diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/AssetManager.cpp | 42 | ||||
-rw-r--r-- | src/AssetManager.hpp | 36 | ||||
-rw-r--r-- | src/RendererSectionData.cpp | 51 | ||||
-rw-r--r-- | src/RendererSectionData.hpp | 13 |
4 files changed, 66 insertions, 76 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 5fa7990..cca31e8 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -227,19 +227,19 @@ void ParseAssetBlockModel(AssetTreeNode &node) { auto face = faceIt.value(); BlockModel::ElementData::FaceData faceData; - BlockModel::ElementData::FaceDirection faceDir; + FaceDirection faceDir; if (faceIt.key() == "down") - faceDir = BlockModel::ElementData::FaceDirection::down; + faceDir = FaceDirection::down; else if (faceIt.key() == "up") - faceDir = BlockModel::ElementData::FaceDirection::up; + faceDir = FaceDirection::up; else if (faceIt.key() == "north") - faceDir = BlockModel::ElementData::FaceDirection::north; + faceDir = FaceDirection::north; else if (faceIt.key() == "south") - faceDir = BlockModel::ElementData::FaceDirection::south; + faceDir = FaceDirection::south; else if (faceIt.key() == "west") - faceDir = BlockModel::ElementData::FaceDirection::west; + faceDir = FaceDirection::west; else if (faceIt.key() == "east") - faceDir = BlockModel::ElementData::FaceDirection::east; + faceDir = FaceDirection::east; if (face.find("uv") != face.end()) { BlockModel::ElementData::FaceData::Uv uv; @@ -250,20 +250,20 @@ void ParseAssetBlockModel(AssetTreeNode &node) { faceData.uv = uv; } - BlockModel::ElementData::FaceDirection cullface = BlockModel::ElementData::FaceDirection::none; + FaceDirection cullface = FaceDirection::none; if (face.find("cullface") != face.end()) { if (face["cullface"] == "down") - cullface = BlockModel::ElementData::FaceDirection::down; + cullface = FaceDirection::down; else if (face["cullface"] == "up") - cullface = BlockModel::ElementData::FaceDirection::up; + cullface = FaceDirection::up; else if (face["cullface"] == "north") - cullface = BlockModel::ElementData::FaceDirection::north; + cullface = FaceDirection::north; else if (face["cullface"] == "south") - cullface = BlockModel::ElementData::FaceDirection::south; + cullface = FaceDirection::south; else if (face["cullface"] == "west") - cullface = BlockModel::ElementData::FaceDirection::west; + cullface = FaceDirection::west; else if (face["cullface"] == "east") - cullface = BlockModel::ElementData::FaceDirection::east; + cullface = FaceDirection::east; } faceData.cullface = cullface; @@ -404,20 +404,20 @@ void ParseBlockModels() { elementTransform = glm::scale(elementTransform, elementSize.glm()); for (const auto& face : element.faces) { - BlockModel::ParsedFace parsedFace; + ParsedFace parsedFace; parsedFace.visibility = face.second.cullface; glm::mat4 faceTransform; switch (face.first) { - case BlockModel::ElementData::FaceDirection::down: + case 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: + case FaceDirection::up: faceTransform = glm::translate(elementTransform, glm::vec3(0.0f, 1.0f, 0.0f)); break; - case BlockModel::ElementData::FaceDirection::north: + case 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)); @@ -425,18 +425,18 @@ void ParseBlockModels() { 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: + case 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: + case 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: + case 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; diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp index e05ba31..992bd51 100644 --- a/src/AssetManager.hpp +++ b/src/AssetManager.hpp @@ -14,6 +14,24 @@ #include "Block.hpp" #include "TextureAtlas.hpp" +enum FaceDirection { + down, + up, + north, + south, + west, + east, + none, +}; + +struct ParsedFace { + FaceDirection visibility; + glm::mat4 transform; + glm::vec4 texture; + float layer; + glm::vec3 color; +}; + struct BlockModel { bool IsBlock = false; std::string BlockName; @@ -56,16 +74,6 @@ struct BlockModel { bool shade = true; - enum FaceDirection { - down, - up, - north, - south, - west, - east, - none, - }; - struct FaceData { struct Uv { int x1, y1, x2, y2; @@ -82,14 +90,6 @@ struct BlockModel { std::vector<ElementData> Elements; - struct ParsedFace { - ElementData::FaceDirection visibility; - glm::mat4 transform; - glm::vec4 texture; - float layer; - glm::vec3 color; - }; - std::vector<ParsedFace> parsedFaces; }; diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 485636c..5973dd5 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -5,7 +5,6 @@ #include <glm/gtc/matrix_transform.hpp> #include "World.hpp" -#include "AssetManager.hpp" inline const BlockId& GetBlockId(const Vector& pos, const std::array<BlockId, 4096> &blockIdData) { return blockIdData[pos.y * 256 + pos.z * 16 + pos.x]; @@ -20,42 +19,42 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockModel &model, co 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 != BlockModel::ElementData::FaceDirection::none) { + if (face.visibility != FaceDirection::none) { switch (face.visibility) { - case BlockModel::ElementData::FaceDirection::down: { + case FaceDirection::down: { if (visibility >> 0 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::down], skyLight.face[BlockDirection::down]); + lightness = glm::vec2(light.face[FaceDirection::down], skyLight.face[FaceDirection::down]); break; } - case BlockModel::ElementData::FaceDirection::up: { + case FaceDirection::up: { if (visibility >> 1 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::up], skyLight.face[BlockDirection::up]); + lightness = glm::vec2(light.face[FaceDirection::up], skyLight.face[FaceDirection::up]); break; } - case BlockModel::ElementData::FaceDirection::north: { + case FaceDirection::north: { if (visibility >> 2 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::north], skyLight.face[BlockDirection::north]); + lightness = glm::vec2(light.face[FaceDirection::north], skyLight.face[FaceDirection::north]); break; } - case BlockModel::ElementData::FaceDirection::south: { + case FaceDirection::south: { if (visibility >> 3 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::south], skyLight.face[BlockDirection::south]); + lightness = glm::vec2(light.face[FaceDirection::south], skyLight.face[FaceDirection::south]); break; } - case BlockModel::ElementData::FaceDirection::west: { + case FaceDirection::west: { if (visibility >> 4 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::west], skyLight.face[BlockDirection::west]); + lightness = glm::vec2(light.face[FaceDirection::west], skyLight.face[FaceDirection::west]); break; } - case BlockModel::ElementData::FaceDirection::east: { + case FaceDirection::east: { if (visibility >> 5 & 0x1) continue; - lightness = glm::vec2(light.face[BlockDirection::east], skyLight.face[BlockDirection::east]); + lightness = glm::vec2(light.face[FaceDirection::east], skyLight.face[FaceDirection::east]); break; } } @@ -247,17 +246,17 @@ BlockLightness SectionsData::GetLight(const Vector &pos) const { dirValue = _max(self, dirValue); if (dir == directions[0]) - lightness.face[BlockDirection::west] = dirValue; + lightness.face[FaceDirection::west] = dirValue; if (dir == directions[1]) - lightness.face[BlockDirection::east] = dirValue; + lightness.face[FaceDirection::east] = dirValue; if (dir == directions[2]) - lightness.face[BlockDirection::up] = dirValue; + lightness.face[FaceDirection::up] = dirValue; if (dir == directions[3]) - lightness.face[BlockDirection::down] = dirValue; + lightness.face[FaceDirection::down] = dirValue; if (dir == directions[4]) - lightness.face[BlockDirection::north] = dirValue; + lightness.face[FaceDirection::north] = dirValue; if (dir == directions[5]) - lightness.face[BlockDirection::south] = dirValue; + lightness.face[FaceDirection::south] = dirValue; } return lightness; } @@ -299,17 +298,17 @@ BlockLightness SectionsData::GetSkyLight(const Vector &pos) const { dirValue = _max(self, dirValue); if (dir == directions[0]) - lightness.face[BlockDirection::west] = dirValue; + lightness.face[FaceDirection::west] = dirValue; if (dir == directions[1]) - lightness.face[BlockDirection::east] = dirValue; + lightness.face[FaceDirection::east] = dirValue; if (dir == directions[2]) - lightness.face[BlockDirection::up] = dirValue; + lightness.face[FaceDirection::up] = dirValue; if (dir == directions[3]) - lightness.face[BlockDirection::down] = dirValue; + lightness.face[FaceDirection::down] = dirValue; if (dir == directions[4]) - lightness.face[BlockDirection::north] = dirValue; + lightness.face[FaceDirection::north] = dirValue; if (dir == directions[5]) - lightness.face[BlockDirection::south] = dirValue; + lightness.face[FaceDirection::south] = dirValue; } return lightness; } diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp index 1250d39..e472e99 100644 --- a/src/RendererSectionData.hpp +++ b/src/RendererSectionData.hpp @@ -6,21 +6,12 @@ #include "Vector.hpp" #include "Section.hpp" +#include "AssetManager.hpp" class World; -enum BlockDirection { - down, //Y- - up, //Y+ - north, //Z- - south, //Z+ - west, //X- - east, //X+ - none, -}; - struct BlockLightness { - unsigned char face[BlockDirection::none] = { 0,0,0,0,0,0 }; + unsigned char face[FaceDirection::none] = { 0,0,0,0,0,0 }; }; struct SectionsData { |