add modeltree:set_texture

This commit is contained in:
MihailRis 2024-07-03 03:33:39 +03:00
parent 8add39e506
commit 39d850a48c
7 changed files with 68 additions and 14 deletions

View File

@ -5,12 +5,14 @@ local rig = entity.modeltree
inair = true
ready = false
local item = ARGS.item
local dropitem = ARGS.item
local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation)
rig:set_matrix(0, rotation)
local icon = item.icon(dropitem.id)
rig:set_texture("$0", icon:gsub("block%-previews", "blocks"):gsub("base%:", ""))
function on_grounded(force)
rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360))
@ -25,7 +27,7 @@ end
function on_trigger_enter(index, oid)
if ready and oid == 0 then
entity:despawn()
inventory.add(player.get_inventory(oid), item.id, item.count)
inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count)
audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
end
end

View File

@ -27,6 +27,7 @@ local Modeltree = {__index={
get_model=function(self, i) return __modeltree.get_model(self.eid, i) end,
get_matrix=function(self, i) return __modeltree.get_matrix(self.eid, i) end,
set_matrix=function(self, i, m) return __modeltree.set_matrix(self.eid, i, m) end,
set_texture=function(self, s, s2) return __modeltree.set_texture(self.eid, s, s2) end,
}}
function new_Modeltree(eid)

View File

@ -2,6 +2,7 @@
#include "../core/Mesh.hpp"
#include "../core/Model.hpp"
#include "../core/Atlas.hpp"
#include "../core/Texture.hpp"
#include "../../assets/Assets.hpp"
#include "../../window/Window.hpp"
@ -53,7 +54,9 @@ ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
ModelBatch::~ModelBatch() {
}
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
const glm::mat3& rotation,
const texture_names_map* varTextures) {
glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
glm::vec4 lights (
@ -62,7 +65,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
Lightmap::extract(light, 2) / 15.0f,
Lightmap::extract(light, 3) / 15.0f
);
setTexture(assets->get<Texture>(mesh.texture));
setTexture(mesh.texture, varTextures);
size_t vcount = mesh.vertices.size();
const auto& vertexData = mesh.vertices.data();
for (size_t i = 0; i < vcount / 3; i++) {
@ -70,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
flush();
}
for (size_t j = 0; j < 3; j++) {
const auto& vert = vertexData[i * 3 + j];
const auto vert = vertexData[i * 3 + j];
auto norm = rotation * vert.normal;
float d = glm::dot(norm, SUN_VECTOR);
d = 0.8f + d * 0.2f;
@ -81,9 +84,10 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
}
}
void ModelBatch::draw(const model::Model* model) {
void ModelBatch::draw(const model::Model* model,
const texture_names_map* varTextures) {
for (const auto& mesh : model->meshes) {
entries.push_back({combined, rotation, &mesh});
entries.push_back({combined, rotation, &mesh, varTextures});
}
}
@ -94,7 +98,7 @@ void ModelBatch::render() {
}
);
for (auto& entry : entries) {
draw(*entry.mesh, entry.matrix, entry.rotation);
draw(*entry.mesh, entry.matrix, entry.rotation, entry.varTextures);
}
flush();
entries.clear();
@ -114,6 +118,32 @@ void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
plane(pos-X*size, Z*size, Y*size, -X, lights);
}
void ModelBatch::setTexture(const std::string& name,
const texture_names_map* varTextures) {
if (name.at(0) == '$') {
const auto& found = varTextures->find(name);
if (found == varTextures->end()) {
return setTexture(nullptr);
} else {
return setTexture(found->second, varTextures);
}
}
size_t sep = name.find(':');
if (sep == std::string::npos) {
setTexture(assets->get<Texture>(name));
} else {
auto atlas = assets->get<Atlas>(name.substr(0, sep));
if (atlas == nullptr) {
setTexture(nullptr);
} else {
setTexture(atlas->getTexture());
if (auto reg = atlas->getIf(name.substr(sep+1))) {
region = *reg;
}
}
}
}
void ModelBatch::setTexture(Texture* texture) {
if (texture == nullptr) {
texture = blank.get();
@ -122,6 +152,7 @@ void ModelBatch::setTexture(Texture* texture) {
flush();
}
this->texture = texture;
region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
}
void ModelBatch::flush() {

View File

@ -1,9 +1,12 @@
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
#include "../../maths/UVRegion.hpp"
#include <memory>
#include <vector>
#include <glm/glm.hpp>
#include <unordered_map>
class Mesh;
class Texture;
@ -15,6 +18,8 @@ namespace model {
struct Model;
}
using texture_names_map = std::unordered_map<std::string, std::string>;
class ModelBatch {
std::unique_ptr<float[]> const buffer;
size_t const capacity;
@ -30,6 +35,7 @@ class ModelBatch {
Assets* assets;
Chunks* chunks;
Texture* texture = nullptr;
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
@ -40,8 +46,8 @@ class ModelBatch {
buffer[index++] = pos.x;
buffer[index++] = pos.y;
buffer[index++] = pos.z;
buffer[index++] = uv.x;
buffer[index++] = uv.y;
buffer[index++] = uv.x * region.getWidth() + region.u1;
buffer[index++] = uv.y * region.getHeight() + region.v1;
union {
float floating;
@ -72,8 +78,11 @@ class ModelBatch {
vertex(pos-right+up, {0,1}, color);
}
void draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation);
void draw(const model::Mesh& mesh, const glm::mat4& matrix,
const glm::mat3& rotation, const texture_names_map* varTextures);
void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
void setTexture(Texture* texture);
void flush();
@ -81,6 +90,7 @@ class ModelBatch {
glm::mat4 matrix;
glm::mat3 rotation;
const model::Mesh* mesh;
const texture_names_map* varTextures;
};
std::vector<DrawEntry> entries;
public:
@ -93,7 +103,8 @@ public:
void pushMatrix(glm::mat4 matrix);
void popMatrix();
void draw(const model::Model* model);
void draw(const model::Model* model,
const texture_names_map* varTextures);
void render();
};

View File

@ -148,6 +148,14 @@ static int l_modeltree_set_matrix(lua::State* L) {
return 0;
}
static int l_modeltree_set_texture(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
auto& rig = entity->getModeltree();
rig.textures[lua::require_string(L, 2)] = lua::require_string(L, 3);
}
return 0;
}
const luaL_Reg entitylib [] = {
{"exists", lua::wrap<l_exists>},
{"spawn", lua::wrap<l_spawn>},
@ -159,6 +167,7 @@ const luaL_Reg modeltreelib [] = {
{"get_model", lua::wrap<l_modeltree_get_model>},
{"get_matrix", lua::wrap<l_modeltree_get_matrix>},
{"set_matrix", lua::wrap<l_modeltree_set_matrix>},
{"set_texture", lua::wrap<l_modeltree_set_texture>},
{NULL, NULL}
};

View File

@ -78,7 +78,7 @@ void RigConfig::render(
continue;
}
batch.pushMatrix(rig.calculated.matrices[i]);
batch.draw(model);
batch.draw(model, &rig.textures);
batch.popMatrix();
}
}

View File

@ -64,7 +64,7 @@ namespace rigging {
RigConfig* config;
Pose pose;
Pose calculated;
std::vector<std::string> textures;
std::unordered_map<std::string, std::string> textures;
};
class RigConfig {