add blockSprite

This commit is contained in:
lllzebralll 2022-08-11 20:22:20 +03:00
parent 420ae4e993
commit 0711cb07f0
5 changed files with 82 additions and 5 deletions

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Width:  |  Height:  |  Size: 257 KiB

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Width:  |  Height:  |  Size: 257 KiB

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@ -45,6 +45,18 @@ void Batch2D::vertex(float x, float y,
buffer[index++] = b;
buffer[index++] = a;
}
void Batch2D::vertex(vec2 point,
vec2 uvpoint,
float r, float g, float b, float a) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
}
void Batch2D::texture(Texture* new_texture){
if (_texture == new_texture)
@ -81,6 +93,59 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
float scale = 1.0f / (float)atlasRes;
float uu = (index[3] % atlasRes) * scale;
float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
float uf = (index[0] % atlasRes) * scale;
float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
if (index[0] + 6*VERTEX_SIZE >= capacity)
render();
vec2 points[7] = {vec2(x+(w*0.5f), y+(h*0.5f)),
vec2(x, y+(h*0.25f)),
vec2(x+(w*0.5f), y),
vec2(x+w, y+(h*0.25f)),
vec2(x+w, y+(h*0.75f)),
vec2(x+(w*0.5f), y+h),
vec2(x, y+(h*0.75f))};
vec2 uvpoints[8] = {vec2(uu, vu),
vec2(uu+scale, vu),
vec2(uu+scale, vu+scale),
vec2(uu, vu+scale),
vec2(uf, vf),
vec2(uf+scale, vf),
vec2(uf+scale, vf+scale),
vec2(uf, vf+scale)};
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,
float r, float g, float b, float a){

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@ -18,11 +18,15 @@ class Batch2D {
size_t index;
Texture* blank;
Texture* _texture;
Texture* _texture;
void vertex(float x, float y,
float u, float v,
float r, float g, float b, float a);
void vertex(vec2 point,
vec2 uvpoint,
float r, float g, float b, float a);
public:
Batch2D(size_t capacity);
~Batch2D();
@ -30,6 +34,7 @@ public:
void begin();
void texture(Texture* texture);
void sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint);
void blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint);
void rect(float x, float y, float w, float h);
void rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,

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@ -143,10 +143,10 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
}
if (real_y <= 2)
id = 11;
if ((real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 56000)){
if ((id == 0) && (real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 56000)){
id = 12;
}
if ((real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 64000)){
if ((id == 0) && (real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 64000)){
id = 13;
}
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;

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@ -145,8 +145,15 @@ void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps)
batch->sprite(16, 640, 64, 64, 16, 0, vec4(1.0f));
batch->texture(blocks);
int texid = Block::blocks[player->choosenBlock]->textureFaces[3]; // face-3 is top face of block
batch->sprite(24, 648, 48, 48, 16, texid, vec4(1.0f));
Block* cblock = Block::blocks[player->choosenBlock];
// int texid = Block::blocks[player->choosenBlock]->textureFaces[3]; // face-3 is top face of block
cblock->textureFaces;
if (cblock->type == 1){
batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->type == 2){
batch->sprite(24, 648, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
batch->render();
}