] = chunk.lightmap().getTorchlight(x, y, z);
}
if (Config::isAmbientOcclusionEnabled)
vertices[j].ambientOcclusion = getAmbientOcclusion(x, y, z, i, j, chunk);
else
vertices[j].ambientOcclusion = 5;
vertices[j].blockType = block->id();
}
auto addVertex = [&](u8 j) {
// FIXME
// if (block->id() == BlockType::Water)
// m_vertices[Layer::Liquid].emplace_back(vertices[j]);
// else if (block->id() == BlockType::Leaves)
// m_vertices[Layer::Other].emplace_back(vertices[j]);
// else
m_vertices[Layer::Solid].emplace_back(vertices[j]);
};
if (vertices[0].ambientOcclusion + vertices[2].ambientOcclusion >
vertices[1].ambientOcclusion + vertices[3].ambientOcclusion) {
addVertex(0);
addVertex(1);
addVertex(3);
addVertex(3);
addVertex(1);
addVertex(2);
} else {
addVertex(0);
addVertex(1);
addVertex(2);
addVertex(2);
addVertex(3);
addVertex(0);
}
}
void ChunkBuilder::addCross(u8 x, u8 y, u8 z, const ClientChunk &chunk, const Block *block) {
const glm::vec4 &blockTexCoords = block->getTexCoords(0, chunk.getData(x, y, z));
float faceTexCoords[2 * 4] = {
blockTexCoords.x, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.w,
blockTexCoords.z, blockTexCoords.y,
blockTexCoords.x, blockTexCoords.y,
};
for (int i = 0 ; i < 2 ; ++i) {
gk::Vertex vertices[4];
for (int j = 0 ; j < 4 ; ++j) {
vertices[j].coord3d[0] = x + crossCoords[i * 12 + j * 3];
vertices[j].coord3d[1] = y + crossCoords[i * 12 + j * 3 + 1];
vertices[j].coord3d[2] = z + crossCoords[i * 12 + j * 3 + 2];
vertices[j].coord3d[3] = i;
vertices[j].normal[0] = 0;
vertices[j].normal[1] = 0;
vertices[j].normal[2] = 0;
vertices[j].color[0] = 1.0;
vertices[j].color[1] = 1.0;
vertices[j].color[2] = 1.0;
vertices[j].color[3] = 1.0;
vertices[j].texCoord[0] = faceTexCoords[j * 2];
vertices[j].texCoord[1] = faceTexCoords[j * 2 + 1];
vertices[j].blockType = block->id();
}
m_vertices[Layer::Other].emplace_back(vertices[0]);
m_vertices[Layer::Other].emplace_back(vertices[1]);
m_vertices[Layer::Other].emplace_back(vertices[3]);
m_vertices[Layer::Other].emplace_back(vertices[3]);
m_vertices[Layer::Other].emplace_back(vertices[1]);
m_vertices[Layer::Other].emplace_back(vertices[2]);
}
}
gk::Vector3i ChunkBuilder::getOffsetFromVertex(u8 i, u8 j) {
gk::Vector3i offset;
offset.x = (
(i == 0) ||
(i == 2 && (j == 0 || j == 3)) ||
(i == 3 && (j == 0 || j == 3)) ||
(i == 4 && (j == 1 || j == 2)) ||
(i == 5 && (j == 0 || j == 3))) ? -1 : 1;
offset.z = (
(i == 4) ||
(i == 0 && (j == 0 || j == 3)) ||
(i == 1 && (j == 1 || j == 2)) ||
(i == 2 && (j == 0 || j == 1)) ||
(i == 3 && (j == 2 || j == 3))) ? -1 : 1;
offset.y = (
(i == 2) ||
(i == 0 && (j == 0 || j == 1)) ||
(i == 1 && (j == 0 || j == 1)) ||
(i == 4 && (j == 0 || j == 1)) ||
(i == 5 && (j == 0 || j == 1))) ? 0 : 1;
return offset;
}
u8 ChunkBuilder::getAmbientOcclusion(u8 x, u8 y, u8 z, u8 i, u8 j, const ClientChunk &chunk) {
gk::Vector3i offset = getOffsetFromVertex(i, j);
u16 blocks[3] = {
chunk.getBlock(x + offset.x, y + offset.y, z),
chunk.getBlock(x, y + offset.y, z + offset.z),
chunk.getBlock(x + offset.x, y + offset.y, z + offset.z)
};
bool side1 = blocks[0] != 0 && blocks[0] != BlockType::Flower;
bool side2 = blocks[1] != 0 && blocks[1] != BlockType::Flower;
bool corner = blocks[2] != 0 && blocks[2] != BlockType::Flower;
if (side1 && side2)
return 0;
return 3 - (side1 + side2 + corner);
}
float ChunkBuilder::getLightForVertex(Light light, u8 x, u8 y, u8 z, u8 i, u8 j, const ClientChunk &chunk) {
gk::Vector3i offset = getOffsetFromVertex(i, j);
// FIXME: Air blocks have a light level of 0
if (light == Light::Sun)
return (chunk.lightmap().getSunlight(x, y + offset.y, z)
+ chunk.lightmap().getSunlight(x + offset.x, y + offset.y, z)
+ chunk.lightmap().getSunlight(x, y + offset.y, z + offset.z)
+ chunk.lightmap().getSunlight(x + offset.x, y + offset.y, z + offset.z)) / 4.0f;
else
return (chunk.lightmap().getTorchlight(x, y + offset.y, z)
+ chunk.lightmap().getTorchlight(x + offset.x, y + offset.y, z)
+ chunk.lightmap().getTorchlight(x, y + offset.y, z + offset.z)
+ chunk.lightmap().getTorchlight(x + offset.x, y + offset.y, z + offset.z)) / 4.0f;
}