Merge branch 'main' into update-particles
This commit is contained in:
commit
b66fb87427
@ -39,6 +39,12 @@ Block model type from list:
|
||||
|
||||
Integer specifying number of block draw group (render order). Used for semi-transparent blocks.
|
||||
|
||||
### *translucent*
|
||||
|
||||
Enables translucency support in block textures (examples: water, ice).
|
||||
Should only be used when needed, as it impacts performance.
|
||||
Not required for full transparency (grass, flowers).
|
||||
|
||||
### *rotation*
|
||||
|
||||
Rotation profile (set of available block rotations and behaviour of placing block rotation) from list:
|
||||
|
||||
@ -1,6 +1,8 @@
|
||||
# Documentation
|
||||
|
||||
Documentation for the engine of version 0.24.
|
||||
Documentation for the engine of in-development version 0.25.
|
||||
|
||||
[Documentation for stable release 0.24.x.](https://github.com/MihailRis/VoxelEngine-Cpp/blob/release-0.24/doc/en/main-page.md)
|
||||
|
||||
## Sections
|
||||
|
||||
|
||||
@ -7,7 +7,11 @@ hud.open_inventory()
|
||||
-- Close inventory.
|
||||
hud.close_inventory()
|
||||
|
||||
-- Open block UI and inventory.
|
||||
-- Open UI and inventory.
|
||||
-- Throws an exception if has no UI layout.
|
||||
hud.open(invid: int, layoutid: str)
|
||||
|
||||
-- Open block UI and inventory.
|
||||
-- Throws an exception if block has no UI layout.
|
||||
-- Returns block inventory ID (if *"inventory-size"=0* a virtual
|
||||
-- inventory will be created), and UI layout ID.
|
||||
|
||||
@ -40,12 +40,18 @@ inventory.bind_block(invid: int, x: int, y: int, z: int)
|
||||
|
||||
-- Unbind inventory from the specified block.
|
||||
inventory.unbind_block(x: int, y: int, z: int)
|
||||
|
||||
-- Remove inventory.
|
||||
inventory.remove(invid: int)
|
||||
```
|
||||
|
||||
> [!WARNING]
|
||||
> Unbound inventories will be deleted on world close.
|
||||
|
||||
```lua
|
||||
-- Create inventory. Returns the created ID.
|
||||
inventory.create(size: int) -> int
|
||||
|
||||
-- Create inventory copy. Returns the created copy ID.
|
||||
inventory.clone(invid: int) -> int
|
||||
|
||||
|
||||
@ -27,4 +27,7 @@ utf8.upper(text: str) -> str
|
||||
|
||||
-- Converts a string to lowercase
|
||||
utf8.lower(text: str) -> str
|
||||
|
||||
-- Escapes a string
|
||||
utf8.escape(text: str) -> str
|
||||
```
|
||||
|
||||
@ -74,17 +74,22 @@ Properties:
|
||||
| ----------- | ------ | ---- | ----- | ------------------------------------------------------------------------------------ |
|
||||
| text | string | yes | yes | entered text or placeholder |
|
||||
| placeholder | string | yes | yes | placeholder (used if nothing has been entered) |
|
||||
| hint | string | yes | yes | text to display when nothing is entered |
|
||||
| caret | int | yes | yes | carriage position. `textbox.caret = -1` will set the position to the end of the text |
|
||||
| editable | bool | yes | yes | text mutability |
|
||||
| multiline | bool | yes | yes | multiline support |
|
||||
| lineNumbers | bool | yes | yes | display line numbers |
|
||||
| textWrap | bool | yes | yes | automatic text wrapping (only with multiline: "true") |
|
||||
| valid | bool | yes | no | is the entered text correct |
|
||||
| textColor | vec4 | yes | yes | text color |
|
||||
|
||||
Methods:
|
||||
|
||||
| Method | Description |
|
||||
| ----------- | ------------------------------------------------ |
|
||||
| paste(text) | inserts the specified text at the caret position |
|
||||
| Method | Description |
|
||||
| ------------------------- | ---------------------------------------------------------------- |
|
||||
| paste(text: str) | inserts the specified text at the caret position |
|
||||
| lineAt(pos: int) -> int | determines the line number by position in the text |
|
||||
| linePos(line: int) -> int | determines the position of the beginning of the line in the text |
|
||||
|
||||
## Slider (trackbar)
|
||||
|
||||
|
||||
@ -72,17 +72,20 @@ Fragments used by the generator must present in the directory:
|
||||
|
||||
## Structures
|
||||
|
||||
A structure is a set of rules for inserting a fragment into the world by the generator. It currently has no properties, being created as empty objects in the `generators/generator_name.files/structures.toml` file. Example:
|
||||
A structure is a set of rules for inserting a fragment into the world by the generator. Structures are declared as objects in the file `generators/generator_name.files/structures.toml`. Example:
|
||||
```toml
|
||||
tree0 = {}
|
||||
tree1 = {}
|
||||
tree2 = {}
|
||||
tower = {}
|
||||
tower = {lowering=2}
|
||||
coal_ore0 = {}
|
||||
```
|
||||
|
||||
Currently, the name of the structure must match the name of the fragment used.
|
||||
|
||||
Available properties:
|
||||
- lowering - depth of structure lowering.
|
||||
|
||||
## Biomes
|
||||
|
||||
A biome defines what blocks and layers the terrain is generated from, as well as a set of plants and structures.
|
||||
|
||||
@ -56,7 +56,8 @@ Buttons and panels are also containers.
|
||||
|
||||
- `padding` - element padding. Type: 4D vector.
|
||||
*left, top, right, bottom*
|
||||
`scrollable` - element scrollability. Works on panels only. Type: boolean
|
||||
- `scrollable` - element scrollability. Type: boolean.
|
||||
- `scroll-step` - scrolling step. Type: integer.
|
||||
|
||||
# Common *panel* attributes
|
||||
|
||||
@ -104,7 +105,9 @@ Inner text - initially entered text
|
||||
- `multiline` - allows display of multiline text.
|
||||
- `text-wrap` - allows automatic text wrapping (works only with multiline: "true")
|
||||
- `editable` - determines whether the text can be edited.
|
||||
- `line-numbers` - enables line numbers display.
|
||||
- `error-color` - color when entering incorrect data (the text does not pass the validator check). Type: RGBA color.
|
||||
- `text-color` - text color. Type: RGBA color.
|
||||
- `validator` - lua function that checks text for correctness. Takes a string as input, returns true if the text is correct.
|
||||
- `onup` - lua function called when the up arrow is pressed.
|
||||
- `ondown` - lua function called when the down arrow is pressed.
|
||||
|
||||
@ -40,6 +40,12 @@
|
||||
Целое число определяющее номер группы отрисовки данного блока.
|
||||
Актуально для полупрозрачных блоков - решает проблемы невидимых сторон блоков за этим блоком.
|
||||
|
||||
### Полупрозрачность - *translucent*
|
||||
|
||||
Включает поддержку полупрозрачности в текстурах блока (примеры: вода, лёд).
|
||||
Следует использовать только при надобности, так как влияет на производительность.
|
||||
Не требуется для полной прозрачности (трава, цветы).
|
||||
|
||||
### Вращение - *rotation*
|
||||
|
||||
Профиль вращения (набор положений, в которые можно установить блок) из списка:
|
||||
|
||||
@ -22,6 +22,8 @@
|
||||
}
|
||||
```
|
||||
|
||||
Вместо `creator` можно указать массив `creators`
|
||||
|
||||
Уровни зависимостей указываются с помощью префиксов в имени:
|
||||
- '!' - обязательная зависимость
|
||||
- '?' - опциональная зависимость
|
||||
|
||||
@ -1,6 +1,8 @@
|
||||
# Документация
|
||||
|
||||
Документация движка версии 0.24.
|
||||
Документация движка разрабатываемой версии 0.25.
|
||||
|
||||
[Документация стабильной версии 0.24.x.](https://github.com/MihailRis/VoxelEngine-Cpp/blob/release-0.24/doc/ru/main-page.md)
|
||||
|
||||
## Разделы
|
||||
|
||||
|
||||
@ -7,7 +7,11 @@ hud.open_inventory()
|
||||
-- Закрывает инвентарь.
|
||||
hud.close_inventory()
|
||||
|
||||
-- Открывает инвентарь и UI блока.
|
||||
-- Открывает инвентарь и UI.
|
||||
-- Если не имеет макета UI - бросается исключение.
|
||||
hud.open(invid: int, layoutid: str)
|
||||
|
||||
-- Открывает инвентарь и UI блока.
|
||||
-- Если блок не имеет макета UI - бросается исключение.
|
||||
-- Возвращает id инвентаря блока
|
||||
-- (при *"inventory-size"=0* создаётся виртуальный инвентарь,
|
||||
|
||||
@ -23,7 +23,7 @@ inventory.set(
|
||||
count: int
|
||||
)
|
||||
|
||||
-- Возращает размер инвентаря (число слотов).
|
||||
-- Возвращает размер инвентаря (число слотов).
|
||||
-- Если указанного инвентаря не существует, бросает исключение.
|
||||
inventory.size(invid: int) -> int
|
||||
|
||||
@ -47,13 +47,19 @@ inventory.bind_block(invid: int, x: int, y: int, z: int)
|
||||
|
||||
-- Отвязывает инвентарь от блока.
|
||||
inventory.unbind_block(x: int, y: int, z: int)
|
||||
|
||||
-- Удаляет инвентарь.
|
||||
inventory.remove(invid: int)
|
||||
```
|
||||
|
||||
> [!WARNING]
|
||||
> Инвентари, не привязанные ни к одному из блоков, удаляются при выходе из мира.
|
||||
|
||||
```lua
|
||||
-- Создает копию инвентаря и возвращает id копии.
|
||||
-- Создаёт инвентарь и возвращает id.
|
||||
inventory.create(size: int) -> int
|
||||
|
||||
-- Создает копию инвентаря и возвращает id копии.
|
||||
-- Если копируемого инвентаря не существует, возвращает 0.
|
||||
inventory.clone(invid: int) -> int
|
||||
|
||||
@ -62,5 +68,3 @@ inventory.clone(invid: int) -> int
|
||||
-- slotB будет выбран автоматически, если не указывать явно.
|
||||
inventory.move(invA: int, slotA: int, invB: int, slotB: int)
|
||||
```
|
||||
|
||||
|
||||
|
||||
@ -27,4 +27,7 @@ utf8.upper(text: str) -> str
|
||||
|
||||
-- Переводит строку в нижний регистр
|
||||
utf8.lower(text: str) -> str
|
||||
|
||||
-- Экранирует строку
|
||||
utf8.escape(text: str) -> str
|
||||
```
|
||||
|
||||
@ -4,92 +4,109 @@
|
||||
|
||||
## Расширения для table
|
||||
|
||||
Создаёт и возвращает копию переданной таблицы путём создания новой и копирования в неё всех элементов из переданной
|
||||
```lua
|
||||
function table.copy(t: table) -> table
|
||||
table.copy(t: table) -> table
|
||||
```
|
||||
|
||||
Возвращает количество пар в переданной таблице
|
||||
Создаёт и возвращает копию переданной таблицы путём создания новой и копирования в неё всех элементов из переданной.
|
||||
|
||||
```lua
|
||||
function table.count_pairs(t: table) -> integer
|
||||
table.count_pairs(t: table) -> integer
|
||||
```
|
||||
|
||||
Возвращает один элемент из переданной таблицы на случайной позиции
|
||||
Возвращает количество пар в переданной таблице.
|
||||
|
||||
```lua
|
||||
function table.random(t: table) -> object
|
||||
table.random(t: table) -> object
|
||||
```
|
||||
|
||||
Возвращает **true**, если **x** содержится в **t**
|
||||
Возвращает один элемент из переданной таблицы на случайной позиции.
|
||||
|
||||
```lua
|
||||
function table.has(t: table, x: object) -> bool
|
||||
table.has(t: table, x: object) -> bool
|
||||
```
|
||||
|
||||
Возвращает индекс обьекта **x** в **t**. Если переданный обьект не содержится в таблице, то функция вернёт значение **-1**
|
||||
Возвращает **true**, если **x** содержится в **t**.
|
||||
|
||||
```lua
|
||||
function table.index(t: table, x: object) -> integer
|
||||
table.index(t: table, x: object) -> integer
|
||||
```
|
||||
|
||||
Удаляет элемент **x** из **t**
|
||||
Возвращает индекс обьекта **x** в **t**. Если переданный обьект не содержится в таблице, то функция вернёт значение **-1**.
|
||||
|
||||
```lua
|
||||
function table.remove_value(t: table, x: object)
|
||||
table.remove_value(t: table, x: object)
|
||||
```
|
||||
|
||||
Конвертирует переданную таблицу в строку
|
||||
Удаляет элемент **x** из **t**.
|
||||
|
||||
```lua
|
||||
function table.tostring(t: table) -> string
|
||||
table.tostring(t: table) -> string
|
||||
```
|
||||
|
||||
Конвертирует переданную таблицу в строку.
|
||||
|
||||
## Расширения для string
|
||||
|
||||
Разбивает строку **str** на части по указанному разделителю/выражению **separator** и возвращает результат ввиде таблицы из строк. Если **withpattern** равен **true**, то параметр **separator** будет определяться как регулярное выражение
|
||||
```lua
|
||||
function string.explode(separator: string, str: string, withpattern: bool) -> table[string]
|
||||
string.explode(separator: string, str: string, withpattern: bool) -> table[string]
|
||||
```
|
||||
|
||||
Разбивает строку **str** на части по указанному разделителю **delimiter** и возвращает результат ввиде таблицы из строк
|
||||
Разбивает строку **str** на части по указанному разделителю/выражению **separator** и возвращает результат ввиде таблицы из строк. Если **withpattern** равен **true**, то параметр **separator** будет определяться как регулярное выражение.
|
||||
|
||||
```lua
|
||||
function string.split(str: string, delimiter: string) -> table[string]
|
||||
string.split(str: string, delimiter: string) -> table[string]
|
||||
```
|
||||
|
||||
Экранирует специальные символы в строке, такие как `()[]+-.$%^?*` в формате `%символ`. Символ `NUL` (`\0`) будет преобразован в `%z`
|
||||
Разбивает строку **str** на части по указанному разделителю **delimiter** и возвращает результат ввиде таблицы из строк.
|
||||
|
||||
```lua
|
||||
function string.pattern_safe(str: string)
|
||||
string.pattern_safe(str: string)
|
||||
```
|
||||
|
||||
Разбивает секунды на часы, минуты и миллисекунды и форматирует в **format** с следующим порядком параметров: `минуты, секунды, миллисекунды` и после возвращает результат. Если **format** не указан, то возвращает таблицу, где: **h** - hours, **m** - minutes, **s** - seconds, **ms** - milliseconds
|
||||
Экранирует специальные символы в строке, такие как `()[]+-.$%^?*` в формате `%символ`. Символ `NUL` (`\0`) будет преобразован в `%z`.
|
||||
|
||||
```lua
|
||||
function string.formatted_time(seconds: number, format: string) -> string | table
|
||||
string.formatted_time(seconds: number, format: string) -> string | table
|
||||
```
|
||||
|
||||
Заменяет все подстроки в **str**, равные **tofind** на **toreplace** и возвращает строку со всеми измененными подстроками
|
||||
Разбивает секунды на часы, минуты и миллисекунды и форматирует в **format** с следующим порядком параметров: `минуты, секунды, миллисекунды` и после возвращает результат. Если **format** не указан, то возвращает таблицу, где: **h** - hours, **m** - minutes, **s** - seconds, **ms** - milliseconds.
|
||||
|
||||
```lua
|
||||
function string.replace(str: string, tofind: string, toreplace: string) -> string
|
||||
string.replace(str: string, tofind: string, toreplace: string) -> string
|
||||
```
|
||||
|
||||
Заменяет все подстроки в **str**, равные **tofind** на **toreplace** и возвращает строку со всеми измененными подстроками.
|
||||
|
||||
```lua
|
||||
string.trim(str: string, char: string) -> string
|
||||
```
|
||||
|
||||
Удаляет все символы, равные **char** из строки **str** с левого и правого конца и возвращает результат. Если параметр **char** не определен, то будут выбраны все пустые символы.
|
||||
|
||||
```lua
|
||||
function string.trim(str: string, char: string) -> string
|
||||
string.trim_left(str: string, char: string) -> string
|
||||
```
|
||||
|
||||
Удаляет все символы, равные **char** из строки **str** с левого конца и возвращает результат. Если параметр **char** не определен, то будут выбраны все пустые символы.
|
||||
|
||||
```lua
|
||||
function string.trim_left(str: string, char: string) -> string
|
||||
string.trim_right(str: string, char: string) -> string
|
||||
```
|
||||
|
||||
Удаляет все символы, равные **char** из строки **str** с правого конца и возвращает результат. Если параметр **char** не определен, то будут выбраны все пустые символы.
|
||||
|
||||
```lua
|
||||
function string.trim_right(str: string, char: string) -> string
|
||||
string.starts_with(str: string, start: string) -> bool
|
||||
```
|
||||
|
||||
Возвращает **true**, если строка **str** начинается на подстроку **start**
|
||||
|
||||
```lua
|
||||
function string.starts_with(str: string, start: string) -> bool
|
||||
string.ends_with(str: string, endStr: string) -> bool
|
||||
```
|
||||
|
||||
Возвращает **true**, если строка **str** заканчивается на подстроку **endStr**
|
||||
```lua
|
||||
function string.ends_with(str: string, endStr: string) -> bool
|
||||
```
|
||||
|
||||
Также важно подметить, что все выше перечисленные функции, расширяющие **string** можно использовать как мета-методы на экземплярах строк, т.е.:
|
||||
|
||||
@ -103,39 +120,51 @@ end
|
||||
|
||||
Также функции `string.lower` и `string.upper` переопределены на `utf8.lower` и `utf8.upper`
|
||||
|
||||
```lua
|
||||
string.escape(str: string) -> string
|
||||
```
|
||||
|
||||
Экранирует строку. Является псевдонимом `utf8.escape`.
|
||||
|
||||
## Расширения для math
|
||||
|
||||
Ограничивает число **_in** по лимитам **low** и **high**. Т.е.: Если **_in** больше чем **high** - вернётся **high**, если **_in** меньше чем **low** - вернётся **low**. В противном случае вернётся само число
|
||||
```lua
|
||||
function math.clamp(_in, low, high)
|
||||
math.clamp(_in, low, high)
|
||||
```
|
||||
|
||||
Возвращает случайное дробное число в диапазоне от **low** до **high**
|
||||
Ограничивает число **_in** по лимитам **low** и **high**. Т.е.: Если **_in** больше чем **high** - вернётся **high**, если **_in** меньше чем **low** - вернётся **low**. В противном случае вернётся само число.
|
||||
|
||||
```lua
|
||||
function math.rand(low, high)
|
||||
math.rand(low, high)
|
||||
```
|
||||
|
||||
Возвращает случайное дробное число в диапазоне от **low** до **high**.
|
||||
|
||||
## Дополнительные глобальные функции
|
||||
|
||||
В этом же скрипте также определены и другие глобальные функции которые доступны для использования. Ниже их список
|
||||
|
||||
|
||||
Возвращает **true**, если переданная таблица является массивом, тоесть если каждый ключ это целое число больше или равное единице и если каждый ключ следует за прошлым
|
||||
```lua
|
||||
function is_array(x: table) -> bool
|
||||
is_array(x: table) -> bool
|
||||
```
|
||||
|
||||
Разбивает путь на две части и возвращает их: входную точку и путь к файлу
|
||||
Возвращает **true**, если переданная таблица является массивом, тоесть если каждый ключ это целое число больше или равное единице и если каждый ключ следует за прошлым.
|
||||
|
||||
```lua
|
||||
function parse_path(path: string) -> string, string
|
||||
```
|
||||
|
||||
Вызывает функцию **func** **iters** раз, передавая ей аргументы `...`, а после выводит в консоль время в микросекундах, которое прошло с момента вызова **timeit**
|
||||
Разбивает путь на две части и возвращает их: входную точку и путь к файлу.
|
||||
|
||||
```lua
|
||||
function timeit(iters: integer, func: func, ...)
|
||||
```
|
||||
|
||||
Вызывает остановку корутины до тех пор, пока не пройдёт количество секунд, указанное в **timesec**. Функция может быть использована только внутри корутины
|
||||
Вызывает функцию **func** **iters** раз, передавая ей аргументы `...`, а после выводит в консоль время в микросекундах, которое прошло с момента вызова **timeit**.
|
||||
|
||||
```lua
|
||||
function sleep(timesec: number)
|
||||
```
|
||||
```
|
||||
|
||||
Вызывает остановку корутины до тех пор, пока не пройдёт количество секунд, указанное в **timesec**. Функция может быть использована только внутри корутины.
|
||||
|
||||
@ -74,17 +74,22 @@ document["worlds-panel"]:clear()
|
||||
| ----------- | ------ | ------ | ------ | ---------------------------------------------------------------------- |
|
||||
| text | string | да | да | введенный текст или заполнитель |
|
||||
| placeholder | string | да | да | заполнитель (используется если ничего не было введено) |
|
||||
| hint | string | да | да | текст, отображаемый, когда ничего не введено |
|
||||
| caret | int | да | да | позиция каретки. `textbox.caret = -1` установит позицию в конец текста |
|
||||
| editable | bool | да | да | изменяемость текста |
|
||||
| multiline | bool | да | да | поддержка многострочности |
|
||||
| lineNumbers | bool | да | да | отображение номеров строк |
|
||||
| textWrap | bool | да | да | автоматический перенос текста (только при multiline: "true") |
|
||||
| valid | bool | да | нет | является ли введенный текст корректным |
|
||||
| textColor | vec4 | да | да | цвет текста |
|
||||
|
||||
Методы:
|
||||
|
||||
| Метод | Описание |
|
||||
| ----------- | -------------------------------------------- |
|
||||
| paste(text) | вставляет указанный текст на позицию каретки |
|
||||
| Метод | Описание |
|
||||
| ------------------------- | -------------------------------------------- |
|
||||
| paste(text: str) | вставляет указанный текст на позицию каретки |
|
||||
| lineAt(pos: int) -> int | определяет номер строки по позиции в тексте |
|
||||
| linePos(line: int) -> int | определяет позицию начала строки в тексте |
|
||||
|
||||
## Ползунок (trackbar)
|
||||
|
||||
|
||||
@ -72,17 +72,20 @@
|
||||
|
||||
## Структуры
|
||||
|
||||
Структура - набор правил по вставке фрагмента в мир генератором. На данный момент не имеет свойств, создаваясь в виде пустых объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
|
||||
Структура - набор правил по вставке фрагмента в мир генератором. Структуры объявляются в виде объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
|
||||
```toml
|
||||
tree0 = {}
|
||||
tree1 = {}
|
||||
tree2 = {}
|
||||
tower = {}
|
||||
tower = {lowering=-2}
|
||||
coal_ore0 = {}
|
||||
```
|
||||
|
||||
На данный момент, имя структуры должно совпадать с именем использованного фрагмента.
|
||||
|
||||
Доступные свойства:
|
||||
- lowering - глубина погружения структуры под поверхность.
|
||||
|
||||
## Биомы
|
||||
|
||||
Биом определяет то, из каких блоков и какими слоями генерируется ландшафт, а так же набор растений, структур.
|
||||
|
||||
@ -59,7 +59,8 @@
|
||||
В число контейнеров также входят панели и кнопки.
|
||||
- `padding` - внутренний отступ элемента. Тип: 4D вектор.
|
||||
Порядок: `"left,top,right,bottom"`
|
||||
- `scrollable` - возможность скроллинга. Работает только у Panel. Тип: логический.
|
||||
- `scrollable` - возможность скроллинга. Тип: логический.
|
||||
- `scroll-step` - шаг скроллинга. Тип: целочисленный.
|
||||
|
||||
# Общие атрибуты панелей
|
||||
|
||||
@ -105,7 +106,9 @@
|
||||
- `multiline` - разрешает отображение многострочного текста.
|
||||
- `text-wrap` - разрешает автоматический перенос текста (работает только при multiline: "true")
|
||||
- `editable`- определяет возможность редактирования текста.
|
||||
- `line-numbers` - включает отображение номеров строк.
|
||||
- `error-color` - цвет при вводе некорректных данных (текст не проходит проверку валидатора). Тип: RGBA цвет.
|
||||
- `text-color` - цвет текста. Тип: RGBA цвет.
|
||||
- `validator` - lua функция, проверяющая текст на корректность. Принимает на вход строку, возвращает true если текст корректен.
|
||||
- `onup` - lua функция вызываемая при нажатии стрелки вверх.
|
||||
- `ondown` - lua функция вызываемая при нажатии стрелки вниз.
|
||||
|
||||
@ -3,5 +3,6 @@
|
||||
"material": "base:glass",
|
||||
"draw-group": 2,
|
||||
"light-passing": true,
|
||||
"sky-light-passing": true
|
||||
"sky-light-passing": true,
|
||||
"translucent": true
|
||||
}
|
||||
|
||||
7
res/content/base/blocks/ice.json
Normal file
7
res/content/base/blocks/ice.json
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
"texture": "ice",
|
||||
"material": "base:glass",
|
||||
"draw-group": 4,
|
||||
"light-passing": true,
|
||||
"translucent": true
|
||||
}
|
||||
@ -6,5 +6,6 @@
|
||||
"sky-light-passing": false,
|
||||
"obstacle": false,
|
||||
"selectable": false,
|
||||
"replaceable": true
|
||||
"replaceable": true,
|
||||
"translucent": true
|
||||
}
|
||||
|
||||
@ -1,6 +1,8 @@
|
||||
{
|
||||
"items": [
|
||||
"bazalt_breaker"
|
||||
"entities": [
|
||||
"drop",
|
||||
"player",
|
||||
"falling_block"
|
||||
],
|
||||
"blocks": [
|
||||
"dirt",
|
||||
@ -27,11 +29,10 @@
|
||||
"lightbulb",
|
||||
"torch",
|
||||
"wooden_door",
|
||||
"coal_ore"
|
||||
"coal_ore",
|
||||
"ice"
|
||||
],
|
||||
"entities": [
|
||||
"drop",
|
||||
"player",
|
||||
"falling_block"
|
||||
"items": [
|
||||
"bazalt_breaker"
|
||||
]
|
||||
}
|
||||
@ -3,5 +3,5 @@
|
||||
"base:falling_block"
|
||||
],
|
||||
"skeleton-name": "base:block",
|
||||
"hitbox": [0.8, 0.8, 0.8]
|
||||
"hitbox": [0.98, 0.98, 0.98]
|
||||
}
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
tree0 = {}
|
||||
tree1 = {}
|
||||
tree2 = {}
|
||||
tower = {}
|
||||
tower = {lowering=2}
|
||||
coal_ore0 = {}
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
{
|
||||
"id": "base",
|
||||
"title": "Base",
|
||||
"version": "0.24",
|
||||
"version": "0.25",
|
||||
"description": "basic content package"
|
||||
}
|
||||
|
||||
@ -1,3 +1,4 @@
|
||||
bazalt breaker=крушитель базальта
|
||||
bazalt=базальт
|
||||
blue lamp=синяя лампа
|
||||
brick=кирпич
|
||||
@ -5,8 +6,8 @@ dirt=земля
|
||||
flower=цветок
|
||||
glass=стекло
|
||||
grass block=дёрн
|
||||
tall grass=высокая трава
|
||||
green lamp=зелёная лампа
|
||||
ice=лёд
|
||||
lamp=лампа
|
||||
leaves=листва
|
||||
light bulb=лампочка
|
||||
@ -18,8 +19,8 @@ red lamp=красная лампа
|
||||
rust=ржавчина
|
||||
sand=песок
|
||||
stone=камень
|
||||
tall grass=высокая трава
|
||||
torch=факел
|
||||
water=вода
|
||||
wood=бревно
|
||||
torch=факел
|
||||
bazalt breaker=крушитель базальта
|
||||
wooden door=деревянная дверь
|
||||
|
||||
BIN
res/content/base/textures/blocks/ice.png
Normal file
BIN
res/content/base/textures/blocks/ice.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 7.3 KiB |
@ -1,5 +1,18 @@
|
||||
<container color='#00000080' size='400' size-func="unpack(gui.get_viewport())">
|
||||
<container size-func="gui.get_viewport()[1],gui.get_viewport()[2]-40">
|
||||
<panel interval="0"
|
||||
orientation="horizontal"
|
||||
color="#00000010"
|
||||
size-func="gui.get_viewport()[1]-350,30">
|
||||
<button id="s_chat" size="110,30" onclick="modes:set('chat')">@Chat</button>
|
||||
<button id="s_console" size="110,30" onclick="modes:set('console')">@Console</button>
|
||||
<button id="s_debug" size="110,30" onclick="modes:set('debug')">@Debug</button>
|
||||
</panel>
|
||||
<container pos="0,30" size-func="gui.get_viewport()[1]-350,30" color="#00000020">
|
||||
<label id="title" pos="8,8"></label>
|
||||
</container>
|
||||
|
||||
<container id="logContainer" pos="0,60"
|
||||
size-func="unpack(vec2.add(gui.get_viewport(), {0,-100}))">
|
||||
<textbox
|
||||
id='log'
|
||||
color='0'
|
||||
@ -11,12 +24,33 @@
|
||||
gravity="bottom-left"
|
||||
></textbox>
|
||||
</container>
|
||||
<container id="editorContainer" pos="0,60" color="#00000080"
|
||||
size-func="unpack(vec2.add(gui.get_viewport(), {-350,-230}))">
|
||||
<textbox
|
||||
id='editor'
|
||||
color='0'
|
||||
autoresize='true'
|
||||
margin='0'
|
||||
padding='5'
|
||||
editable='false'
|
||||
multiline='true'
|
||||
line-numbers='true'
|
||||
text-color="#FFFFFFA0"
|
||||
size-func="gui.get_viewport()[1]-350,40"
|
||||
gravity="top-left"
|
||||
text-wrap='false'
|
||||
scroll-step='50'
|
||||
></textbox>
|
||||
</container>
|
||||
<panel id="traceback" gravity="bottom-left" padding="4" color="#000000A0"
|
||||
max-length="170" size-func="gui.get_viewport()[1]-350,170">
|
||||
</panel>
|
||||
<panel id="problemsLog"
|
||||
color="#00000010"
|
||||
position-func="gui.get_viewport()[1]-350,0"
|
||||
size-func="351,gui.get_viewport()[2]-40"
|
||||
size-func="350,gui.get_viewport()[2]-40"
|
||||
padding="5,15,5,15">
|
||||
<label>@Problems</label>
|
||||
<label margin="0,0,0,5">@Problems</label>
|
||||
</panel>
|
||||
<textbox id='prompt'
|
||||
consumer='submit'
|
||||
|
||||
@ -1,21 +1,101 @@
|
||||
console_mode = "console"
|
||||
|
||||
history = session.get_entry("commands_history")
|
||||
history_pointer = #history
|
||||
|
||||
local warnings_all = {}
|
||||
local errors_all = {}
|
||||
|
||||
local warning_id = 0
|
||||
events.on("core:warning", function (wtype, text)
|
||||
local error_id = 0
|
||||
|
||||
events.on("core:warning", function (wtype, text, traceback)
|
||||
local full = wtype..": "..text
|
||||
if table.has(warnings_all, full) then
|
||||
return
|
||||
end
|
||||
local encoded = base64.encode(bjson.tobytes({frames=traceback}))
|
||||
document.problemsLog:add(gui.template("problem", {
|
||||
type="warning", text=full, id=tostring(warning_id)
|
||||
type="warning",
|
||||
text=full,
|
||||
traceback=encoded,
|
||||
id=tostring(warning_id)
|
||||
}))
|
||||
warning_id = warning_id + 1
|
||||
table.insert(warnings_all, full)
|
||||
end)
|
||||
|
||||
events.on("core:error", function (msg, traceback)
|
||||
local _, endindex = string.find(msg, ": ")
|
||||
local full = ""
|
||||
for i,frame in ipairs(traceback) do
|
||||
full = full..frame.source..tostring(frame.currentline)
|
||||
end
|
||||
if table.has(errors_all, full) then
|
||||
return
|
||||
end
|
||||
local encoded = base64.encode(bjson.tobytes({frames=traceback}))
|
||||
document.problemsLog:add(gui.template("problem", {
|
||||
type="error",
|
||||
text=msg:sub(endindex),
|
||||
traceback=encoded,
|
||||
id=tostring(error_id)
|
||||
}))
|
||||
error_id = error_id + 1
|
||||
table.insert(errors_all, full)
|
||||
end)
|
||||
|
||||
events.on("core:open_traceback", function(traceback_b64)
|
||||
local traceback = bjson.frombytes(base64.decode(traceback_b64))
|
||||
modes:set('debug')
|
||||
|
||||
local tb_list = document.traceback
|
||||
local srcsize = tb_list.size
|
||||
tb_list:clear()
|
||||
tb_list:add("<label enabled='false' margin='2'>@devtools.traceback</label>")
|
||||
for _, frame in ipairs(traceback.frames) do
|
||||
local callback = ""
|
||||
local framestr = ""
|
||||
if frame.what == "C" then
|
||||
framestr = "C/C++ "
|
||||
else
|
||||
framestr = frame.source..":"..tostring(frame.currentline).." "
|
||||
if file.exists(frame.source) then
|
||||
callback = string.format(
|
||||
"local editor = document.editor "..
|
||||
"local source = file.read('%s'):gsub('\t', ' ') "..
|
||||
"editor.text = source "..
|
||||
"editor.focused = true "..
|
||||
"time.post_runnable(function()"..
|
||||
"editor.caret = editor:linePos(%s) "..
|
||||
"end)",
|
||||
frame.source, frame.currentline-1
|
||||
)
|
||||
else
|
||||
callback = "document.editor.text = 'Could not open source file'"
|
||||
end
|
||||
callback = string.format(
|
||||
"%s document.title.text = gui.str('File')..' - %s'",
|
||||
callback,
|
||||
frame.source
|
||||
)
|
||||
end
|
||||
if frame.name then
|
||||
framestr = framestr.."("..tostring(frame.name)..")"
|
||||
end
|
||||
local color = "#FFFFFF"
|
||||
if frame.source:starts_with("core:") then
|
||||
color = "#C0D0C5"
|
||||
end
|
||||
tb_list:add(gui.template("stack_frame", {
|
||||
location=framestr,
|
||||
color=color,
|
||||
callback=callback
|
||||
}))
|
||||
end
|
||||
tb_list.size = srcsize
|
||||
end)
|
||||
|
||||
function setup_variables()
|
||||
local pid = hud.get_player()
|
||||
local x,y,z = player.get_pos(pid)
|
||||
@ -56,10 +136,19 @@ function add_to_history(text)
|
||||
end
|
||||
|
||||
function submit(text)
|
||||
text = text:trim()
|
||||
add_to_history(text)
|
||||
|
||||
if console_mode == "chat" then
|
||||
if not text:starts_with("/") then
|
||||
text = "chat "..string.escape(text)
|
||||
else
|
||||
text = text:sub(2)
|
||||
end
|
||||
end
|
||||
|
||||
setup_variables()
|
||||
|
||||
text = text:trim()
|
||||
local name
|
||||
for s in text:gmatch("%S+") do
|
||||
name = s
|
||||
@ -84,6 +173,38 @@ function submit(text)
|
||||
document.prompt.focused = true
|
||||
end
|
||||
|
||||
function on_open()
|
||||
document.prompt.focused = true
|
||||
function set_mode(mode)
|
||||
local show_prompt = mode == 'chat' or mode == 'console'
|
||||
|
||||
document.title.text = ""
|
||||
document.editorContainer.visible = mode == 'debug'
|
||||
document.logContainer.visible = mode ~= 'debug'
|
||||
|
||||
if mode == 'debug' then
|
||||
document.root.color = {16, 18, 20, 220}
|
||||
else
|
||||
document.root.color = {0, 0, 0, 128}
|
||||
end
|
||||
|
||||
document.traceback.visible = mode == 'debug'
|
||||
document.prompt.visible = show_prompt
|
||||
if show_prompt then
|
||||
document.prompt.focused = true
|
||||
end
|
||||
console_mode = mode
|
||||
end
|
||||
|
||||
function on_open(mode)
|
||||
if modes == nil then
|
||||
modes = RadioGroup({
|
||||
chat=document.s_chat,
|
||||
console=document.s_console,
|
||||
debug=document.s_debug
|
||||
}, function (mode)
|
||||
set_mode(mode)
|
||||
end, "console")
|
||||
end
|
||||
if mode then
|
||||
modes:set(mode)
|
||||
end
|
||||
end
|
||||
|
||||
@ -1,9 +1,13 @@
|
||||
<container size='1000,480' color='#0F1E2DB2' padding='8' interval='5' context='menu'>
|
||||
<panel id='contents' pos='15,15' size='440,390' color='0' max-length='406' scrollable='true'>
|
||||
<container size='1000,580' color='#0F1E2DB2' interval='5' context='menu'>
|
||||
<panel id='contents' pos='15,15' size='440,490' color='0' max-length='455' scrollable='true'>
|
||||
<!-- content is generated in script -->
|
||||
</panel>
|
||||
<button pos='15,430' size='440,40' onclick='menu:back()'>@Back</button>
|
||||
<button pos='485,430' size='500,40' onclick='core.open_folder("user:content")'>@Open content folder</button>
|
||||
<button pos='15,525' size='440,40' onclick='menu:back()'>@Back</button>
|
||||
<button pos='485,525' size='500,40' onclick='core.open_folder("user:content")'>@Open content folder</button>
|
||||
|
||||
<panel id='search_panel' size='440,35' pos='15,485' interval='1' color='#0000004C'>
|
||||
<textbox id='search_textbox' multiline='false' size='440,25' sub-consumer='function(x) refresh_search() end'></textbox>
|
||||
</panel>
|
||||
|
||||
<panel id='content_info' pos='485,15' size='440,406' color='0' max-length='406' scrollable='true'>
|
||||
<label>@Creator</label>
|
||||
|
||||
@ -1,3 +1,5 @@
|
||||
local packs_installed = {}
|
||||
|
||||
function on_open(params)
|
||||
refresh()
|
||||
end
|
||||
@ -13,11 +15,33 @@ function place_pack(panel, packinfo, callback)
|
||||
end
|
||||
packinfo.callback = callback
|
||||
panel:add(gui.template("pack", packinfo))
|
||||
if not callback then
|
||||
document["pack_"..packinfo.id].enabled = false
|
||||
end
|
||||
|
||||
function refresh_search()
|
||||
local search_text = document.search_textbox.text:lower()
|
||||
local visible = 0
|
||||
local interval = 4
|
||||
local step = -1
|
||||
|
||||
for i, v in ipairs(packs_installed) do
|
||||
local id = v[1]
|
||||
local title = v[2]
|
||||
local content = document["pack_" .. id]
|
||||
local pos = content.pos
|
||||
local size = content.size
|
||||
|
||||
if title:lower():find(search_text) or search_text == '' then
|
||||
content.enabled = true
|
||||
content.pos = {pos[1], visible * (size[2] + interval) - step}
|
||||
visible = visible + 1
|
||||
else
|
||||
content.enabled = false
|
||||
content.pos = {pos[1], (visible + #packs_installed - i) * (size[2] + interval) - step}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function open_pack(id)
|
||||
local packinfo = pack.get_info(id)
|
||||
|
||||
@ -28,8 +52,8 @@ function open_pack(id)
|
||||
end
|
||||
|
||||
function refresh()
|
||||
local packs_installed = pack.get_installed()
|
||||
local packs_available = pack.get_available()
|
||||
packs_installed = pack.get_installed()
|
||||
|
||||
for i,k in ipairs(packs_available) do
|
||||
table.insert(packs_installed, k)
|
||||
@ -41,7 +65,8 @@ function refresh()
|
||||
for i,id in ipairs(packs_installed) do
|
||||
local packinfo = pack.get_info(id)
|
||||
|
||||
packinfo.index = i
|
||||
packinfo.id = id
|
||||
packs_installed[i] = {packinfo.id, packinfo.title}
|
||||
local callback = string.format('open_pack("%s")', id)
|
||||
place_pack(contents, packinfo, callback)
|
||||
end
|
||||
|
||||
@ -1,9 +1,9 @@
|
||||
<container size='668,418' color='#0F1E2DB2' context='menu'>
|
||||
<panel pos='6' size='250' color='0' interval='1'>
|
||||
<button id='s_aud' onclick='set_page("s_aud", "settings_audio")'>@Audio</button>
|
||||
<button id='s_dsp' onclick='set_page("s_dsp", "settings_display")'>@Display</button>
|
||||
<button id='s_gfx' onclick='set_page("s_gfx", "settings_graphics")'>@Graphics</button>
|
||||
<button id='s_ctl' onclick='set_page("s_ctl", "settings_controls")'>@Controls</button>
|
||||
<button id='s_aud' onclick='sections:set("audio")'>@Audio</button>
|
||||
<button id='s_dsp' onclick='sections:set("display")'>@Display</button>
|
||||
<button id='s_gfx' onclick='sections:set("graphics")'>@Graphics</button>
|
||||
<button id='s_ctl' onclick='sections:set("controls")'>@Controls</button>
|
||||
</panel>
|
||||
<pagebox id='menu' pos='260,6' size='400'>
|
||||
</pagebox>
|
||||
@ -11,7 +11,7 @@
|
||||
<panel margin='6' gravity='bottom-left' size='250' color='0' interval='1'>
|
||||
<button onclick='menu.page="languages"' id='langs_btn'>-</button>
|
||||
<button onclick='core.open_folder("user:")'>@Open data folder</button>
|
||||
<button id='s_rst' onclick='set_page("s_rst", "settings_reset")'>@Reset settings</button>
|
||||
<button id='s_rst' onclick='sections:set("reset")'>@Reset settings</button>
|
||||
<button onclick='menu:back()'>@Back</button>
|
||||
</panel>
|
||||
</container>
|
||||
|
||||
@ -3,15 +3,13 @@ function on_open()
|
||||
"%s: %s", gui.str("Language", "settings"),
|
||||
gui.get_locales_info()[core.get_setting("ui.language")].name
|
||||
)
|
||||
set_page("s_gfx", "settings_graphics")
|
||||
end
|
||||
|
||||
function set_page(btn, page)
|
||||
document.s_aud.enabled = true
|
||||
document.s_dsp.enabled = true
|
||||
document.s_gfx.enabled = true
|
||||
document.s_ctl.enabled = true
|
||||
document.s_rst.enabled = true
|
||||
document[btn].enabled = false
|
||||
document.menu.page = page
|
||||
sections = RadioGroup({
|
||||
audio=document.s_aud,
|
||||
display=document.s_dsp,
|
||||
graphics=document.s_gfx,
|
||||
controls=document.s_ctl,
|
||||
reset=document.s_rst
|
||||
}, function (page)
|
||||
document.menu.page = "settings_"..page
|
||||
end, "graphics")
|
||||
end
|
||||
|
||||
@ -1,4 +1,5 @@
|
||||
<container id="%{id}" size="32" tooltip="%{text}">
|
||||
<container id="%{id}" size="32" tooltip="%{text}"
|
||||
onclick="events.emit('core:open_traceback', '%{traceback}')">
|
||||
<image src="gui/%{type}" size="32"/>
|
||||
<label pos="36,2">%{text}</label>
|
||||
<image src="gui/cross" interactive="true" size="16" gravity="top-right"
|
||||
|
||||
3
res/layouts/templates/stack_frame.xml
Normal file
3
res/layouts/templates/stack_frame.xml
Normal file
@ -0,0 +1,3 @@
|
||||
<label hover-color="#A0A0FF" interactive="true" onclick="%{callback}" color="%{color}">
|
||||
%{location}
|
||||
</label>
|
||||
18
res/scripts/hud_classes.lua
Normal file
18
res/scripts/hud_classes.lua
Normal file
@ -0,0 +1,18 @@
|
||||
local Text3D = {__index={
|
||||
hide=function(self) return gfx.text3d.hide(self.id) end,
|
||||
get_pos=function(self) return gfx.text3d.get_pos(self.id) end,
|
||||
set_pos=function(self, v) return gfx.text3d.set_pos(self.id, v) end,
|
||||
get_axis_x=function(self) return gfx.text3d.get_axis_x(self.id) end,
|
||||
set_axis_x=function(self, v) return gfx.text3d.set_axis_x(self.id, v) end,
|
||||
get_axis_y=function(self) return gfx.text3d.get_axis_y(self.id) end,
|
||||
set_axis_y=function(self, v) return gfx.text3d.set_axis_y(self.id, v) end,
|
||||
set_rotation=function(self, m) return gfx.text3d.set_rotation(self.id, m) end,
|
||||
get_text=function(self) return gfx.text3d.get_text(self.id) end,
|
||||
set_text=function(self, s) return gfx.text3d.set_text(self.id, s) end,
|
||||
update_settings=function(self, t) return gfx.text3d.update_settings(self.id, t) end,
|
||||
}}
|
||||
|
||||
gfx.text3d.new = function(pos, text, preset, extension)
|
||||
local id = gfx.text3d.show(pos, text, preset, extension)
|
||||
return setmetatable({id=id}, Text3D)
|
||||
end
|
||||
@ -256,6 +256,14 @@ console.add_command(
|
||||
end
|
||||
)
|
||||
|
||||
console.add_command(
|
||||
"chat text:str",
|
||||
"Send chat message",
|
||||
function (args, kwargs)
|
||||
console.log("[you] "..args[1])
|
||||
end
|
||||
)
|
||||
|
||||
console.cheats = {
|
||||
"blocks.fill",
|
||||
"tp",
|
||||
|
||||
@ -84,6 +84,32 @@ function Document.new(docname)
|
||||
})
|
||||
end
|
||||
|
||||
local _RadioGroup = {}
|
||||
function _RadioGroup.set(self, key)
|
||||
if type(self) ~= 'table' then
|
||||
error("called as non-OOP via '.', use radiogroup:set")
|
||||
end
|
||||
if self.current then
|
||||
self.elements[self.current].enabled = true
|
||||
end
|
||||
self.elements[key].enabled = false
|
||||
self.current = key
|
||||
if self.callback then
|
||||
self.callback(key)
|
||||
end
|
||||
end
|
||||
function _RadioGroup.__call(self, elements, onset, default)
|
||||
local group = setmetatable({
|
||||
elements=elements,
|
||||
callback=onset,
|
||||
current=nil
|
||||
}, {__index=_RadioGroup})
|
||||
group:set(default)
|
||||
return group
|
||||
end
|
||||
setmetatable(_RadioGroup, _RadioGroup)
|
||||
RadioGroup = _RadioGroup
|
||||
|
||||
_GUI_ROOT = Document.new("core:root")
|
||||
_MENU = _GUI_ROOT.menu
|
||||
menu = _MENU
|
||||
|
||||
@ -162,6 +162,7 @@ end
|
||||
|
||||
string.lower = utf8.lower
|
||||
string.upper = utf8.upper
|
||||
string.escape = utf8.escape
|
||||
|
||||
local meta = getmetatable("")
|
||||
|
||||
@ -227,8 +228,22 @@ function file.readlines(path)
|
||||
return lines
|
||||
end
|
||||
|
||||
function debug.get_traceback(start)
|
||||
local frames = {}
|
||||
local n = 2 + (start or 0)
|
||||
while true do
|
||||
local info = debug.getinfo(n)
|
||||
if info then
|
||||
table.insert(frames, info)
|
||||
else
|
||||
return frames
|
||||
end
|
||||
n = n + 1
|
||||
end
|
||||
end
|
||||
|
||||
package = {
|
||||
loaded={}
|
||||
loaded = {}
|
||||
}
|
||||
local __cached_scripts = {}
|
||||
local __warnings_hidden = {}
|
||||
@ -238,7 +253,7 @@ function on_deprecated_call(name, alternatives)
|
||||
return
|
||||
end
|
||||
__warnings_hidden[name] = true
|
||||
events.emit("core:warning", "deprecated call", name)
|
||||
events.emit("core:warning", "deprecated call", name, debug.get_traceback(2))
|
||||
if alternatives then
|
||||
debug.warning("deprecated function called ("..name.."), use "..
|
||||
alternatives.." instead\n"..debug.traceback())
|
||||
@ -292,3 +307,17 @@ function __scripts_cleanup()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function __vc__error(msg, frame)
|
||||
if events then
|
||||
events.emit("core:error", msg, debug.get_traceback(1))
|
||||
end
|
||||
return debug.traceback(msg, frame)
|
||||
end
|
||||
|
||||
function __vc_warning(msg, detail, n)
|
||||
if events then
|
||||
events.emit(
|
||||
"core:warning", msg, detail, debug.get_traceback(1 + (n or 0)))
|
||||
end
|
||||
end
|
||||
|
||||
@ -9,14 +9,14 @@ uniform samplerCube u_cubemap;
|
||||
uniform vec3 u_fogColor;
|
||||
uniform float u_fogFactor;
|
||||
uniform float u_fogCurve;
|
||||
uniform bool u_alphaClip;
|
||||
|
||||
void main() {
|
||||
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
|
||||
vec4 tex_color = texture(u_texture0, a_texCoord);
|
||||
float depth = (a_distance/256.0);
|
||||
float alpha = a_color.a * tex_color.a;
|
||||
// anyway it's any alpha-test alternative required
|
||||
if (alpha < 0.3f)
|
||||
if (u_alphaClip && alpha < 0.9f)
|
||||
discard;
|
||||
f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
|
||||
min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
|
||||
|
||||
@ -11,6 +11,8 @@ world.delete-confirm=Do you want to delete world forever?
|
||||
world.generators.default=Default
|
||||
world.generators.flat=Flat
|
||||
|
||||
devtools.traceback=Traceback (most recent call first)
|
||||
|
||||
# Tooltips
|
||||
graphics.gamma.tooltip=Lighting brightness curve
|
||||
graphics.backlight.tooltip=Backlight to prevent total darkness
|
||||
|
||||
@ -12,7 +12,15 @@ Dependencies=Зависимости
|
||||
Description=Описание
|
||||
Converting world...=Выполняется конвертация мира...
|
||||
Unlimited=Неограниченно
|
||||
Chat=Чат
|
||||
Console=Консоль
|
||||
Log=Лог
|
||||
Problems=Проблемы
|
||||
Monitor=Мониторинг
|
||||
Debug=Отладка
|
||||
File=Файл
|
||||
|
||||
devtools.traceback=Стек вызовов (от последнего)
|
||||
error.pack-not-found=Не удалось найти пакет
|
||||
error.dependency-not-found=Используемая зависимость не найдена
|
||||
pack.remove-confirm=Удалить весь поставляемый паком/паками контент из мира (безвозвратно)?
|
||||
|
||||
@ -32,7 +32,7 @@ static debug::Logger logger("assetload-funcs");
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
static bool animation(
|
||||
static bool load_animation(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string& atlasName,
|
||||
@ -102,8 +102,13 @@ static bool append_atlas(AtlasBuilder& atlas, const fs::path& file) {
|
||||
return true;
|
||||
}
|
||||
|
||||
assetload::postfunc assetload::
|
||||
atlas(AssetsLoader*, const ResPaths* paths, const std::string& directory, const std::string& name, const std::shared_ptr<AssetCfg>&) {
|
||||
assetload::postfunc assetload::atlas(
|
||||
AssetsLoader*,
|
||||
const ResPaths* paths,
|
||||
const std::string& directory,
|
||||
const std::string& name,
|
||||
const std::shared_ptr<AssetCfg>&
|
||||
) {
|
||||
AtlasBuilder builder;
|
||||
for (const auto& file : paths->listdir(directory)) {
|
||||
if (!imageio::is_read_supported(file.extension().u8string())) continue;
|
||||
@ -115,24 +120,41 @@ assetload::postfunc assetload::
|
||||
atlas->prepare();
|
||||
assets->store(std::unique_ptr<Atlas>(atlas), name);
|
||||
for (const auto& file : names) {
|
||||
animation(assets, paths, name, directory, file, atlas);
|
||||
load_animation(assets, paths, name, directory, file, atlas);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
assetload::postfunc assetload::
|
||||
font(AssetsLoader*, const ResPaths* paths, const std::string& filename, const std::string& name, const std::shared_ptr<AssetCfg>&) {
|
||||
assetload::postfunc assetload::font(
|
||||
AssetsLoader*,
|
||||
const ResPaths* paths,
|
||||
const std::string& filename,
|
||||
const std::string& name,
|
||||
const std::shared_ptr<AssetCfg>&
|
||||
) {
|
||||
auto pages = std::make_shared<std::vector<std::unique_ptr<ImageData>>>();
|
||||
for (size_t i = 0; i <= 4; i++) {
|
||||
for (size_t i = 0; i <= 1024; i++) {
|
||||
std::string pagefile = filename + "_" + std::to_string(i) + ".png";
|
||||
pagefile = paths->find(pagefile).string();
|
||||
pages->push_back(imageio::read(pagefile));
|
||||
auto file = paths->find(pagefile);
|
||||
if (fs::exists(file)) {
|
||||
pages->push_back(imageio::read(file.u8string()));
|
||||
} else if (i == 0) {
|
||||
throw std::runtime_error("font must have page 0");
|
||||
} else {
|
||||
pages->push_back(nullptr);
|
||||
}
|
||||
}
|
||||
return [=](auto assets) {
|
||||
int res = pages->at(0)->getHeight() / 16;
|
||||
std::vector<std::unique_ptr<Texture>> textures;
|
||||
for (auto& page : *pages) {
|
||||
textures.emplace_back(Texture::from(page.get()));
|
||||
if (page == nullptr) {
|
||||
textures.emplace_back(nullptr);
|
||||
} else {
|
||||
auto texture = Texture::from(page.get());
|
||||
texture->setMipMapping(false);
|
||||
textures.emplace_back(std::move(texture));
|
||||
}
|
||||
}
|
||||
assets->store(
|
||||
std::make_unique<Font>(std::move(textures), res, 4), name
|
||||
@ -150,7 +172,9 @@ assetload::postfunc assetload::layout(
|
||||
return [=](auto assets) {
|
||||
try {
|
||||
auto cfg = std::dynamic_pointer_cast<LayoutCfg>(config);
|
||||
assets->store(UiDocument::read(cfg->env, name, file), name);
|
||||
assets->store(
|
||||
UiDocument::read(cfg->env, name, file, "abs:" + file), name
|
||||
);
|
||||
} catch (const parsing_error& err) {
|
||||
throw std::runtime_error(
|
||||
"failed to parse layout XML '" + file + "':\n" + err.errorLog()
|
||||
@ -316,11 +340,9 @@ static TextureAnimation create_animation(
|
||||
if (elem.second > 0) {
|
||||
frame.duration = static_cast<float>(elem.second) / 1000.0f;
|
||||
}
|
||||
frame.srcPos =
|
||||
glm::ivec2(
|
||||
region.u1 * srcWidth, srcHeight - region.v2 * srcHeight
|
||||
) -
|
||||
extension;
|
||||
frame.srcPos = glm::ivec2(
|
||||
region.u1 * srcWidth, srcHeight - region.v2 * srcHeight
|
||||
) - extension;
|
||||
animation.addFrame(frame);
|
||||
}
|
||||
return animation;
|
||||
@ -338,7 +360,7 @@ inline bool contains(
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool animation(
|
||||
static bool load_animation(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string& atlasName,
|
||||
|
||||
@ -373,7 +373,7 @@ std::string BasicParser::parseString(char quote, bool closeRequired) {
|
||||
case 'b': ss << '\b'; break;
|
||||
case 't': ss << '\t'; break;
|
||||
case 'f': ss << '\f'; break;
|
||||
case '\'': ss << '\\'; break;
|
||||
case '\'': ss << '\''; break;
|
||||
case '"': ss << '"'; break;
|
||||
case '\\': ss << '\\'; break;
|
||||
case '/': ss << '/'; break;
|
||||
|
||||
@ -265,5 +265,5 @@ dv::value json::parse(
|
||||
}
|
||||
|
||||
dv::value json::parse(std::string_view source) {
|
||||
return parse("<string>", source);
|
||||
return parse("[string]", source);
|
||||
}
|
||||
|
||||
@ -250,7 +250,8 @@ std::string Parser::parseText() {
|
||||
}
|
||||
nextChar();
|
||||
}
|
||||
return std::string(source.substr(start, pos - start));
|
||||
return Parser("[string]", std::string(source.substr(start, pos - start)))
|
||||
.parseString('\0', false);
|
||||
}
|
||||
|
||||
inline bool is_xml_identifier_start(char c) {
|
||||
@ -336,7 +337,7 @@ xmldocument Parser::parse() {
|
||||
return document;
|
||||
}
|
||||
|
||||
xmldocument xml::parse(const std::string& filename, const std::string& source) {
|
||||
xmldocument xml::parse(std::string_view filename, std::string_view source) {
|
||||
Parser parser(filename, source);
|
||||
return parser.parse();
|
||||
}
|
||||
|
||||
@ -140,6 +140,6 @@ namespace xml {
|
||||
/// @param source xml source code string
|
||||
/// @return xml document
|
||||
extern xmldocument parse(
|
||||
const std::string& filename, const std::string& source
|
||||
std::string_view filename, std::string_view source
|
||||
);
|
||||
}
|
||||
|
||||
@ -6,7 +6,7 @@
|
||||
#include <string>
|
||||
|
||||
inline constexpr int ENGINE_VERSION_MAJOR = 0;
|
||||
inline constexpr int ENGINE_VERSION_MINOR = 24;
|
||||
inline constexpr int ENGINE_VERSION_MINOR = 25;
|
||||
|
||||
#ifdef NDEBUG
|
||||
inline constexpr bool ENGINE_DEBUG_BUILD = false;
|
||||
@ -14,7 +14,7 @@ inline constexpr bool ENGINE_DEBUG_BUILD = false;
|
||||
inline constexpr bool ENGINE_DEBUG_BUILD = true;
|
||||
#endif // NDEBUG
|
||||
|
||||
inline const std::string ENGINE_VERSION_STRING = "0.24";
|
||||
inline const std::string ENGINE_VERSION_STRING = "0.25";
|
||||
|
||||
/// @brief world regions format version
|
||||
inline constexpr uint REGION_FORMAT_VERSION = 3;
|
||||
@ -35,9 +35,6 @@ inline constexpr int CHUNK_D = 16;
|
||||
inline constexpr uint VOXEL_USER_BITS = 8;
|
||||
inline constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;
|
||||
|
||||
/// @brief pixel size of an item inventory icon
|
||||
inline constexpr int ITEM_ICON_SIZE = 48;
|
||||
|
||||
/// @brief chunk volume (count of voxels per Chunk)
|
||||
inline constexpr int CHUNK_VOL = (CHUNK_W * CHUNK_H * CHUNK_D);
|
||||
|
||||
@ -53,6 +50,11 @@ inline constexpr uint vox_index(uint x, uint y, uint z, uint w=CHUNK_W, uint d=C
|
||||
return (y * d + z) * w + x;
|
||||
}
|
||||
|
||||
/// @brief pixel size of an item inventory icon
|
||||
inline constexpr int ITEM_ICON_SIZE = 48;
|
||||
|
||||
inline constexpr int TRANSLUCENT_BLOCKS_SORT_INTERVAL = 8;
|
||||
|
||||
inline const std::string SHADERS_FOLDER = "shaders";
|
||||
inline const std::string TEXTURES_FOLDER = "textures";
|
||||
inline const std::string FONTS_FOLDER = "fonts";
|
||||
|
||||
@ -333,6 +333,7 @@ void ContentLoader::loadBlock(
|
||||
root.at("inventory-size").get(def.inventorySize);
|
||||
root.at("tick-interval").get(def.tickInterval);
|
||||
root.at("overlay-texture").get(def.overlayTexture);
|
||||
root.at("translucent").get(def.translucent);
|
||||
|
||||
if (root.has("fields")) {
|
||||
def.dataStruct = std::make_unique<StructLayout>();
|
||||
@ -484,7 +485,13 @@ void ContentLoader::loadBlock(
|
||||
|
||||
auto scriptfile = folder / fs::path("scripts/" + def.scriptName + ".lua");
|
||||
if (fs::is_regular_file(scriptfile)) {
|
||||
scripting::load_block_script(env, full, scriptfile, def.rt.funcsset);
|
||||
scripting::load_block_script(
|
||||
env,
|
||||
full,
|
||||
scriptfile,
|
||||
pack->id + ":scripts/" + def.scriptName + ".lua",
|
||||
def.rt.funcsset
|
||||
);
|
||||
}
|
||||
if (!def.hidden) {
|
||||
auto& item = builder.items.create(full + BLOCK_ITEM_SUFFIX);
|
||||
@ -510,7 +517,13 @@ void ContentLoader::loadItem(
|
||||
|
||||
auto scriptfile = folder / fs::path("scripts/" + def.scriptName + ".lua");
|
||||
if (fs::is_regular_file(scriptfile)) {
|
||||
scripting::load_item_script(env, full, scriptfile, def.rt.funcsset);
|
||||
scripting::load_item_script(
|
||||
env,
|
||||
full,
|
||||
scriptfile,
|
||||
pack->id + ":scripts/" + def.scriptName + ".lua",
|
||||
def.rt.funcsset
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -719,7 +732,11 @@ void ContentLoader::load() {
|
||||
fs::path scriptFile = folder / fs::path("scripts/world.lua");
|
||||
if (fs::is_regular_file(scriptFile)) {
|
||||
scripting::load_world_script(
|
||||
env, pack->id, scriptFile, runtime->worldfuncsset
|
||||
env,
|
||||
pack->id,
|
||||
scriptFile,
|
||||
pack->id + ":scripts/world.lua",
|
||||
runtime->worldfuncsset
|
||||
);
|
||||
}
|
||||
|
||||
@ -794,7 +811,11 @@ void ContentLoader::load() {
|
||||
fs::path componentsDir = folder / fs::u8path("scripts/components");
|
||||
foreach_file(componentsDir, [this](const fs::path& file) {
|
||||
auto name = pack->id + ":" + file.stem().u8string();
|
||||
scripting::load_entity_component(name, file);
|
||||
scripting::load_entity_component(
|
||||
name,
|
||||
file,
|
||||
pack->id + ":scripts/components/" + file.filename().u8string()
|
||||
);
|
||||
});
|
||||
|
||||
// Process content.json and load defined content units
|
||||
|
||||
@ -76,8 +76,19 @@ ContentPack ContentPack::read(const fs::path& folder) {
|
||||
root.at("id").get(pack.id);
|
||||
root.at("title").get(pack.title);
|
||||
root.at("version").get(pack.version);
|
||||
root.at("creator").get(pack.creator);
|
||||
if (root.has("creators")) {
|
||||
const auto& creators = root["creators"];
|
||||
for (int i = 0; i < creators.size(); i++) {
|
||||
if (i > 0) {
|
||||
pack.creator += ", ";
|
||||
}
|
||||
pack.creator += creators[i].asString();
|
||||
}
|
||||
} else {
|
||||
root.at("creator").get(pack.creator);
|
||||
}
|
||||
root.at("description").get(pack.description);
|
||||
root.at("source").get(pack.source);
|
||||
pack.folder = folder;
|
||||
|
||||
if (auto found = root.at("dependencies")) {
|
||||
|
||||
@ -44,6 +44,7 @@ struct ContentPack {
|
||||
std::string description = "no description";
|
||||
fs::path folder;
|
||||
std::vector<DependencyPack> dependencies;
|
||||
std::string source = "";
|
||||
|
||||
fs::path getContentFile() const;
|
||||
|
||||
|
||||
@ -127,7 +127,7 @@ static VoxelStructureMeta load_structure_meta(
|
||||
) {
|
||||
VoxelStructureMeta meta;
|
||||
meta.name = name;
|
||||
|
||||
config.at("lowering").get(meta.lowering);
|
||||
return meta;
|
||||
}
|
||||
|
||||
|
||||
@ -11,25 +11,25 @@
|
||||
#include "maths/UVRegion.hpp"
|
||||
#include "voxels/Block.hpp"
|
||||
|
||||
ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets)
|
||||
ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
|
||||
: content(content) {
|
||||
auto indices = content->getIndices();
|
||||
sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
const auto& blocks = indices->blocks.getIterable();
|
||||
for (blockid_t i = 0; i < blocks.size(); i++) {
|
||||
auto def = blocks[i];
|
||||
for (uint side = 0; side < 6; side++) {
|
||||
const std::string& tex = def->textureFaces[side];
|
||||
if (atlas->has(tex)) {
|
||||
sideregions[i * 6 + side] = atlas->get(tex);
|
||||
} else if (atlas->has(TEXTURE_NOTFOUND)) {
|
||||
sideregions[i * 6 + side] = atlas->get(TEXTURE_NOTFOUND);
|
||||
if (atlas.has(tex)) {
|
||||
sideregions[i * 6 + side] = atlas.get(tex);
|
||||
} else if (atlas.has(TEXTURE_NOTFOUND)) {
|
||||
sideregions[i * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
|
||||
}
|
||||
}
|
||||
if (def->model == BlockModel::custom) {
|
||||
auto model = assets->require<model::Model>(def->modelName);
|
||||
auto model = assets.require<model::Model>(def->modelName);
|
||||
// temporary dirty fix tbh
|
||||
if (def->modelName.find(':') == std::string::npos) {
|
||||
for (auto& mesh : model.meshes) {
|
||||
@ -37,7 +37,7 @@ ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets)
|
||||
if (pos == std::string::npos) {
|
||||
continue;
|
||||
}
|
||||
if (auto region = atlas->getIf(mesh.texture.substr(pos+1))) {
|
||||
if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
|
||||
for (auto& vertex : mesh.vertices) {
|
||||
vertex.uv = region->apply(vertex.uv);
|
||||
}
|
||||
|
||||
@ -22,7 +22,7 @@ class ContentGfxCache {
|
||||
std::unique_ptr<UVRegion[]> sideregions;
|
||||
std::unordered_map<blockid_t, model::Model> models;
|
||||
public:
|
||||
ContentGfxCache(const Content* content, Assets* assets);
|
||||
ContentGfxCache(const Content* content, const Assets& assets);
|
||||
~ContentGfxCache();
|
||||
|
||||
inline const UVRegion& getRegion(blockid_t id, int side) const {
|
||||
@ -30,6 +30,6 @@ public:
|
||||
}
|
||||
|
||||
const model::Model& getModel(blockid_t id) const;
|
||||
|
||||
|
||||
const Content* getContent() const;
|
||||
};
|
||||
|
||||
@ -14,25 +14,28 @@
|
||||
#include "world/Level.hpp"
|
||||
|
||||
LevelFrontend::LevelFrontend(
|
||||
Player* currentPlayer, LevelController* controller, Assets* assets
|
||||
) : level(controller->getLevel()),
|
||||
Player* currentPlayer, LevelController* controller, Assets& assets
|
||||
) : level(*controller->getLevel()),
|
||||
controller(controller),
|
||||
assets(assets),
|
||||
contentCache(std::make_unique<ContentGfxCache>(level->content, assets))
|
||||
contentCache(std::make_unique<ContentGfxCache>(level.content, assets))
|
||||
{
|
||||
assets->store(
|
||||
BlocksPreview::build(contentCache.get(), assets, level->content),
|
||||
assets.store(
|
||||
BlocksPreview::build(
|
||||
*contentCache, assets, *level.content->getIndices()
|
||||
),
|
||||
"block-previews"
|
||||
);
|
||||
controller->getBlocksController()->listenBlockInteraction(
|
||||
[=](auto player, const auto& pos, const auto& def, BlockInteraction type) {
|
||||
auto material = level->content->findBlockMaterial(def.material);
|
||||
[currentPlayer, controller, &assets](auto player, const auto& pos, const auto& def, BlockInteraction type) {
|
||||
const auto& level = *controller->getLevel();
|
||||
auto material = level.content->findBlockMaterial(def.material);
|
||||
if (material == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (type == BlockInteraction::step) {
|
||||
auto sound = assets->get<audio::Sound>(material->stepsSound);
|
||||
auto sound = assets.get<audio::Sound>(material->stepsSound);
|
||||
glm::vec3 pos {};
|
||||
auto soundsCamera = currentPlayer->currentCamera.get();
|
||||
if (soundsCamera == currentPlayer->spCamera.get() ||
|
||||
@ -58,10 +61,10 @@ LevelFrontend::LevelFrontend(
|
||||
audio::Sound* sound = nullptr;
|
||||
switch (type) {
|
||||
case BlockInteraction::placing:
|
||||
sound = assets->get<audio::Sound>(material->placeSound);
|
||||
sound = assets.get<audio::Sound>(material->placeSound);
|
||||
break;
|
||||
case BlockInteraction::destruction:
|
||||
sound = assets->get<audio::Sound>(material->breakSound);
|
||||
sound = assets.get<audio::Sound>(material->breakSound);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -83,16 +86,20 @@ LevelFrontend::LevelFrontend(
|
||||
|
||||
LevelFrontend::~LevelFrontend() = default;
|
||||
|
||||
Level* LevelFrontend::getLevel() const {
|
||||
Level& LevelFrontend::getLevel() {
|
||||
return level;
|
||||
}
|
||||
|
||||
Assets* LevelFrontend::getAssets() const {
|
||||
const Level& LevelFrontend::getLevel() const {
|
||||
return level;
|
||||
}
|
||||
|
||||
const Assets& LevelFrontend::getAssets() const {
|
||||
return assets;
|
||||
}
|
||||
|
||||
ContentGfxCache* LevelFrontend::getContentGfxCache() const {
|
||||
return contentCache.get();
|
||||
const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
|
||||
return *contentCache;
|
||||
}
|
||||
|
||||
LevelController* LevelFrontend::getController() const {
|
||||
|
||||
@ -9,16 +9,17 @@ class ContentGfxCache;
|
||||
class LevelController;
|
||||
|
||||
class LevelFrontend {
|
||||
Level* level;
|
||||
Level& level;
|
||||
LevelController* controller;
|
||||
Assets* assets;
|
||||
const Assets& assets;
|
||||
std::unique_ptr<ContentGfxCache> contentCache;
|
||||
public:
|
||||
LevelFrontend(Player* currentPlayer, LevelController* controller, Assets* assets);
|
||||
LevelFrontend(Player* currentPlayer, LevelController* controller, Assets& assets);
|
||||
~LevelFrontend();
|
||||
|
||||
Level* getLevel() const;
|
||||
Assets* getAssets() const;
|
||||
ContentGfxCache* getContentGfxCache() const;
|
||||
Level& getLevel();
|
||||
const Level& getLevel() const;
|
||||
const Assets& getAssets() const;
|
||||
const ContentGfxCache& getContentGfxCache() const;
|
||||
LevelController* getController() const;
|
||||
};
|
||||
|
||||
@ -53,7 +53,12 @@ scriptenv UiDocument::getEnvironment() const {
|
||||
return env;
|
||||
}
|
||||
|
||||
std::unique_ptr<UiDocument> UiDocument::read(const scriptenv& penv, const std::string& name, const fs::path& file) {
|
||||
std::unique_ptr<UiDocument> UiDocument::read(
|
||||
const scriptenv& penv,
|
||||
const std::string& name,
|
||||
const fs::path& file,
|
||||
const std::string& fileName
|
||||
) {
|
||||
const std::string text = files::read_string(file);
|
||||
auto xmldoc = xml::parse(file.u8string(), text);
|
||||
|
||||
@ -69,12 +74,16 @@ std::unique_ptr<UiDocument> UiDocument::read(const scriptenv& penv, const std::s
|
||||
uidocscript script {};
|
||||
auto scriptFile = fs::path(file.u8string()+".lua");
|
||||
if (fs::is_regular_file(scriptFile)) {
|
||||
scripting::load_layout_script(env, name, scriptFile, script);
|
||||
scripting::load_layout_script(
|
||||
env, name, scriptFile, fileName + ".lua", script
|
||||
);
|
||||
}
|
||||
return std::make_unique<UiDocument>(name, script, view, env);
|
||||
}
|
||||
|
||||
std::shared_ptr<gui::UINode> UiDocument::readElement(const fs::path& file) {
|
||||
auto document = read(nullptr, file.filename().u8string(), file);
|
||||
std::shared_ptr<gui::UINode> UiDocument::readElement(
|
||||
const fs::path& file, const std::string& fileName
|
||||
) {
|
||||
auto document = read(nullptr, file.filename().u8string(), file, fileName);
|
||||
return document->getRoot();
|
||||
}
|
||||
|
||||
@ -45,6 +45,13 @@ public:
|
||||
const uidocscript& getScript() const;
|
||||
scriptenv getEnvironment() const;
|
||||
|
||||
static std::unique_ptr<UiDocument> read(const scriptenv& parent_env, const std::string& name, const fs::path& file);
|
||||
static std::shared_ptr<gui::UINode> readElement(const fs::path& file);
|
||||
static std::unique_ptr<UiDocument> read(
|
||||
const scriptenv& parent_env,
|
||||
const std::string& name,
|
||||
const fs::path& file,
|
||||
const std::string& fileName
|
||||
);
|
||||
static std::shared_ptr<gui::UINode> readElement(
|
||||
const fs::path& file, const std::string& fileName
|
||||
);
|
||||
};
|
||||
|
||||
@ -11,6 +11,7 @@
|
||||
#include "graphics/ui/elements/InputBindBox.hpp"
|
||||
#include "graphics/render/WorldRenderer.hpp"
|
||||
#include "graphics/render/ParticlesRenderer.hpp"
|
||||
#include "graphics/render/ChunksRenderer.hpp"
|
||||
#include "logic/scripting/scripting.hpp"
|
||||
#include "objects/Player.hpp"
|
||||
#include "objects/Entities.hpp"
|
||||
@ -41,8 +42,8 @@ static std::shared_ptr<Label> create_label(wstringsupplier supplier) {
|
||||
// TODO: move to xml finally
|
||||
std::shared_ptr<UINode> create_debug_panel(
|
||||
Engine* engine,
|
||||
Level* level,
|
||||
Player* player,
|
||||
Level& level,
|
||||
Player& player,
|
||||
bool allowDebugCheats
|
||||
) {
|
||||
auto panel = std::make_shared<Panel>(glm::vec2(300, 200), glm::vec4(5.0f), 2.0f);
|
||||
@ -93,57 +94,58 @@ std::shared_ptr<UINode> create_debug_panel(
|
||||
L" emitters: " +
|
||||
std::to_wstring(ParticlesRenderer::aliveEmitters);
|
||||
}));
|
||||
panel->add(create_label([=]() {
|
||||
return L"chunks: "+std::to_wstring(level->chunks->getChunksCount())+
|
||||
L" visible: "+std::to_wstring(level->chunks->visible);
|
||||
panel->add(create_label([&]() {
|
||||
return L"chunks: "+std::to_wstring(level.chunks->getChunksCount())+
|
||||
L" visible: "+std::to_wstring(ChunksRenderer::visibleChunks);
|
||||
}));
|
||||
panel->add(create_label([=]() {
|
||||
return L"entities: "+std::to_wstring(level->entities->size())+L" next: "+
|
||||
std::to_wstring(level->entities->peekNextID());
|
||||
panel->add(create_label([&]() {
|
||||
return L"entities: "+std::to_wstring(level.entities->size())+L" next: "+
|
||||
std::to_wstring(level.entities->peekNextID());
|
||||
}));
|
||||
panel->add(create_label([=]() {
|
||||
const auto& vox = player->selection.vox;
|
||||
panel->add(create_label([&]() -> std::wstring {
|
||||
const auto& vox = player.selection.vox;
|
||||
std::wstringstream stream;
|
||||
stream << "r:" << vox.state.rotation << " s:"
|
||||
<< std::bitset<3>(vox.state.segment) << " u:"
|
||||
<< std::bitset<8>(vox.state.userbits);
|
||||
if (vox.id == BLOCK_VOID) {
|
||||
return std::wstring {L"block: -"};
|
||||
return L"block: -";
|
||||
} else {
|
||||
return L"block: "+std::to_wstring(vox.id)+
|
||||
L" "+stream.str();
|
||||
}
|
||||
}));
|
||||
panel->add(create_label([=]() -> std::wstring {
|
||||
const auto& vox = player->selection.vox;
|
||||
panel->add(create_label([&]() -> std::wstring {
|
||||
const auto& selection = player.selection;
|
||||
const auto& vox = selection.vox;
|
||||
if (vox.id == BLOCK_VOID) {
|
||||
return L"x: - y: - z: -";
|
||||
}
|
||||
return L"x: " + std::to_wstring(player->selection.actualPosition.x) +
|
||||
L" y: " + std::to_wstring(player->selection.actualPosition.y) +
|
||||
L" z: " + std::to_wstring(player->selection.actualPosition.z);
|
||||
return L"x: " + std::to_wstring(selection.actualPosition.x) +
|
||||
L" y: " + std::to_wstring(selection.actualPosition.y) +
|
||||
L" z: " + std::to_wstring(selection.actualPosition.z);
|
||||
}));
|
||||
panel->add(create_label([=]() {
|
||||
auto eid = player->getSelectedEntity();
|
||||
panel->add(create_label([&]() {
|
||||
auto eid = player.getSelectedEntity();
|
||||
if (eid == ENTITY_NONE) {
|
||||
return std::wstring {L"entity: -"};
|
||||
} else if (auto entity = level->entities->get(eid)) {
|
||||
} else if (auto entity = level.entities->get(eid)) {
|
||||
return L"entity: "+util::str2wstr_utf8(entity->getDef().name)+
|
||||
L" uid: "+std::to_wstring(entity->getUID());
|
||||
} else {
|
||||
return std::wstring {L"entity: error (invalid UID)"};
|
||||
}
|
||||
}));
|
||||
panel->add(create_label([=](){
|
||||
auto* indices = level->content->getIndices();
|
||||
if (auto def = indices->blocks.get(player->selection.vox.id)) {
|
||||
panel->add(create_label([&](){
|
||||
auto* indices = level.content->getIndices();
|
||||
if (auto def = indices->blocks.get(player.selection.vox.id)) {
|
||||
return L"name: " + util::str2wstr_utf8(def->name);
|
||||
} else {
|
||||
return std::wstring {L"name: void"};
|
||||
}
|
||||
}));
|
||||
panel->add(create_label([=](){
|
||||
return L"seed: "+std::to_wstring(level->getWorld()->getSeed());
|
||||
panel->add(create_label([&](){
|
||||
return L"seed: "+std::to_wstring(level.getWorld()->getSeed());
|
||||
}));
|
||||
|
||||
for (int ax = 0; ax < 3; ax++) {
|
||||
@ -160,22 +162,22 @@ std::shared_ptr<UINode> create_debug_panel(
|
||||
// Coord input
|
||||
auto box = std::make_shared<TextBox>(L"");
|
||||
auto boxRef = box.get();
|
||||
box->setTextSupplier([=]() {
|
||||
return util::to_wstring(player->getPosition()[ax], 2);
|
||||
box->setTextSupplier([&player, ax]() {
|
||||
return util::to_wstring(player.getPosition()[ax], 2);
|
||||
});
|
||||
if (allowDebugCheats) {
|
||||
box->setTextConsumer([=](const std::wstring& text) {
|
||||
box->setTextConsumer([&player, ax](const std::wstring& text) {
|
||||
try {
|
||||
glm::vec3 position = player->getPosition();
|
||||
glm::vec3 position = player.getPosition();
|
||||
position[ax] = std::stoi(text);
|
||||
player->teleport(position);
|
||||
player.teleport(position);
|
||||
} catch (std::exception& _){
|
||||
}
|
||||
});
|
||||
}
|
||||
box->setOnEditStart([=]() {
|
||||
box->setOnEditStart([&player, boxRef, ax]() {
|
||||
boxRef->setText(
|
||||
std::to_wstring(static_cast<int>(player->getPosition()[ax]))
|
||||
std::to_wstring(static_cast<int>(player.getPosition()[ax]))
|
||||
);
|
||||
});
|
||||
box->setSize(glm::vec2(230, 27));
|
||||
@ -183,7 +185,7 @@ std::shared_ptr<UINode> create_debug_panel(
|
||||
sub->add(box, glm::vec2(20, 0));
|
||||
panel->add(sub);
|
||||
}
|
||||
auto& worldInfo = level->getWorld()->getInfo();
|
||||
auto& worldInfo = level.getWorld()->getInfo();
|
||||
panel->add(create_label([&](){
|
||||
int hour, minute, second;
|
||||
timeutil::from_value(worldInfo.daytime, hour, minute, second);
|
||||
|
||||
@ -61,8 +61,8 @@ bool Hud::showGeneratorMinimap = false;
|
||||
// implemented in debug_panel.cpp
|
||||
extern std::shared_ptr<UINode> create_debug_panel(
|
||||
Engine* engine,
|
||||
Level* level,
|
||||
Player* player,
|
||||
Level& level,
|
||||
Player& player,
|
||||
bool allowDebugCheats
|
||||
);
|
||||
|
||||
@ -104,8 +104,7 @@ std::shared_ptr<UINode> HudElement::getNode() const {
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> Hud::createContentAccess() {
|
||||
auto level = frontend->getLevel();
|
||||
auto content = level->content;
|
||||
auto content = frontend.getLevel().content;
|
||||
auto indices = content->getIndices();
|
||||
auto inventory = player->getInventory();
|
||||
|
||||
@ -134,7 +133,7 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
|
||||
|
||||
std::shared_ptr<InventoryView> Hud::createHotbar() {
|
||||
auto inventory = player->getInventory();
|
||||
auto content = frontend->getLevel()->content;
|
||||
auto content = frontend.getLevel().content;
|
||||
|
||||
SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr, nullptr);
|
||||
InventoryBuilder builder;
|
||||
@ -149,7 +148,7 @@ std::shared_ptr<InventoryView> Hud::createHotbar() {
|
||||
|
||||
static constexpr uint WORLDGEN_IMG_SIZE = 128U;
|
||||
|
||||
Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
|
||||
Hud::Hud(Engine* engine, LevelFrontend& frontend, Player* player)
|
||||
: engine(engine),
|
||||
assets(engine->getAssets()),
|
||||
gui(engine->getGUI()),
|
||||
@ -178,7 +177,7 @@ Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
|
||||
uicamera->flipped = true;
|
||||
|
||||
debugPanel = create_debug_panel(
|
||||
engine, frontend->getLevel(), player, allowDebugCheats
|
||||
engine, frontend.getLevel(), *player, allowDebugCheats
|
||||
);
|
||||
debugPanel->setZIndex(2);
|
||||
gui->add(debugPanel);
|
||||
@ -231,7 +230,11 @@ void Hud::processInput(bool visible) {
|
||||
}
|
||||
}
|
||||
if (!pause && Events::jactive(BIND_DEVTOOLS_CONSOLE)) {
|
||||
showOverlay(assets->get<UiDocument>("core:console"), false);
|
||||
showOverlay(
|
||||
assets->get<UiDocument>("core:console"),
|
||||
false,
|
||||
std::string("console")
|
||||
);
|
||||
}
|
||||
if (!Window::isFocused() && !pause && !isInventoryOpen()) {
|
||||
setPause(true);
|
||||
@ -273,9 +276,9 @@ void Hud::updateHotbarControl() {
|
||||
}
|
||||
|
||||
void Hud::updateWorldGenDebugVisualization() {
|
||||
auto level = frontend->getLevel();
|
||||
auto& level = frontend.getLevel();
|
||||
auto generator =
|
||||
frontend->getController()->getChunksController()->getGenerator();
|
||||
frontend.getController()->getChunksController()->getGenerator();
|
||||
auto debugInfo = generator->createDebugInfo();
|
||||
|
||||
int width = debugImgWorldGen->getWidth();
|
||||
@ -298,9 +301,9 @@ void Hud::updateWorldGenDebugVisualization() {
|
||||
int az = z - (height - areaHeight) / 2;
|
||||
|
||||
data[(flippedZ * width + x) * 4 + 1] =
|
||||
level->chunks->getChunk(ax + ox, az + oz) ? 255 : 0;
|
||||
level.chunks->getChunk(ax + ox, az + oz) ? 255 : 0;
|
||||
data[(flippedZ * width + x) * 4 + 0] =
|
||||
level->chunksStorage->get(ax + ox, az + oz) ? 255 : 0;
|
||||
level.chunksStorage->get(ax + ox, az + oz) ? 255 : 0;
|
||||
|
||||
if (ax < 0 || az < 0 ||
|
||||
ax >= areaWidth || az >= areaHeight) {
|
||||
@ -321,7 +324,7 @@ void Hud::updateWorldGenDebugVisualization() {
|
||||
}
|
||||
|
||||
void Hud::update(bool visible) {
|
||||
auto level = frontend->getLevel();
|
||||
const auto& level = frontend.getLevel();
|
||||
auto menu = gui->getMenu();
|
||||
|
||||
debugPanel->setVisible(player->debug && visible);
|
||||
@ -341,7 +344,7 @@ void Hud::update(bool visible) {
|
||||
}
|
||||
|
||||
if (blockUI) {
|
||||
voxel* vox = level->chunks->get(blockPos.x, blockPos.y, blockPos.z);
|
||||
voxel* vox = level.chunks->get(blockPos.x, blockPos.y, blockPos.z);
|
||||
if (vox == nullptr || vox->id != currentblockid) {
|
||||
closeInventory();
|
||||
}
|
||||
@ -375,8 +378,7 @@ void Hud::update(bool visible) {
|
||||
|
||||
/// @brief Show inventory on the screen and turn on inventory mode blocking movement
|
||||
void Hud::openInventory() {
|
||||
auto level = frontend->getLevel();
|
||||
auto content = level->content;
|
||||
auto content = frontend.getLevel().content;
|
||||
showExchangeSlot();
|
||||
|
||||
inventoryOpen = true;
|
||||
@ -388,6 +390,39 @@ void Hud::openInventory() {
|
||||
add(HudElement(hud_element_mode::inventory_bound, nullptr, exchangeSlot, false));
|
||||
}
|
||||
|
||||
void Hud::openInventory(
|
||||
UiDocument* doc,
|
||||
std::shared_ptr<Inventory> inv,
|
||||
bool playerInventory
|
||||
) {
|
||||
if (inv == nullptr) {
|
||||
// why try to open nox-existent inventory??
|
||||
return;
|
||||
}
|
||||
|
||||
if (isInventoryOpen()) {
|
||||
closeInventory();
|
||||
}
|
||||
const auto& level = frontend.getLevel();
|
||||
auto content = level.content;
|
||||
secondInvView = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
|
||||
if (secondInvView == nullptr) {
|
||||
throw std::runtime_error("secondary UI root element must be 'inventory'");
|
||||
}
|
||||
secondUI = secondInvView;
|
||||
|
||||
if (playerInventory) {
|
||||
openInventory();
|
||||
} else {
|
||||
inventoryOpen = true;
|
||||
}
|
||||
if (inv == nullptr) {
|
||||
inv = level.inventories->createVirtual(secondInvView->getSlotsCount());
|
||||
}
|
||||
secondInvView->bind(inv, content);
|
||||
add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false));
|
||||
}
|
||||
|
||||
void Hud::openInventory(
|
||||
glm::ivec3 block,
|
||||
UiDocument* doc,
|
||||
@ -397,8 +432,8 @@ void Hud::openInventory(
|
||||
if (isInventoryOpen()) {
|
||||
closeInventory();
|
||||
}
|
||||
auto level = frontend->getLevel();
|
||||
auto content = level->content;
|
||||
auto& level = frontend.getLevel();
|
||||
auto content = level.content;
|
||||
blockUI = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
|
||||
if (blockUI == nullptr) {
|
||||
throw std::runtime_error("block UI root element must be 'inventory'");
|
||||
@ -410,19 +445,19 @@ void Hud::openInventory(
|
||||
inventoryOpen = true;
|
||||
}
|
||||
if (blockinv == nullptr) {
|
||||
blockinv = level->inventories->createVirtual(blockUI->getSlotsCount());
|
||||
blockinv = level.inventories->createVirtual(blockUI->getSlotsCount());
|
||||
}
|
||||
level->chunks->getChunkByVoxel(block.x, block.y, block.z)->flags.unsaved = true;
|
||||
level.chunks->getChunkByVoxel(block.x, block.y, block.z)->flags.unsaved = true;
|
||||
blockUI->bind(blockinv, content);
|
||||
blockPos = block;
|
||||
currentblockid = level->chunks->get(block.x, block.y, block.z)->id;
|
||||
currentblockid = level.chunks->get(block.x, block.y, block.z)->id;
|
||||
add(HudElement(hud_element_mode::inventory_bound, doc, blockUI, false));
|
||||
}
|
||||
|
||||
void Hud::showExchangeSlot() {
|
||||
auto level = frontend->getLevel();
|
||||
auto content = level->content;
|
||||
exchangeSlotInv = level->inventories->createVirtual(1);
|
||||
auto& level = frontend.getLevel();
|
||||
auto content = level.content;
|
||||
exchangeSlotInv = level.inventories->createVirtual(1);
|
||||
exchangeSlot = std::make_shared<SlotView>(
|
||||
SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr, nullptr)
|
||||
);
|
||||
@ -434,7 +469,9 @@ void Hud::showExchangeSlot() {
|
||||
|
||||
}
|
||||
|
||||
void Hud::showOverlay(UiDocument* doc, bool playerInventory) {
|
||||
void Hud::showOverlay(
|
||||
UiDocument* doc, bool playerInventory, const dv::value& arg
|
||||
) {
|
||||
if (isInventoryOpen()) {
|
||||
closeInventory();
|
||||
}
|
||||
@ -445,7 +482,8 @@ void Hud::showOverlay(UiDocument* doc, bool playerInventory) {
|
||||
showExchangeSlot();
|
||||
inventoryOpen = true;
|
||||
}
|
||||
add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false));
|
||||
add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false),
|
||||
arg);
|
||||
}
|
||||
|
||||
void Hud::openPermanent(UiDocument* doc) {
|
||||
@ -454,7 +492,7 @@ void Hud::openPermanent(UiDocument* doc) {
|
||||
|
||||
auto invview = std::dynamic_pointer_cast<InventoryView>(root);
|
||||
if (invview) {
|
||||
invview->bind(player->getInventory(), frontend->getLevel()->content);
|
||||
invview->bind(player->getInventory(), frontend.getLevel().content);
|
||||
}
|
||||
add(HudElement(hud_element_mode::permanent, doc, doc->getRoot(), false));
|
||||
}
|
||||
@ -477,13 +515,13 @@ void Hud::closeInventory() {
|
||||
cleanup();
|
||||
}
|
||||
|
||||
void Hud::add(const HudElement& element) {
|
||||
void Hud::add(const HudElement& element, const dv::value& arg) {
|
||||
gui->add(element.getNode());
|
||||
auto document = element.getDocument();
|
||||
if (document) {
|
||||
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
|
||||
auto inventory = invview ? invview->getInventory() : nullptr;
|
||||
std::vector<dv::value> args;
|
||||
std::vector<dv::value> args {arg};
|
||||
args.emplace_back(inventory ? inventory.get()->getId() : 0);
|
||||
for (int i = 0; i < 3; i++) {
|
||||
args.emplace_back(static_cast<integer_t>(blockPos[i]));
|
||||
@ -540,7 +578,7 @@ void Hud::draw(const DrawContext& ctx){
|
||||
|
||||
// Crosshair
|
||||
if (!pause && !inventoryOpen && !player->debug) {
|
||||
DrawContext chctx = ctx.sub();
|
||||
DrawContext chctx = ctx.sub(batch);
|
||||
chctx.setBlendMode(BlendMode::inversion);
|
||||
auto texture = assets->get<Texture>("gui/crosshair");
|
||||
batch->texture(texture);
|
||||
@ -584,8 +622,11 @@ void Hud::updateElementsPosition(const Viewport& viewport) {
|
||||
}
|
||||
if (secondUI->getPositionFunc() == nullptr) {
|
||||
secondUI->setPos(glm::vec2(
|
||||
glm::min(width/2-invwidth/2, width-caWidth-(inventoryView ? 10 : 0)-invwidth),
|
||||
height/2-totalHeight/2
|
||||
glm::min(
|
||||
width / 2.f - invwidth / 2.f,
|
||||
width - caWidth - (inventoryView ? 10 : 0) - invwidth
|
||||
),
|
||||
height / 2.f - totalHeight / 2.f
|
||||
));
|
||||
}
|
||||
}
|
||||
@ -649,7 +690,7 @@ void Hud::setDebugCheats(bool flag) {
|
||||
|
||||
gui->remove(debugPanel);
|
||||
debugPanel = create_debug_panel(
|
||||
engine, frontend->getLevel(), player, allowDebugCheats
|
||||
engine, frontend.getLevel(), *player, allowDebugCheats
|
||||
);
|
||||
debugPanel->setZIndex(2);
|
||||
gui->add(debugPanel);
|
||||
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "typedefs.hpp"
|
||||
#include "util/ObjectsKeeper.hpp"
|
||||
#include "data/dv.hpp"
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
@ -73,7 +74,7 @@ class Hud : public util::ObjectsKeeper {
|
||||
Assets* assets;
|
||||
std::unique_ptr<Camera> uicamera;
|
||||
gui::GUI* gui;
|
||||
LevelFrontend* frontend;
|
||||
LevelFrontend& frontend;
|
||||
Player* player;
|
||||
|
||||
/// @brief Is any overlay/inventory open
|
||||
@ -102,6 +103,8 @@ class Hud : public util::ObjectsKeeper {
|
||||
std::shared_ptr<gui::InventoryView> inventoryView = nullptr;
|
||||
/// @brief Block inventory view
|
||||
std::shared_ptr<gui::InventoryView> blockUI = nullptr;
|
||||
/// @brief Secondary inventory view
|
||||
std::shared_ptr<gui::InventoryView> secondInvView = nullptr;
|
||||
/// @brief Position of the block open
|
||||
glm::ivec3 blockPos {};
|
||||
/// @brief Id of the block open (used to detect block destruction or replacement)
|
||||
@ -128,7 +131,7 @@ class Hud : public util::ObjectsKeeper {
|
||||
void showExchangeSlot();
|
||||
void updateWorldGenDebugVisualization();
|
||||
public:
|
||||
Hud(Engine* engine, LevelFrontend* frontend, Player* player);
|
||||
Hud(Engine* engine, LevelFrontend& frontend, Player* player);
|
||||
~Hud();
|
||||
|
||||
void update(bool hudVisible);
|
||||
@ -145,6 +148,16 @@ public:
|
||||
|
||||
/// @brief Show player inventory in inventory-mode
|
||||
void openInventory();
|
||||
|
||||
/// @brief Show inventory in inventory-mode
|
||||
/// @param doc ui layout
|
||||
/// @param inv inventory
|
||||
/// @param playerInventory show player inventory too
|
||||
void openInventory(
|
||||
UiDocument* doc,
|
||||
std::shared_ptr<Inventory> inv,
|
||||
bool playerInventory
|
||||
);
|
||||
|
||||
/// @brief Show block inventory in inventory-mode
|
||||
/// @param block block position
|
||||
@ -161,7 +174,10 @@ public:
|
||||
/// @brief Show element in inventory-mode
|
||||
/// @param doc element layout
|
||||
/// @param playerInventory show player inventory too
|
||||
void showOverlay(UiDocument* doc, bool playerInventory);
|
||||
/// @param arg first argument passing to on_open
|
||||
void showOverlay(
|
||||
UiDocument* doc, bool playerInventory, const dv::value& arg = nullptr
|
||||
);
|
||||
|
||||
/// @brief Close all open inventories and overlay
|
||||
void closeInventory();
|
||||
@ -170,7 +186,7 @@ public:
|
||||
/// @param doc element layout
|
||||
void openPermanent(UiDocument* doc);
|
||||
|
||||
void add(const HudElement& element);
|
||||
void add(const HudElement& element, const dv::value& arg=nullptr);
|
||||
void onRemove(const HudElement& element);
|
||||
void remove(const std::shared_ptr<gui::UINode>& node);
|
||||
|
||||
|
||||
@ -62,7 +62,10 @@ gui::page_loader_func menus::create_page_loader(Engine* engine) {
|
||||
auto fullname = "core:pages/"+name;
|
||||
|
||||
auto document_ptr = UiDocument::read(
|
||||
scripting::get_root_environment(), fullname, file
|
||||
scripting::get_root_environment(),
|
||||
fullname,
|
||||
file,
|
||||
"core:layouts/pages/" + name
|
||||
);
|
||||
auto document = document_ptr.get();
|
||||
engine->getAssets()->store(std::move(document_ptr), fullname);
|
||||
@ -110,7 +113,7 @@ UiDocument* menus::show(Engine* engine, const std::string& name, std::vector<dv:
|
||||
auto fullname = "core:layouts/"+name;
|
||||
|
||||
auto document_ptr = UiDocument::read(
|
||||
scripting::get_root_environment(), fullname, file
|
||||
scripting::get_root_environment(), fullname, file, "core:layouts/"+name
|
||||
);
|
||||
auto document = document_ptr.get();
|
||||
engine->getAssets()->store(std::move(document_ptr), fullname);
|
||||
|
||||
@ -36,18 +36,21 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
|
||||
Level* level = levelPtr.get();
|
||||
|
||||
auto& settings = engine->getSettings();
|
||||
auto assets = engine->getAssets();
|
||||
auto& assets = *engine->getAssets();
|
||||
auto menu = engine->getGUI()->getMenu();
|
||||
menu->reset();
|
||||
|
||||
controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
|
||||
frontend = std::make_unique<LevelFrontend>(controller->getPlayer(), controller.get(), assets);
|
||||
|
||||
worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
|
||||
hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
|
||||
frontend = std::make_unique<LevelFrontend>(
|
||||
controller->getPlayer(), controller.get(), assets
|
||||
);
|
||||
worldRenderer = std::make_unique<WorldRenderer>(
|
||||
engine, *frontend, controller->getPlayer()
|
||||
);
|
||||
hud = std::make_unique<Hud>(engine, *frontend, controller->getPlayer());
|
||||
|
||||
decorator = std::make_unique<Decorator>(
|
||||
*controller, *worldRenderer->particles, *assets
|
||||
*controller, *worldRenderer->particles, assets
|
||||
);
|
||||
|
||||
keepAlive(settings.graphics.backlight.observe([=](bool) {
|
||||
@ -63,7 +66,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
|
||||
}));
|
||||
|
||||
animator = std::make_unique<TextureAnimator>();
|
||||
animator->addAnimations(assets->getAnimations());
|
||||
animator->addAnimations(assets.getAnimations());
|
||||
|
||||
initializeContent();
|
||||
}
|
||||
@ -80,7 +83,12 @@ void LevelScreen::initializePack(ContentPackRuntime* pack) {
|
||||
const ContentPack& info = pack->getInfo();
|
||||
fs::path scriptFile = info.folder/fs::path("scripts/hud.lua");
|
||||
if (fs::is_regular_file(scriptFile)) {
|
||||
scripting::load_hud_script(pack->getEnvironment(), info.id, scriptFile);
|
||||
scripting::load_hud_script(
|
||||
pack->getEnvironment(),
|
||||
info.id,
|
||||
scriptFile,
|
||||
pack->getId() + ":scripts/hud.lua"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
inline constexpr uint B2D_VERTEX_SIZE = 8;
|
||||
|
||||
Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
|
||||
const vattr attrs[] = {
|
||||
const VertexAttribute attrs[] = {
|
||||
{2}, {2}, {4}, {0}
|
||||
};
|
||||
|
||||
|
||||
@ -12,7 +12,7 @@ inline constexpr uint B3D_VERTEX_SIZE = 9;
|
||||
|
||||
Batch3D::Batch3D(size_t capacity)
|
||||
: capacity(capacity) {
|
||||
const vattr attrs[] = {
|
||||
const VertexAttribute attrs[] = {
|
||||
{3}, {2}, {4}, {0}
|
||||
};
|
||||
|
||||
@ -117,6 +117,22 @@ void Batch3D::texture(const Texture* new_texture){
|
||||
new_texture->bind();
|
||||
}
|
||||
|
||||
void Batch3D::sprite(
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& up,
|
||||
const glm::vec3& right,
|
||||
float w,
|
||||
float h,
|
||||
int atlasRes,
|
||||
int index,
|
||||
const glm::vec4& tint
|
||||
) {
|
||||
float scale = 1.0f / static_cast<float>(atlasRes);
|
||||
float u = (index % atlasRes) * scale;
|
||||
float v = 1.0f - ((index / atlasRes) * scale) - scale;
|
||||
sprite(pos, up, right, w, h, UVRegion(u, v, u+scale, v+scale), tint);
|
||||
}
|
||||
|
||||
void Batch3D::sprite(
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& up,
|
||||
@ -272,3 +288,11 @@ void Batch3D::flushPoints() {
|
||||
mesh->draw(GL_POINTS);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
void Batch3D::setColor(const glm::vec4& color) {
|
||||
tint = color;
|
||||
}
|
||||
|
||||
const glm::vec4& Batch3D::getColor() const {
|
||||
return tint;
|
||||
}
|
||||
|
||||
@ -17,6 +17,7 @@ class Batch3D : public Flushable {
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Texture> blank;
|
||||
size_t index;
|
||||
glm::vec4 tint {1.0f};
|
||||
|
||||
const Texture* currentTexture;
|
||||
|
||||
@ -57,6 +58,16 @@ public:
|
||||
const UVRegion& uv,
|
||||
const glm::vec4& tint
|
||||
);
|
||||
void sprite(
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& up,
|
||||
const glm::vec3& right,
|
||||
float w,
|
||||
float h,
|
||||
int atlasRes,
|
||||
int index,
|
||||
const glm::vec4& tint
|
||||
);
|
||||
void xSprite(
|
||||
float w,
|
||||
float h,
|
||||
@ -81,4 +92,7 @@ public:
|
||||
void point(const glm::vec3& pos, const glm::vec4& tint);
|
||||
void flush() override;
|
||||
void flushPoints();
|
||||
|
||||
void setColor(const glm::vec4& color);
|
||||
const glm::vec4& getColor() const;
|
||||
};
|
||||
|
||||
@ -91,6 +91,7 @@ DrawContext DrawContext::sub(Flushable* flushable) const {
|
||||
auto ctx = DrawContext(*this);
|
||||
ctx.parent = this;
|
||||
ctx.flushable = flushable;
|
||||
ctx.scissorsCount = 0;
|
||||
return ctx;
|
||||
}
|
||||
|
||||
@ -148,7 +149,7 @@ void DrawContext::setBlendMode(BlendMode mode) {
|
||||
set_blend_mode(mode);
|
||||
}
|
||||
|
||||
void DrawContext::setScissors(glm::vec4 area) {
|
||||
void DrawContext::setScissors(const glm::vec4& area) {
|
||||
Window::pushScissor(area);
|
||||
scissorsCount++;
|
||||
}
|
||||
|
||||
@ -34,6 +34,6 @@ public:
|
||||
void setDepthTest(bool flag);
|
||||
void setCullFace(bool flag);
|
||||
void setBlendMode(BlendMode mode);
|
||||
void setScissors(glm::vec4 area);
|
||||
void setScissors(const glm::vec4& area);
|
||||
void setLineWidth(float width);
|
||||
};
|
||||
|
||||
@ -3,6 +3,8 @@
|
||||
#include <utility>
|
||||
#include "Texture.hpp"
|
||||
#include "Batch2D.hpp"
|
||||
#include "Batch3D.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
|
||||
inline constexpr uint GLYPH_SIZE = 16;
|
||||
inline constexpr uint MAX_CODEPAGES = 10000; // idk ho many codepages unicode has
|
||||
@ -35,71 +37,126 @@ bool Font::isPrintableChar(uint codepoint) const {
|
||||
}
|
||||
}
|
||||
|
||||
int Font::calcWidth(const std::wstring& text, size_t length) {
|
||||
int Font::calcWidth(const std::wstring& text, size_t length) const {
|
||||
return calcWidth(text, 0, length);
|
||||
}
|
||||
|
||||
int Font::calcWidth(const std::wstring& text, size_t offset, size_t length) {
|
||||
return std::min(text.length()-offset, length) * 8;
|
||||
int Font::calcWidth(const std::wstring& text, size_t offset, size_t length) const {
|
||||
return std::min(text.length()-offset, length) * glyphInterval;
|
||||
}
|
||||
|
||||
void Font::draw(Batch2D* batch, std::wstring text, int x, int y) {
|
||||
draw(batch, std::move(text), x, y, FontStyle::none);
|
||||
static inline void draw_glyph(
|
||||
Batch2D& batch,
|
||||
const glm::vec3& pos,
|
||||
const glm::vec2& offset,
|
||||
uint c,
|
||||
const glm::vec3& right,
|
||||
const glm::vec3& up,
|
||||
float glyphInterval
|
||||
) {
|
||||
batch.sprite(
|
||||
pos.x + offset.x * right.x,
|
||||
pos.y + offset.y * right.y,
|
||||
right.x / glyphInterval,
|
||||
up.y,
|
||||
16,
|
||||
c,
|
||||
batch.getColor()
|
||||
);
|
||||
}
|
||||
|
||||
static inline void drawGlyph(Batch2D* batch, int x, int y, uint c, FontStyle style) {
|
||||
switch (style){
|
||||
case FontStyle::none:
|
||||
break;
|
||||
case FontStyle::shadow:
|
||||
batch->sprite(x+1, y+1, GLYPH_SIZE, GLYPH_SIZE, 16, c, SHADOW_TINT);
|
||||
break;
|
||||
case FontStyle::outline:
|
||||
for (int oy = -1; oy <= 1; oy++){
|
||||
for (int ox = -1; ox <= 1; ox++){
|
||||
if (ox || oy) {
|
||||
batch->sprite(x+ox, y+oy, GLYPH_SIZE, GLYPH_SIZE, 16, c, SHADOW_TINT);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
batch->sprite(x, y, GLYPH_SIZE, GLYPH_SIZE, 16, c, batch->getColor());
|
||||
static inline void draw_glyph(
|
||||
Batch3D& batch,
|
||||
const glm::vec3& pos,
|
||||
const glm::vec2& offset,
|
||||
uint c,
|
||||
const glm::vec3& right,
|
||||
const glm::vec3& up,
|
||||
float glyphInterval
|
||||
) {
|
||||
batch.sprite(
|
||||
pos + right * offset.x + up * offset.y,
|
||||
up, right / glyphInterval,
|
||||
0.5f,
|
||||
0.5f,
|
||||
16,
|
||||
c,
|
||||
batch.getColor()
|
||||
);
|
||||
}
|
||||
|
||||
void Font::draw(Batch2D* batch, const std::wstring& text, int x, int y, FontStyle style) {
|
||||
draw(batch, std::wstring_view(text.c_str(), text.length()), x, y, style);
|
||||
}
|
||||
|
||||
void Font::draw(Batch2D* batch, std::wstring_view text, int x, int y, FontStyle style) {
|
||||
template <class Batch>
|
||||
static inline void draw_text(
|
||||
const Font& font,
|
||||
Batch& batch,
|
||||
std::wstring_view text,
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& right,
|
||||
const glm::vec3& up,
|
||||
float glyphInterval
|
||||
) {
|
||||
uint page = 0;
|
||||
uint next = MAX_CODEPAGES;
|
||||
int init_x = x;
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
do {
|
||||
for (uint c : text){
|
||||
if (!isPrintableChar(c)) {
|
||||
x += 8;
|
||||
if (!font.isPrintableChar(c)) {
|
||||
x++;
|
||||
continue;
|
||||
}
|
||||
uint charpage = c >> 8;
|
||||
if (charpage == page){
|
||||
Texture* texture = nullptr;
|
||||
if (charpage < pages.size()) {
|
||||
texture = pages[charpage].get();
|
||||
}
|
||||
if (texture == nullptr){
|
||||
texture = pages[0].get();
|
||||
}
|
||||
batch->texture(texture);
|
||||
drawGlyph(batch, x, y, c, style);
|
||||
batch.texture(font.getPage(charpage));
|
||||
draw_glyph(
|
||||
batch, pos, glm::vec2(x, y), c, right, up, glyphInterval
|
||||
);
|
||||
}
|
||||
else if (charpage > page && charpage < next){
|
||||
next = charpage;
|
||||
}
|
||||
x += 8;//getGlyphWidth(c);
|
||||
x++;
|
||||
}
|
||||
page = next;
|
||||
next = MAX_CODEPAGES;
|
||||
x = init_x;
|
||||
x = 0;
|
||||
} while (page < MAX_CODEPAGES);
|
||||
}
|
||||
|
||||
const Texture* Font::getPage(int charpage) const {
|
||||
Texture* texture = nullptr;
|
||||
if (charpage < pages.size()) {
|
||||
texture = pages[charpage].get();
|
||||
}
|
||||
if (texture == nullptr){
|
||||
texture = pages[0].get();
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
void Font::draw(
|
||||
Batch2D& batch, std::wstring_view text, int x, int y, float scale
|
||||
) const {
|
||||
draw_text(
|
||||
*this, batch, text,
|
||||
glm::vec3(x, y, 0),
|
||||
glm::vec3(glyphInterval*scale, 0, 0),
|
||||
glm::vec3(0, lineHeight*scale, 0),
|
||||
glyphInterval/static_cast<float>(lineHeight)
|
||||
);
|
||||
}
|
||||
|
||||
void Font::draw(
|
||||
Batch3D& batch,
|
||||
std::wstring_view text,
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& right,
|
||||
const glm::vec3& up
|
||||
) const {
|
||||
draw_text(
|
||||
*this, batch, text, pos,
|
||||
right * static_cast<float>(glyphInterval),
|
||||
up * static_cast<float>(lineHeight),
|
||||
glyphInterval/static_cast<float>(lineHeight)
|
||||
);
|
||||
}
|
||||
|
||||
@ -3,10 +3,13 @@
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include "typedefs.hpp"
|
||||
|
||||
class Texture;
|
||||
class Batch2D;
|
||||
class Batch3D;
|
||||
class Camera;
|
||||
|
||||
enum class FontStyle {
|
||||
none,
|
||||
@ -17,8 +20,9 @@ enum class FontStyle {
|
||||
class Font {
|
||||
int lineHeight;
|
||||
int yoffset;
|
||||
public:
|
||||
int glyphInterval = 8;
|
||||
std::vector<std::unique_ptr<Texture>> pages;
|
||||
public:
|
||||
Font(std::vector<std::unique_ptr<Texture>> pages, int lineHeight, int yoffset);
|
||||
~Font();
|
||||
|
||||
@ -29,19 +33,28 @@ public:
|
||||
/// @param text selected text
|
||||
/// @param length max substring length (default: no limit)
|
||||
/// @return pixel width of the substring
|
||||
int calcWidth(const std::wstring& text, size_t length=-1);
|
||||
int calcWidth(const std::wstring& text, size_t length=-1) const;
|
||||
|
||||
/// @brief Calculate text width in pixels
|
||||
/// @param text selected text
|
||||
/// @param offset start of the substring
|
||||
/// @param length max substring length
|
||||
/// @return pixel width of the substring
|
||||
int calcWidth(const std::wstring& text, size_t offset, size_t length);
|
||||
int calcWidth(const std::wstring& text, size_t offset, size_t length) const;
|
||||
|
||||
/// @brief Check if character is visible (non-whitespace)
|
||||
/// @param codepoint character unicode codepoint
|
||||
bool isPrintableChar(uint codepoint) const;
|
||||
void draw(Batch2D* batch, std::wstring text, int x, int y);
|
||||
void draw(Batch2D* batch, const std::wstring& text, int x, int y, FontStyle style);
|
||||
void draw(Batch2D* batch, std::wstring_view text, int x, int y, FontStyle style);
|
||||
|
||||
void draw(Batch2D& batch, std::wstring_view text, int x, int y, float scale=1) const;
|
||||
|
||||
void draw(
|
||||
Batch3D& batch,
|
||||
std::wstring_view text,
|
||||
const glm::vec3& pos,
|
||||
const glm::vec3& right={1, 0, 0},
|
||||
const glm::vec3& up={0, 1, 0}
|
||||
) const;
|
||||
|
||||
const Texture* getPage(int page) const;
|
||||
};
|
||||
|
||||
@ -59,7 +59,9 @@ std::unique_ptr<ImageData> GLTexture::readData() {
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
return std::make_unique<ImageData>(ImageFormat::rgba8888, width, height, data.release());
|
||||
return std::make_unique<ImageData>(
|
||||
ImageFormat::rgba8888, width, height, data.release()
|
||||
);
|
||||
}
|
||||
|
||||
void GLTexture::setNearestFilter() {
|
||||
@ -69,6 +71,18 @@ void GLTexture::setNearestFilter() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void GLTexture::setMipMapping(bool flag) {
|
||||
bind();
|
||||
if (flag) {
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST
|
||||
);
|
||||
} else {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
std::unique_ptr<GLTexture> GLTexture::from(const ImageData* image) {
|
||||
uint width = image->getWidth();
|
||||
uint height = image->getHeight();
|
||||
|
||||
@ -18,6 +18,8 @@ public:
|
||||
|
||||
virtual void reload(const ImageData& image) override;
|
||||
|
||||
virtual void setMipMapping(bool flag) override;
|
||||
|
||||
virtual std::unique_ptr<ImageData> readData() override;
|
||||
virtual uint getId() const override;
|
||||
|
||||
|
||||
@ -6,7 +6,7 @@
|
||||
inline constexpr uint LB_VERTEX_SIZE = (3+4);
|
||||
|
||||
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
|
||||
const vattr attrs[] = { {3},{4}, {0} };
|
||||
const VertexAttribute attrs[] = { {3},{4}, {0} };
|
||||
buffer = std::make_unique<float[]>(capacity * LB_VERTEX_SIZE * 2);
|
||||
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
|
||||
index = 0;
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
int Mesh::meshesCount = 0;
|
||||
int Mesh::drawCalls = 0;
|
||||
|
||||
inline size_t calc_vertex_size(const vattr* attrs) {
|
||||
inline size_t calc_vertex_size(const VertexAttribute* attrs) {
|
||||
size_t vertexSize = 0;
|
||||
for (int i = 0; attrs[i].size; i++) {
|
||||
vertexSize += attrs[i].size;
|
||||
@ -19,10 +19,10 @@ Mesh::Mesh(const MeshData& data)
|
||||
data.indices.size(),
|
||||
data.attrs.data()) {}
|
||||
|
||||
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
|
||||
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
|
||||
ibo(0),
|
||||
vertices(vertices),
|
||||
indices(indices)
|
||||
vertices(0),
|
||||
indices(0)
|
||||
{
|
||||
meshesCount++;
|
||||
vertexSize = 0;
|
||||
@ -58,10 +58,9 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
if (vertexBuffer != nullptr && vertices != 0) {
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STATIC_DRAW);
|
||||
}
|
||||
else {
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STREAM_DRAW);
|
||||
} else {
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
|
||||
}
|
||||
if (indexBuffer != nullptr && indices != 0) {
|
||||
if (ibo == 0) glGenBuffers(1, &ibo);
|
||||
@ -75,7 +74,7 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
|
||||
this->indices = indices;
|
||||
}
|
||||
|
||||
void Mesh::draw(unsigned int primitive){
|
||||
void Mesh::draw(unsigned int primitive) const {
|
||||
drawCalls++;
|
||||
glBindVertexArray(vao);
|
||||
if (ibo != 0) {
|
||||
@ -87,6 +86,6 @@ void Mesh::draw(unsigned int primitive){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::draw() {
|
||||
void Mesh::draw() const {
|
||||
draw(GL_TRIANGLES);
|
||||
}
|
||||
|
||||
@ -14,8 +14,8 @@ class Mesh {
|
||||
size_t vertexSize;
|
||||
public:
|
||||
Mesh(const MeshData& data);
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs);
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const vattr* attrs) :
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs);
|
||||
Mesh(const float* vertexBuffer, size_t vertices, const VertexAttribute* attrs) :
|
||||
Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
|
||||
~Mesh();
|
||||
|
||||
@ -28,10 +28,10 @@ public:
|
||||
|
||||
/// @brief Draw mesh with specified primitives type
|
||||
/// @param primitive primitives type
|
||||
void draw(unsigned int primitive);
|
||||
void draw(unsigned int primitive) const;
|
||||
|
||||
/// @brief Draw mesh as triangles
|
||||
void draw();
|
||||
void draw() const;
|
||||
|
||||
/// @brief Total numbers of alive mesh objects
|
||||
static int meshesCount;
|
||||
|
||||
@ -6,7 +6,7 @@
|
||||
#include "util/Buffer.hpp"
|
||||
|
||||
/// @brief Vertex attribute info
|
||||
struct vattr {
|
||||
struct VertexAttribute {
|
||||
ubyte size;
|
||||
};
|
||||
|
||||
@ -14,7 +14,7 @@ struct vattr {
|
||||
struct MeshData {
|
||||
util::Buffer<float> vertices;
|
||||
util::Buffer<int> indices;
|
||||
util::Buffer<vattr> attrs;
|
||||
util::Buffer<VertexAttribute> attrs;
|
||||
|
||||
MeshData() = default;
|
||||
|
||||
@ -24,7 +24,7 @@ struct MeshData {
|
||||
MeshData(
|
||||
util::Buffer<float> vertices,
|
||||
util::Buffer<int> indices,
|
||||
util::Buffer<vattr> attrs
|
||||
util::Buffer<VertexAttribute> attrs
|
||||
) : vertices(std::move(vertices)),
|
||||
indices(std::move(indices)),
|
||||
attrs(std::move(attrs)) {}
|
||||
|
||||
@ -14,7 +14,7 @@ PostProcessing::PostProcessing() {
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
|
||||
};
|
||||
vattr attrs[] {{2}, {0}};
|
||||
VertexAttribute attrs[] {{2}, {0}};
|
||||
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
|
||||
}
|
||||
|
||||
|
||||
@ -34,5 +34,7 @@ public:
|
||||
|
||||
virtual uint getId() const = 0;
|
||||
|
||||
virtual void setMipMapping(bool flag) = 0;
|
||||
|
||||
static std::unique_ptr<Texture> from(const ImageData* image);
|
||||
};
|
||||
|
||||
@ -18,18 +18,18 @@
|
||||
#include <glm/ext.hpp>
|
||||
|
||||
std::unique_ptr<ImageData> BlocksPreview::draw(
|
||||
const ContentGfxCache* cache,
|
||||
Shader* shader,
|
||||
Framebuffer* fbo,
|
||||
Batch3D* batch,
|
||||
const ContentGfxCache& cache,
|
||||
Shader& shader,
|
||||
const Framebuffer& fbo,
|
||||
Batch3D& batch,
|
||||
const Block& def,
|
||||
int size
|
||||
){
|
||||
Window::clear();
|
||||
blockid_t id = def.rt.id;
|
||||
const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2), cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4), cache->getRegion(id, 5)};
|
||||
const UVRegion texfaces[6]{cache.getRegion(id, 0), cache.getRegion(id, 1),
|
||||
cache.getRegion(id, 2), cache.getRegion(id, 3),
|
||||
cache.getRegion(id, 4), cache.getRegion(id, 5)};
|
||||
|
||||
glm::vec3 offset(0.1f, 0.5f, 0.1f);
|
||||
switch (def.model) {
|
||||
@ -37,10 +37,10 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
|
||||
// something went wrong...
|
||||
break;
|
||||
case BlockModel::block:
|
||||
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
batch->blockCube(glm::vec3(size * 0.63f), texfaces,
|
||||
glm::vec4(1.0f), !def.rt.emissive);
|
||||
batch->flush();
|
||||
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
batch.blockCube(glm::vec3(size * 0.63f), texfaces,
|
||||
glm::vec4(1.0f), !def.rt.emissive);
|
||||
batch.flush();
|
||||
break;
|
||||
case BlockModel::aabb:
|
||||
{
|
||||
@ -49,39 +49,39 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
|
||||
hitbox = glm::max(hitbox, box.size());
|
||||
}
|
||||
offset = glm::vec3(1, 1, 0.0f);
|
||||
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
glm::vec3 scaledSize = glm::vec3(size * 0.63f);
|
||||
batch->cube(
|
||||
batch.cube(
|
||||
-hitbox * scaledSize * 0.5f * glm::vec3(1,1,-1),
|
||||
hitbox * scaledSize,
|
||||
texfaces, glm::vec4(1.0f),
|
||||
!def.rt.emissive
|
||||
);
|
||||
}
|
||||
batch->flush();
|
||||
batch.flush();
|
||||
break;
|
||||
case BlockModel::custom:{
|
||||
glm::vec3 pmul = glm::vec3(size * 0.63f);
|
||||
glm::vec3 hitbox = glm::vec3(1.0f);
|
||||
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
offset.y += (1.0f - hitbox).y * 0.5f;
|
||||
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
const auto& model = cache->getModel(def.rt.id);
|
||||
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
const auto& model = cache.getModel(def.rt.id);
|
||||
|
||||
for (const auto& mesh : model.meshes) {
|
||||
for (const auto& vertex : mesh.vertices) {
|
||||
float d = glm::dot(glm::normalize(vertex.normal), glm::vec3(0.2, 0.8, 0.4));
|
||||
d = 0.8f + d * 0.2f;
|
||||
batch->vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
|
||||
batch.vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
|
||||
}
|
||||
batch->flush();
|
||||
batch.flush();
|
||||
}
|
||||
break;
|
||||
}
|
||||
case BlockModel::xsprite: {
|
||||
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
|
||||
glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
|
||||
batch->sprite(
|
||||
batch.sprite(
|
||||
right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
|
||||
glm::vec3(0.f, 1.f, 0.f),
|
||||
right,
|
||||
@ -89,24 +89,23 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
|
||||
texfaces[0],
|
||||
glm::vec4(1.0f)
|
||||
);
|
||||
batch->flush();
|
||||
batch.flush();
|
||||
break;
|
||||
}
|
||||
}
|
||||
return fbo->getTexture()->readData();
|
||||
return fbo.getTexture()->readData();
|
||||
}
|
||||
|
||||
std::unique_ptr<Atlas> BlocksPreview::build(
|
||||
const ContentGfxCache* cache,
|
||||
Assets* assets,
|
||||
const Content* content
|
||||
const ContentGfxCache& cache,
|
||||
const Assets& assets,
|
||||
const ContentIndices& indices
|
||||
) {
|
||||
auto indices = content->getIndices();
|
||||
size_t count = indices->blocks.count();
|
||||
size_t count = indices.blocks.count();
|
||||
size_t iconSize = ITEM_ICON_SIZE;
|
||||
|
||||
auto shader = assets->get<Shader>("ui3d");
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
auto& shader = assets.require<Shader>("ui3d");
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
Viewport viewport(iconSize, iconSize);
|
||||
DrawContext pctx(nullptr, viewport, nullptr);
|
||||
@ -118,8 +117,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
|
||||
Batch3D batch(1024);
|
||||
batch.begin();
|
||||
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_projview",
|
||||
shader.use();
|
||||
shader.uniformMatrix("u_projview",
|
||||
glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
|
||||
-100.0f, 100.0f) *
|
||||
glm::lookAt(glm::vec3(0.57735f),
|
||||
@ -132,9 +131,9 @@ std::unique_ptr<Atlas> BlocksPreview::build(
|
||||
|
||||
fbo.bind();
|
||||
for (size_t i = 0; i < count; i++) {
|
||||
auto& def = indices->blocks.require(i);
|
||||
atlas->getTexture()->bind();
|
||||
builder.add(def.name, draw(cache, shader, &fbo, &batch, def, iconSize));
|
||||
auto& def = indices.blocks.require(i);
|
||||
atlas.getTexture()->bind();
|
||||
builder.add(def.name, draw(cache, shader, fbo, batch, def, iconSize));
|
||||
}
|
||||
fbo.unbind();
|
||||
|
||||
|
||||
@ -11,23 +11,23 @@ class Atlas;
|
||||
class Framebuffer;
|
||||
class Batch3D;
|
||||
class Block;
|
||||
class Content;
|
||||
class ContentIndices;
|
||||
class Shader;
|
||||
class ContentGfxCache;
|
||||
|
||||
class BlocksPreview {
|
||||
static std::unique_ptr<ImageData> draw(
|
||||
const ContentGfxCache* cache,
|
||||
Shader* shader,
|
||||
Framebuffer* framebuffer,
|
||||
Batch3D* batch,
|
||||
const ContentGfxCache& cache,
|
||||
Shader& shader,
|
||||
const Framebuffer& framebuffer,
|
||||
Batch3D& batch,
|
||||
const Block& block,
|
||||
int size
|
||||
);
|
||||
public:
|
||||
static std::unique_ptr<Atlas> build(
|
||||
const ContentGfxCache* cache,
|
||||
Assets* assets,
|
||||
const Content* content
|
||||
const ContentGfxCache& cache,
|
||||
const Assets& assets,
|
||||
const ContentIndices& indices
|
||||
);
|
||||
};
|
||||
|
||||
@ -5,23 +5,22 @@
|
||||
#include "maths/UVRegion.hpp"
|
||||
#include "constants.hpp"
|
||||
#include "content/Content.hpp"
|
||||
#include "voxels/ChunksStorage.hpp"
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "lighting/Lightmap.hpp"
|
||||
#include "frontend/ContentGfxCache.hpp"
|
||||
#include "settings.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
const uint BlocksRenderer::VERTEX_SIZE = 6;
|
||||
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
|
||||
|
||||
BlocksRenderer::BlocksRenderer(
|
||||
size_t capacity,
|
||||
const Content* content,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
const Content& content,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
) : content(content),
|
||||
vertexBuffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
|
||||
vertexBuffer(std::make_unique<float[]>(capacity * CHUNK_VERTEX_SIZE)),
|
||||
indexBuffer(std::make_unique<int[]>(capacity)),
|
||||
vertexOffset(0),
|
||||
indexOffset(0),
|
||||
@ -34,7 +33,7 @@ BlocksRenderer::BlocksRenderer(
|
||||
CHUNK_W + voxelBufferPadding*2,
|
||||
CHUNK_H,
|
||||
CHUNK_D + voxelBufferPadding*2);
|
||||
blockDefsCache = content->getIndices()->blocks.getDefs();
|
||||
blockDefsCache = content.getIndices()->blocks.getDefs();
|
||||
}
|
||||
|
||||
BlocksRenderer::~BlocksRenderer() {
|
||||
@ -85,7 +84,7 @@ void BlocksRenderer::face(
|
||||
const glm::vec4(&lights)[4],
|
||||
const glm::vec4& tint
|
||||
) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -125,7 +124,7 @@ void BlocksRenderer::faceAO(
|
||||
const UVRegion& region,
|
||||
bool lights
|
||||
) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -163,7 +162,7 @@ void BlocksRenderer::face(
|
||||
glm::vec4 tint,
|
||||
bool lights
|
||||
) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@ -286,29 +285,35 @@ void BlocksRenderer::blockCustomModel(
|
||||
Z = orient.axisZ;
|
||||
}
|
||||
|
||||
const auto& model = cache->getModel(block->rt.id);
|
||||
const auto& model = cache.getModel(block->rt.id);
|
||||
for (const auto& mesh : model.meshes) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * mesh.vertices.size() > capacity) {
|
||||
if (vertexOffset + CHUNK_VERTEX_SIZE * mesh.vertices.size() > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
int i = 0;
|
||||
for (const auto& vertex : mesh.vertices) {
|
||||
auto n =
|
||||
vertex.normal.x * X + vertex.normal.y * Y + vertex.normal.z * Z;
|
||||
float d = glm::dot(glm::normalize(n), SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
const auto& vcoord = vertex.coord - 0.5f;
|
||||
vertexAO(
|
||||
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
|
||||
vertex.uv.x,
|
||||
vertex.uv.y,
|
||||
glm::vec4(1, 1, 1, 1),
|
||||
glm::vec3(1, 0, 0),
|
||||
glm::vec3(0, 1, 0),
|
||||
n
|
||||
);
|
||||
indexBuffer[indexSize++] = indexOffset++;
|
||||
for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
|
||||
auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
|
||||
mesh.vertices[triangle * 3 + 1].coord;
|
||||
r = glm::normalize(r);
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
const auto& vertex = mesh.vertices[triangle * 3 + i];
|
||||
auto n = vertex.normal.x * X + vertex.normal.y * Y +
|
||||
vertex.normal.z * Z;
|
||||
float d = glm::dot(n, SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
const auto& vcoord = vertex.coord - 0.5f;
|
||||
vertexAO(
|
||||
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
|
||||
vertex.uv.x,
|
||||
vertex.uv.y,
|
||||
glm::vec4(d, d, d, d),
|
||||
glm::cross(r, n),
|
||||
r,
|
||||
n
|
||||
);
|
||||
indexBuffer[indexSize++] = indexOffset++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -427,11 +432,16 @@ glm::vec4 BlocksRenderer::pickSoftLight(
|
||||
right, up);
|
||||
}
|
||||
|
||||
void BlocksRenderer::render(const voxel* voxels) {
|
||||
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int end = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (int i = begin; i < end; i++) {
|
||||
void BlocksRenderer::render(
|
||||
const voxel* voxels, int beginEnds[256][2]
|
||||
) {
|
||||
for (const auto drawGroup : *content.drawGroups) {
|
||||
int begin = beginEnds[drawGroup][0];
|
||||
if (begin == 0) {
|
||||
continue;
|
||||
}
|
||||
int end = beginEnds[drawGroup][1];
|
||||
for (int i = begin-1; i <= end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
blockstate state = vox.state;
|
||||
@ -439,13 +449,13 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
|
||||
continue;
|
||||
}
|
||||
if (def.translucent) {
|
||||
continue;
|
||||
}
|
||||
const UVRegion texfaces[6] {
|
||||
cache->getRegion(id, 0),
|
||||
cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2),
|
||||
cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4),
|
||||
cache->getRegion(id, 5)
|
||||
cache.getRegion(id, 0), cache.getRegion(id, 1),
|
||||
cache.getRegion(id, 2), cache.getRegion(id, 3),
|
||||
cache.getRegion(id, 4), cache.getRegion(id, 5)
|
||||
};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
@ -480,43 +490,185 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
}
|
||||
}
|
||||
|
||||
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
SortingMeshData BlocksRenderer::renderTranslucent(
|
||||
const voxel* voxels, int beginEnds[256][2]
|
||||
) {
|
||||
SortingMeshData sortingMesh {{}};
|
||||
|
||||
AABB aabb {};
|
||||
bool aabbInit = false;
|
||||
size_t totalSize = 0;
|
||||
for (const auto drawGroup : *content.drawGroups) {
|
||||
int begin = beginEnds[drawGroup][0];
|
||||
if (begin == 0) {
|
||||
continue;
|
||||
}
|
||||
int end = beginEnds[drawGroup][1];
|
||||
for (int i = begin-1; i <= end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
blockstate state = vox.state;
|
||||
const auto& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
|
||||
continue;
|
||||
}
|
||||
if (!def.translucent) {
|
||||
continue;
|
||||
}
|
||||
const UVRegion texfaces[6] {
|
||||
cache.getRegion(id, 0), cache.getRegion(id, 1),
|
||||
cache.getRegion(id, 2), cache.getRegion(id, 3),
|
||||
cache.getRegion(id, 4), cache.getRegion(id, 5)
|
||||
};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
|
||||
def.ambientOcclusion);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, glm::vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel({x, y, z}, &def, vox.state.rotation,
|
||||
!def.shadeless, def.ambientOcclusion);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (vertexOffset == 0) {
|
||||
continue;
|
||||
}
|
||||
SortingMeshEntry entry {
|
||||
glm::vec3(
|
||||
x + chunk->x * CHUNK_W + 0.5f,
|
||||
y + 0.5f,
|
||||
z + chunk->z * CHUNK_D + 0.5f
|
||||
),
|
||||
util::Buffer<float>(indexSize * CHUNK_VERTEX_SIZE)};
|
||||
|
||||
totalSize += entry.vertexData.size();
|
||||
|
||||
for (int j = 0; j < indexSize; j++) {
|
||||
std::memcpy(
|
||||
entry.vertexData.data() + j * CHUNK_VERTEX_SIZE,
|
||||
vertexBuffer.get() + indexBuffer[j] * CHUNK_VERTEX_SIZE,
|
||||
sizeof(float) * CHUNK_VERTEX_SIZE
|
||||
);
|
||||
float& vx = entry.vertexData[j * CHUNK_VERTEX_SIZE + 0];
|
||||
float& vy = entry.vertexData[j * CHUNK_VERTEX_SIZE + 1];
|
||||
float& vz = entry.vertexData[j * CHUNK_VERTEX_SIZE + 2];
|
||||
|
||||
if (!aabbInit) {
|
||||
aabbInit = true;
|
||||
aabb.a = aabb.b = {vx, vy, vz};
|
||||
} else {
|
||||
aabb.addPoint(glm::vec3(vx, vy, vz));
|
||||
}
|
||||
vx += chunk->x * CHUNK_W + 0.5f;
|
||||
vy += 0.5f;
|
||||
vz += chunk->z * CHUNK_D + 0.5f;
|
||||
}
|
||||
sortingMesh.entries.push_back(std::move(entry));
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// additional powerful optimization
|
||||
auto size = aabb.size();
|
||||
if ((size.y < 0.01f || size.x < 0.01f || size.z < 0.01f) &&
|
||||
sortingMesh.entries.size() > 1) {
|
||||
SortingMeshEntry newEntry {
|
||||
sortingMesh.entries[0].position,
|
||||
util::Buffer<float>(totalSize)
|
||||
};
|
||||
size_t offset = 0;
|
||||
for (const auto& entry : sortingMesh.entries) {
|
||||
std::memcpy(
|
||||
newEntry.vertexData.data() + offset,
|
||||
entry.vertexData.data(), entry.vertexData.size() * sizeof(float)
|
||||
);
|
||||
offset += entry.vertexData.size();
|
||||
}
|
||||
return SortingMeshData {{std::move(newEntry)}};
|
||||
}
|
||||
return sortingMesh;
|
||||
}
|
||||
|
||||
void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
|
||||
this->chunk = chunk;
|
||||
voxelsBuffer->setPosition(
|
||||
chunk->x * CHUNK_W - voxelBufferPadding, 0,
|
||||
chunk->z * CHUNK_D - voxelBufferPadding);
|
||||
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
chunks->getVoxels(voxelsBuffer.get(), settings.graphics.backlight.get());
|
||||
|
||||
if (voxelsBuffer->pickBlockId(
|
||||
chunk->x * CHUNK_W, 0, chunk->z * CHUNK_D
|
||||
) == BLOCK_VOID) {
|
||||
cancelled = true;
|
||||
return;
|
||||
}
|
||||
cancelled = false;
|
||||
const voxel* voxels = chunk->voxels;
|
||||
render(voxels);
|
||||
|
||||
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
|
||||
int beginEnds[256][2] {};
|
||||
for (int i = totalBegin; i < totalEnd; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const auto& def = *blockDefsCache[id];
|
||||
|
||||
if (beginEnds[def.drawGroup][0] == 0) {
|
||||
beginEnds[def.drawGroup][0] = i+1;
|
||||
}
|
||||
beginEnds[def.drawGroup][1] = i;
|
||||
}
|
||||
cancelled = false;
|
||||
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
|
||||
sortingMesh = std::move(renderTranslucent(voxels, beginEnds));
|
||||
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
|
||||
render(voxels, beginEnds);
|
||||
}
|
||||
|
||||
MeshData BlocksRenderer::createMesh() {
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
return MeshData(
|
||||
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
|
||||
util::Buffer<int>(indexBuffer.get(), indexSize),
|
||||
util::Buffer<vattr>({{3}, {2}, {1}, {0}})
|
||||
);
|
||||
ChunkMeshData BlocksRenderer::createMesh() {
|
||||
return ChunkMeshData {
|
||||
MeshData(
|
||||
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
|
||||
util::Buffer<int>(indexBuffer.get(), indexSize),
|
||||
util::Buffer<VertexAttribute>(
|
||||
CHUNK_VATTRS, sizeof(CHUNK_VATTRS) / sizeof(VertexAttribute)
|
||||
)
|
||||
),
|
||||
std::move(sortingMesh)};
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
ChunkMesh BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
|
||||
build(chunk, chunks);
|
||||
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
||||
return std::make_shared<Mesh>(
|
||||
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
|
||||
);
|
||||
size_t vcount = vertexOffset / CHUNK_VERTEX_SIZE;
|
||||
return ChunkMesh{std::make_unique<Mesh>(
|
||||
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, CHUNK_VATTRS
|
||||
), std::move(sortingMesh)};
|
||||
}
|
||||
|
||||
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
||||
|
||||
@ -12,6 +12,7 @@
|
||||
#include "voxels/VoxelsVolume.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "maths/util.hpp"
|
||||
#include "commons.hpp"
|
||||
|
||||
class Content;
|
||||
class Mesh;
|
||||
@ -19,15 +20,14 @@ class Block;
|
||||
class Chunk;
|
||||
class Chunks;
|
||||
class VoxelsVolume;
|
||||
class ChunksStorage;
|
||||
class Chunks;
|
||||
class ContentGfxCache;
|
||||
struct EngineSettings;
|
||||
struct UVRegion;
|
||||
|
||||
class BlocksRenderer {
|
||||
static const glm::vec3 SUN_VECTOR;
|
||||
static const uint VERTEX_SIZE;
|
||||
const Content* const content;
|
||||
const Content& content;
|
||||
std::unique_ptr<float[]> vertexBuffer;
|
||||
std::unique_ptr<int[]> indexBuffer;
|
||||
size_t vertexOffset;
|
||||
@ -40,11 +40,13 @@ class BlocksRenderer {
|
||||
std::unique_ptr<VoxelsVolume> voxelsBuffer;
|
||||
|
||||
const Block* const* blockDefsCache;
|
||||
const ContentGfxCache* const cache;
|
||||
const EngineSettings* settings;
|
||||
const ContentGfxCache& cache;
|
||||
const EngineSettings& settings;
|
||||
|
||||
util::PseudoRandom randomizer;
|
||||
|
||||
SortingMeshData sortingMesh;
|
||||
|
||||
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
|
||||
void index(int a, int b, int c, int d, int e, int f);
|
||||
|
||||
@ -115,7 +117,6 @@ class BlocksRenderer {
|
||||
|
||||
bool isOpenForLight(int x, int y, int z) const;
|
||||
|
||||
|
||||
// Does block allow to see other blocks sides (is it transparent)
|
||||
inline bool isOpen(const glm::ivec3& pos, ubyte group) const {
|
||||
auto id = voxelsBuffer->pickBlockId(
|
||||
@ -135,14 +136,21 @@ class BlocksRenderer {
|
||||
glm::vec4 pickLight(const glm::ivec3& coord) const;
|
||||
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
void render(const voxel* voxels);
|
||||
|
||||
void render(const voxel* voxels, int beginEnds[256][2]);
|
||||
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
|
||||
public:
|
||||
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings* settings);
|
||||
BlocksRenderer(
|
||||
size_t capacity,
|
||||
const Content& content,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
virtual ~BlocksRenderer();
|
||||
|
||||
void build(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
std::shared_ptr<Mesh> render(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
MeshData createMesh();
|
||||
void build(const Chunk* chunk, const Chunks* chunks);
|
||||
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
|
||||
ChunkMeshData createMesh();
|
||||
VoxelsVolume* getVoxelsBuffer() const;
|
||||
|
||||
bool isCancelled() const {
|
||||
|
||||
@ -1,32 +1,38 @@
|
||||
#include "ChunksRenderer.hpp"
|
||||
#include "BlocksRenderer.hpp"
|
||||
#include "debug/Logger.hpp"
|
||||
#include "assets/Assets.hpp"
|
||||
#include "graphics/core/Mesh.hpp"
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "graphics/core/Texture.hpp"
|
||||
#include "graphics/core/Atlas.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "world/Level.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
#include "maths/FrustumCulling.hpp"
|
||||
#include "util/listutil.hpp"
|
||||
#include "settings.hpp"
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
|
||||
static debug::Logger logger("chunks-render");
|
||||
|
||||
size_t ChunksRenderer::visibleChunks = 0;
|
||||
|
||||
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
|
||||
Level* level;
|
||||
const Level& level;
|
||||
BlocksRenderer renderer;
|
||||
public:
|
||||
RendererWorker(
|
||||
Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
const Level& level,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
) : level(level),
|
||||
renderer(settings->graphics.chunkMaxVertices.get(),
|
||||
level->content, cache, settings)
|
||||
renderer(settings.graphics.chunkMaxVertices.get(),
|
||||
*level.content, cache, settings)
|
||||
{}
|
||||
|
||||
RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
|
||||
renderer.build(chunk.get(), level->chunksStorage.get());
|
||||
renderer.build(chunk.get(), level.chunks.get());
|
||||
if (renderer.isCancelled()) {
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), true, MeshData()};
|
||||
@ -38,24 +44,33 @@ public:
|
||||
};
|
||||
|
||||
ChunksRenderer::ChunksRenderer(
|
||||
Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
) : level(level),
|
||||
const Level* level,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
) : level(*level),
|
||||
assets(assets),
|
||||
frustum(frustum),
|
||||
settings(settings),
|
||||
threadPool(
|
||||
"chunks-render-pool",
|
||||
[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
|
||||
[=](RendererResult& result){
|
||||
[&](){return std::make_shared<RendererWorker>(*level, cache, settings);},
|
||||
[&](RendererResult& result){
|
||||
if (!result.cancelled) {
|
||||
meshes[result.key] = std::make_shared<Mesh>(result.meshData);
|
||||
auto meshData = std::move(result.meshData);
|
||||
meshes[result.key] = ChunkMesh {
|
||||
std::make_unique<Mesh>(meshData.mesh),
|
||||
std::move(meshData.sortingMesh)
|
||||
};
|
||||
}
|
||||
inwork.erase(result.key);
|
||||
}, settings->graphics.chunkMaxRenderers.get())
|
||||
}, settings.graphics.chunkMaxRenderers.get())
|
||||
{
|
||||
threadPool.setStopOnFail(false);
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
settings->graphics.chunkMaxVertices.get(),
|
||||
level->content, cache, settings
|
||||
settings.graphics.chunkMaxVertices.get(),
|
||||
*level->content, cache, settings
|
||||
);
|
||||
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
||||
}
|
||||
@ -63,12 +78,16 @@ ChunksRenderer::ChunksRenderer(
|
||||
ChunksRenderer::~ChunksRenderer() {
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
|
||||
const Mesh* ChunksRenderer::render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
chunk->flags.modified = false;
|
||||
if (important) {
|
||||
auto mesh = renderer->render(chunk.get(), level->chunksStorage.get());
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
|
||||
return mesh;
|
||||
auto mesh = renderer->render(chunk.get(), level.chunks.get());
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
|
||||
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
|
||||
};
|
||||
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
|
||||
}
|
||||
glm::ivec2 key(chunk->x, chunk->z);
|
||||
if (inwork.find(key) != inwork.end()) {
|
||||
@ -92,7 +111,9 @@ void ChunksRenderer::clear() {
|
||||
threadPool.clearQueue();
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>& chunk, bool important) {
|
||||
const Mesh* ChunksRenderer::getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end()) {
|
||||
return render(chunk, important);
|
||||
@ -100,17 +121,180 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
|
||||
if (chunk->flags.modified) {
|
||||
render(chunk, important);
|
||||
}
|
||||
return found->second;
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
return found->second;
|
||||
}
|
||||
return nullptr;
|
||||
return found->second.mesh.get();
|
||||
}
|
||||
|
||||
void ChunksRenderer::update() {
|
||||
threadPool.update();
|
||||
}
|
||||
|
||||
const Mesh* ChunksRenderer::retrieveChunk(
|
||||
size_t index, const Camera& camera, Shader& shader, bool culling
|
||||
) {
|
||||
auto chunk = level.chunks->getChunks()[index];
|
||||
if (chunk == nullptr || !chunk->flags.lighted) {
|
||||
return nullptr;
|
||||
}
|
||||
float distance = glm::distance(
|
||||
camera.position,
|
||||
glm::vec3(
|
||||
(chunk->x + 0.5f) * CHUNK_W,
|
||||
camera.position.y,
|
||||
(chunk->z + 0.5f) * CHUNK_D
|
||||
)
|
||||
);
|
||||
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
|
||||
if (mesh == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
if (culling) {
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustum.isBoxVisible(min, max)) return nullptr;
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawChunks(
|
||||
const Camera& camera, Shader& shader
|
||||
) {
|
||||
const auto& chunks = *level.chunks;
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
update();
|
||||
|
||||
// [warning] this whole method is not thread-safe for chunks
|
||||
|
||||
int chunksWidth = chunks.getWidth();
|
||||
int chunksOffsetX = chunks.getOffsetX();
|
||||
int chunksOffsetY = chunks.getOffsetY();
|
||||
|
||||
if (indices.size() != chunks.getVolume()) {
|
||||
indices.clear();
|
||||
for (int i = 0; i < chunks.getVolume(); i++) {
|
||||
indices.push_back(ChunksSortEntry {i, 0});
|
||||
}
|
||||
}
|
||||
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
|
||||
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
|
||||
for (auto& index : indices) {
|
||||
float x = index.index % chunksWidth + chunksOffsetX - px;
|
||||
float z = index.index / chunksWidth + chunksOffsetY - pz;
|
||||
index.d = (x * x + z * z) * 1024;
|
||||
}
|
||||
util::insertion_sort(indices.begin(), indices.end());
|
||||
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
|
||||
visibleChunks = 0;
|
||||
shader.uniform1i("u_alphaClip", true);
|
||||
|
||||
// TODO: minimize draw calls number
|
||||
for (size_t i = 0; i < indices.size(); i++) {
|
||||
auto chunk = chunks.getChunks()[indices[i].index];
|
||||
auto mesh = retrieveChunk(indices[i].index, camera, shader, culling);
|
||||
|
||||
if (mesh) {
|
||||
glm::vec3 coord(
|
||||
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
|
||||
);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader.uniformMatrix("u_model", model);
|
||||
mesh->draw();
|
||||
visibleChunks++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void write_sorting_mesh_entries(
|
||||
float* buffer, const std::vector<SortingMeshEntry>& chunkEntries
|
||||
) {
|
||||
for (const auto& entry : chunkEntries) {
|
||||
const auto& vertexData = entry.vertexData;
|
||||
std::memcpy(
|
||||
buffer,
|
||||
vertexData.data(),
|
||||
vertexData.size() * sizeof(float)
|
||||
);
|
||||
buffer += vertexData.size();
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
|
||||
const int sortInterval = TRANSLUCENT_BLOCKS_SORT_INTERVAL;
|
||||
static int frameid = 0;
|
||||
frameid++;
|
||||
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
const auto& chunks = level.chunks->getChunks();
|
||||
const auto& cameraPos = camera.position;
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
shader.uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader.uniform1i("u_alphaClip", false);
|
||||
|
||||
for (const auto& index : indices) {
|
||||
const auto& chunk = chunks[index.index];
|
||||
if (chunk == nullptr || !chunk->flags.lighted) {
|
||||
continue;
|
||||
}
|
||||
const auto& found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found == meshes.end() || found->second.sortingMeshData.entries.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustum.isBoxVisible(min, max)) continue;
|
||||
|
||||
auto& chunkEntries = found->second.sortingMeshData.entries;
|
||||
|
||||
if (chunkEntries.size() == 1) {
|
||||
auto& entry = chunkEntries.at(0);
|
||||
if (found->second.sortedMesh == nullptr) {
|
||||
found->second.sortedMesh = std::make_unique<Mesh>(
|
||||
entry.vertexData.data(),
|
||||
entry.vertexData.size() / CHUNK_VERTEX_SIZE,
|
||||
CHUNK_VATTRS
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
continue;
|
||||
}
|
||||
for (auto& entry : chunkEntries) {
|
||||
entry.distance = static_cast<long long>(
|
||||
glm::distance2(entry.position, cameraPos)
|
||||
);
|
||||
}
|
||||
if (found->second.sortedMesh == nullptr ||
|
||||
(frameid + chunk->x) % sortInterval == 0) {
|
||||
std::sort(chunkEntries.begin(), chunkEntries.end());
|
||||
size_t size = 0;
|
||||
for (const auto& entry : chunkEntries) {
|
||||
size += entry.vertexData.size();
|
||||
}
|
||||
|
||||
static util::Buffer<float> buffer;
|
||||
if (buffer.size() < size) {
|
||||
buffer = util::Buffer<float>(size);
|
||||
}
|
||||
write_sorting_mesh_entries(buffer.data(), chunkEntries);
|
||||
found->second.sortedMesh = std::make_unique<Mesh>(
|
||||
buffer.data(), size / CHUNK_VERTEX_SIZE, CHUNK_VATTRS
|
||||
);
|
||||
}
|
||||
found->second.sortedMesh->draw();
|
||||
}
|
||||
}
|
||||
|
||||
@ -4,47 +4,80 @@
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/hash.hpp>
|
||||
|
||||
#include "voxels/Block.hpp"
|
||||
#include "voxels/ChunksStorage.hpp"
|
||||
#include "util/ThreadPool.hpp"
|
||||
#include "graphics/core/MeshData.hpp"
|
||||
#include "commons.hpp"
|
||||
|
||||
class Mesh;
|
||||
class Chunk;
|
||||
class Level;
|
||||
class Camera;
|
||||
class Shader;
|
||||
class Assets;
|
||||
class Frustum;
|
||||
class BlocksRenderer;
|
||||
class ContentGfxCache;
|
||||
struct EngineSettings;
|
||||
|
||||
struct ChunksSortEntry {
|
||||
int index;
|
||||
int d;
|
||||
|
||||
inline bool operator<(const ChunksSortEntry& o) const noexcept {
|
||||
return d > o.d;
|
||||
}
|
||||
};
|
||||
|
||||
struct RendererResult {
|
||||
glm::ivec2 key;
|
||||
bool cancelled;
|
||||
MeshData meshData;
|
||||
ChunkMeshData meshData;
|
||||
};
|
||||
|
||||
class ChunksRenderer {
|
||||
Level* level;
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
const Level& level;
|
||||
const Assets& assets;
|
||||
const Frustum& frustum;
|
||||
const EngineSettings& settings;
|
||||
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
std::vector<ChunksSortEntry> indices;
|
||||
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
|
||||
const Mesh* retrieveChunk(
|
||||
size_t index, const Camera& camera, Shader& shader, bool culling
|
||||
);
|
||||
public:
|
||||
ChunksRenderer(
|
||||
Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
const Level* level,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
std::shared_ptr<Mesh> render(const std::shared_ptr<Chunk>& chunk, bool important);
|
||||
const Mesh* render(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
);
|
||||
void unload(const Chunk* chunk);
|
||||
void clear();
|
||||
|
||||
std::shared_ptr<Mesh> getOrRender(const std::shared_ptr<Chunk>& chunk, bool important);
|
||||
std::shared_ptr<Mesh> get(Chunk* chunk);
|
||||
const Mesh* getOrRender(
|
||||
const std::shared_ptr<Chunk>& chunk, bool important
|
||||
);
|
||||
void drawChunks(const Camera& camera, Shader& shader);
|
||||
|
||||
void drawSortedMeshes(const Camera& camera, Shader& shader);
|
||||
|
||||
void update();
|
||||
|
||||
static size_t visibleChunks;
|
||||
};
|
||||
|
||||
@ -64,6 +64,7 @@ void Emitter::update(
|
||||
return;
|
||||
}
|
||||
}
|
||||
timer += delta;
|
||||
const float maxDistance = preset.maxDistance;
|
||||
if (glm::distance2(position, cameraPosition) > maxDistance * maxDistance) {
|
||||
if (count > 0) {
|
||||
@ -77,7 +78,6 @@ void Emitter::update(
|
||||
}
|
||||
return;
|
||||
}
|
||||
timer += delta;
|
||||
while (count && timer > spawnInterval) {
|
||||
// spawn particle
|
||||
Particle particle = prototype;
|
||||
|
||||
109
src/graphics/render/GuidesRenderer.cpp
Normal file
109
src/graphics/render/GuidesRenderer.cpp
Normal file
@ -0,0 +1,109 @@
|
||||
#include "GuidesRenderer.hpp"
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "graphics/core/LineBatch.hpp"
|
||||
#include "graphics/core/DrawContext.hpp"
|
||||
#include "maths/voxmaths.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
#include "constants.hpp"
|
||||
|
||||
void GuidesRenderer::drawBorders(
|
||||
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
|
||||
) {
|
||||
int ww = ex - sx;
|
||||
int dd = ez - sz;
|
||||
/*corner*/ {
|
||||
batch.line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
|
||||
batch.line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
|
||||
batch.line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
|
||||
batch.line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
|
||||
}
|
||||
for (int i = 2; i < ww; i += 2) {
|
||||
batch.line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
|
||||
batch.line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
|
||||
}
|
||||
for (int i = 2; i < dd; i += 2) {
|
||||
batch.line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
|
||||
batch.line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
|
||||
}
|
||||
for (int i = sy; i < ey; i += 2) {
|
||||
batch.line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
|
||||
batch.line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
|
||||
batch.line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
|
||||
batch.line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
|
||||
}
|
||||
batch.flush();
|
||||
}
|
||||
|
||||
void GuidesRenderer::drawCoordSystem(
|
||||
LineBatch& batch, const DrawContext& pctx, float length
|
||||
) {
|
||||
auto ctx = pctx.sub();
|
||||
ctx.setDepthTest(false);
|
||||
batch.lineWidth(4.0f);
|
||||
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
|
||||
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
|
||||
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
|
||||
batch.flush();
|
||||
|
||||
ctx.setDepthTest(true);
|
||||
batch.lineWidth(2.0f);
|
||||
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
|
||||
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
|
||||
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
|
||||
}
|
||||
|
||||
void GuidesRenderer::renderDebugLines(
|
||||
const DrawContext& pctx,
|
||||
const Camera& camera,
|
||||
LineBatch& batch,
|
||||
Shader& linesShader,
|
||||
bool showChunkBorders
|
||||
) {
|
||||
DrawContext ctx = pctx.sub(&batch);
|
||||
const auto& viewport = ctx.getViewport();
|
||||
uint displayWidth = viewport.getWidth();
|
||||
uint displayHeight = viewport.getHeight();
|
||||
|
||||
ctx.setDepthTest(true);
|
||||
|
||||
linesShader.use();
|
||||
|
||||
if (showChunkBorders) {
|
||||
linesShader.uniformMatrix("u_projview", camera.getProjView());
|
||||
glm::vec3 coord = camera.position;
|
||||
if (coord.x < 0) coord.x--;
|
||||
if (coord.z < 0) coord.z--;
|
||||
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
|
||||
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
|
||||
|
||||
drawBorders(
|
||||
batch,
|
||||
cx * CHUNK_W,
|
||||
0,
|
||||
cz * CHUNK_D,
|
||||
(cx + 1) * CHUNK_W,
|
||||
CHUNK_H,
|
||||
(cz + 1) * CHUNK_D
|
||||
);
|
||||
}
|
||||
|
||||
float length = 40.f;
|
||||
glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
|
||||
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
|
||||
linesShader.uniformMatrix(
|
||||
"u_projview",
|
||||
glm::ortho(
|
||||
0.f,
|
||||
static_cast<float>(displayWidth),
|
||||
0.f,
|
||||
static_cast<float>(displayHeight),
|
||||
-length,
|
||||
length
|
||||
) * model *
|
||||
glm::inverse(camera.rotation)
|
||||
);
|
||||
drawCoordSystem(batch, ctx, length);
|
||||
}
|
||||
28
src/graphics/render/GuidesRenderer.hpp
Normal file
28
src/graphics/render/GuidesRenderer.hpp
Normal file
@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
class LineBatch;
|
||||
class DrawContext;
|
||||
class Camera;
|
||||
class Shader;
|
||||
|
||||
class GuidesRenderer {
|
||||
public:
|
||||
void drawBorders(
|
||||
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
|
||||
);
|
||||
void drawCoordSystem(
|
||||
LineBatch& batch, const DrawContext& pctx, float length
|
||||
);
|
||||
|
||||
/// @brief Render all debug lines (chunks borders, coord system guides)
|
||||
/// @param context graphics context
|
||||
/// @param camera active camera
|
||||
/// @param linesShader shader used
|
||||
void renderDebugLines(
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
LineBatch& batch,
|
||||
Shader& linesShader,
|
||||
bool showChunkBorders
|
||||
);
|
||||
};
|
||||
@ -6,7 +6,7 @@
|
||||
#include "voxels/Chunks.hpp"
|
||||
#include "voxels/Chunk.hpp"
|
||||
|
||||
static const vattr attrs[] = {
|
||||
static const VertexAttribute attrs[] = {
|
||||
{3}, {2}, {3}, {1}, {0}
|
||||
};
|
||||
|
||||
|
||||
@ -47,9 +47,9 @@ static glm::mat4 extract_rotation(glm::mat4 matrix) {
|
||||
|
||||
ModelBatch::ModelBatch(
|
||||
size_t capacity,
|
||||
Assets* assets,
|
||||
Chunks* chunks,
|
||||
const EngineSettings* settings
|
||||
const Assets& assets,
|
||||
const Chunks& chunks,
|
||||
const EngineSettings& settings
|
||||
)
|
||||
: batch(std::make_unique<MainBatch>(capacity)),
|
||||
assets(assets),
|
||||
@ -73,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
|
||||
if (mesh.lighting) {
|
||||
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
gpos += lightsOffset;
|
||||
lights = MainBatch::sampleLight(gpos, *chunks, backlight);
|
||||
lights = MainBatch::sampleLight(gpos, chunks, backlight);
|
||||
}
|
||||
for (size_t i = 0; i < vcount / 3; i++) {
|
||||
batch->prepare(3);
|
||||
@ -107,7 +107,7 @@ void ModelBatch::render() {
|
||||
return a.mesh->texture < b.mesh->texture;
|
||||
}
|
||||
);
|
||||
bool backlight = settings->graphics.backlight.get();
|
||||
bool backlight = settings.graphics.backlight.get();
|
||||
for (auto& entry : entries) {
|
||||
draw(
|
||||
*entry.mesh,
|
||||
@ -136,6 +136,6 @@ void ModelBatch::setTexture(const std::string& name,
|
||||
return setTexture(found->second, varTextures);
|
||||
}
|
||||
}
|
||||
auto region = util::get_texture_region(*assets, name, "blocks:notfound");
|
||||
auto region = util::get_texture_region(assets, name, "blocks:notfound");
|
||||
batch->setTexture(region.texture, region.region);
|
||||
}
|
||||
|
||||
@ -23,10 +23,10 @@ namespace model {
|
||||
using texture_names_map = std::unordered_map<std::string, std::string>;
|
||||
|
||||
class ModelBatch {
|
||||
Assets* assets;
|
||||
Chunks* chunks;
|
||||
const Assets& assets;
|
||||
const Chunks& chunks;
|
||||
|
||||
const EngineSettings* settings;
|
||||
const EngineSettings& settings;
|
||||
glm::vec3 lightsOffset {};
|
||||
|
||||
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
|
||||
@ -39,6 +39,7 @@ class ModelBatch {
|
||||
glm::vec3 tint,
|
||||
const texture_names_map* varTextures,
|
||||
bool backlight);
|
||||
|
||||
void setTexture(const std::string& name,
|
||||
const texture_names_map* varTextures);
|
||||
|
||||
@ -53,9 +54,9 @@ class ModelBatch {
|
||||
public:
|
||||
ModelBatch(
|
||||
size_t capacity,
|
||||
Assets* assets,
|
||||
Chunks* chunks,
|
||||
const EngineSettings* settings
|
||||
const Assets& assets,
|
||||
const Chunks& chunks,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
~ModelBatch();
|
||||
|
||||
|
||||
@ -60,43 +60,42 @@ model::Model ModelsGenerator::fromCustom(
|
||||
auto& mesh = model.addMesh("blocks:" + modelTextures[i * 6]);
|
||||
mesh.lighting = lighting;
|
||||
const UVRegion boxtexfaces[6] = {
|
||||
get_region_for(modelTextures[i * 6], assets),
|
||||
get_region_for(modelTextures[i * 6 + 1], assets),
|
||||
get_region_for(modelTextures[i * 6 + 2], assets),
|
||||
get_region_for(modelTextures[i * 6 + 3], assets),
|
||||
get_region_for(modelTextures[i * 6 + 5], assets),
|
||||
get_region_for(modelTextures[i * 6 + 4], assets),
|
||||
get_region_for(modelTextures[i * 6 + 5], assets)
|
||||
get_region_for(modelTextures[i * 6 + 3], assets),
|
||||
get_region_for(modelTextures[i * 6 + 2], assets),
|
||||
get_region_for(modelTextures[i * 6 + 1], assets),
|
||||
get_region_for(modelTextures[i * 6 + 0], assets)
|
||||
};
|
||||
mesh.addBox(
|
||||
modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces
|
||||
);
|
||||
}
|
||||
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
glm::vec3 norm {0, 1, 0};
|
||||
for (size_t i = 0; i < points.size() / 4; i++) {
|
||||
auto texture = "blocks:" + modelTextures[modelBoxes.size() * 6 + i];
|
||||
auto texture = modelTextures[modelBoxes.size() * 6 + i];
|
||||
|
||||
auto& mesh = model.addMesh(texture);
|
||||
mesh.lighting = lighting;
|
||||
|
||||
auto reg = get_region_for(texture, assets);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
|
||||
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
|
||||
);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
|
||||
{points[i * 4 + 1], glm::vec2(reg.u2, reg.v1), norm}
|
||||
);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
|
||||
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
|
||||
);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
|
||||
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
|
||||
);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
|
||||
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
|
||||
);
|
||||
mesh.vertices.push_back(
|
||||
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
|
||||
{points[i * 4 + 3], glm::vec2(reg.u1, reg.v2), norm}
|
||||
);
|
||||
}
|
||||
return model;
|
||||
|
||||
@ -18,7 +18,7 @@ size_t ParticlesRenderer::aliveEmitters = 0;
|
||||
ParticlesRenderer::ParticlesRenderer(
|
||||
const Assets& assets, const Level& level, const GraphicsSettings* settings
|
||||
)
|
||||
: batch(std::make_unique<MainBatch>(1024)),
|
||||
: batch(std::make_unique<MainBatch>(4096)),
|
||||
level(level),
|
||||
assets(assets),
|
||||
settings(settings) {}
|
||||
|
||||
@ -15,6 +15,7 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.141592
|
||||
@ -23,7 +24,7 @@
|
||||
const int STARS_COUNT = 3000;
|
||||
const int STARS_SEED = 632;
|
||||
|
||||
Skybox::Skybox(uint size, Shader* shader)
|
||||
Skybox::Skybox(uint size, Shader& shader)
|
||||
: size(size),
|
||||
shader(shader),
|
||||
batch3d(std::make_unique<Batch3D>(4096))
|
||||
@ -38,19 +39,19 @@ Skybox::Skybox(uint size, Shader* shader)
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
|
||||
};
|
||||
vattr attrs[] {{2}, {0}};
|
||||
VertexAttribute attrs[] {{2}, {0}};
|
||||
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
|
||||
|
||||
sprites.push_back(skysprite {
|
||||
"misc/moon",
|
||||
M_PI*0.5f,
|
||||
glm::pi<float>()*0.5f,
|
||||
4.0f,
|
||||
false
|
||||
});
|
||||
|
||||
sprites.push_back(skysprite {
|
||||
"misc/sun",
|
||||
M_PI*1.5f,
|
||||
glm::pi<float>()*1.5f,
|
||||
4.0f,
|
||||
true
|
||||
});
|
||||
@ -115,13 +116,13 @@ void Skybox::draw(
|
||||
p_shader->uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
batch3d->begin();
|
||||
|
||||
float angle = daytime * float(M_PI) * 2.0f;
|
||||
float angle = daytime * glm::pi<float>() * 2.0f;
|
||||
float opacity = glm::pow(1.0f-fog, 7.0f);
|
||||
|
||||
for (auto& sprite : sprites) {
|
||||
batch3d->texture(assets.get<Texture>(sprite.texture));
|
||||
|
||||
float sangle = daytime * float(M_PI)*2.0 + sprite.phase;
|
||||
float sangle = daytime * glm::pi<float>()*2.0 + sprite.phase;
|
||||
float distance = sprite.distance;
|
||||
|
||||
glm::vec3 pos(-std::cos(sangle)*distance, std::sin(sangle)*distance, 0);
|
||||
@ -152,15 +153,15 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
|
||||
ready = true;
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
cubemap->bind();
|
||||
shader->use();
|
||||
t *= M_PI*2.0f;
|
||||
shader.use();
|
||||
t *= glm::pi<float>()*2.0f;
|
||||
|
||||
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
|
||||
shader->uniform1i("u_quality", quality);
|
||||
shader->uniform1f("u_mie", mie);
|
||||
shader->uniform1f("u_fog", mie - 1.0f);
|
||||
shader->uniform3f("u_lightDir", lightDir);
|
||||
shader->uniform1f("u_dayTime", dayTime);
|
||||
shader.uniform1i("u_quality", quality);
|
||||
shader.uniform1f("u_mie", mie);
|
||||
shader.uniform1f("u_fog", mie - 1.0f);
|
||||
shader.uniform3f("u_lightDir", lightDir);
|
||||
shader.uniform1f("u_dayTime", dayTime);
|
||||
|
||||
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) >= 0.01) {
|
||||
for (uint face = 0; face < 6; face++) {
|
||||
@ -206,10 +207,16 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
|
||||
{0.0f, 0.0f, -1.0f},
|
||||
{0.0f, 0.0f, 1.0f},
|
||||
};
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap->getId(), 0);
|
||||
shader->uniform3f("u_xaxis", xaxs[face]);
|
||||
shader->uniform3f("u_yaxis", yaxs[face]);
|
||||
shader->uniform3f("u_zaxis", zaxs[face]);
|
||||
glFramebufferTexture2D(
|
||||
GL_FRAMEBUFFER,
|
||||
GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
|
||||
cubemap->getId(),
|
||||
0
|
||||
);
|
||||
shader.uniform3f("u_xaxis", xaxs[face]);
|
||||
shader.uniform3f("u_yaxis", yaxs[face]);
|
||||
shader.uniform3f("u_zaxis", zaxs[face]);
|
||||
mesh->draw();
|
||||
}
|
||||
|
||||
|
||||
@ -27,7 +27,7 @@ struct skysprite {
|
||||
class Skybox {
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
uint size;
|
||||
Shader* shader;
|
||||
Shader& shader;
|
||||
bool ready = false;
|
||||
FastRandom random;
|
||||
glm::vec3 lightDir;
|
||||
@ -46,7 +46,7 @@ class Skybox {
|
||||
);
|
||||
void refreshFace(uint face, Cubemap* cubemap);
|
||||
public:
|
||||
Skybox(uint size, Shader* shader);
|
||||
Skybox(uint size, Shader& shader);
|
||||
~Skybox();
|
||||
|
||||
void draw(
|
||||
|
||||
47
src/graphics/render/TextNote.cpp
Normal file
47
src/graphics/render/TextNote.cpp
Normal file
@ -0,0 +1,47 @@
|
||||
#include "TextNote.hpp"
|
||||
|
||||
TextNote::TextNote(std::wstring text, NotePreset preset, glm::vec3 position)
|
||||
: text(std::move(text)),
|
||||
preset(std::move(preset)),
|
||||
position(std::move(position)) {
|
||||
}
|
||||
|
||||
void TextNote::setText(std::wstring_view text) {
|
||||
this->text = text;
|
||||
}
|
||||
|
||||
const std::wstring& TextNote::getText() const {
|
||||
return text;
|
||||
}
|
||||
|
||||
const NotePreset& TextNote::getPreset() const {
|
||||
return preset;
|
||||
}
|
||||
|
||||
void TextNote::updatePreset(const dv::value& data) {
|
||||
preset.deserialize(data);
|
||||
}
|
||||
|
||||
void TextNote::setPosition(const glm::vec3& position) {
|
||||
this->position = position;
|
||||
}
|
||||
|
||||
const glm::vec3& TextNote::getPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
const glm::vec3& TextNote::getAxisX() const {
|
||||
return xAxis;
|
||||
}
|
||||
|
||||
const glm::vec3& TextNote::getAxisY() const {
|
||||
return yAxis;
|
||||
}
|
||||
|
||||
void TextNote::setAxisX(const glm::vec3& vec) {
|
||||
xAxis = vec;
|
||||
}
|
||||
|
||||
void TextNote::setAxisY(const glm::vec3& vec) {
|
||||
yAxis = vec;
|
||||
}
|
||||
32
src/graphics/render/TextNote.hpp
Normal file
32
src/graphics/render/TextNote.hpp
Normal file
@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
|
||||
#include "presets/NotePreset.hpp"
|
||||
|
||||
/// @brief 3D text instance
|
||||
class TextNote {
|
||||
std::wstring text;
|
||||
NotePreset preset;
|
||||
glm::vec3 position;
|
||||
|
||||
glm::vec3 xAxis {1, 0, 0};
|
||||
glm::vec3 yAxis {0, 1, 0};
|
||||
public:
|
||||
TextNote(std::wstring text, NotePreset preset, glm::vec3 position);
|
||||
|
||||
void setText(std::wstring_view text);
|
||||
|
||||
const std::wstring& getText() const;
|
||||
|
||||
const NotePreset& getPreset() const;
|
||||
|
||||
void updatePreset(const dv::value& data);
|
||||
|
||||
void setPosition(const glm::vec3& position);
|
||||
const glm::vec3& getPosition() const;
|
||||
|
||||
const glm::vec3& getAxisX() const;
|
||||
const glm::vec3& getAxisY() const;
|
||||
|
||||
void setAxisX(const glm::vec3& vec);
|
||||
void setAxisY(const glm::vec3& vec);
|
||||
};
|
||||
146
src/graphics/render/TextsRenderer.cpp
Normal file
146
src/graphics/render/TextsRenderer.cpp
Normal file
@ -0,0 +1,146 @@
|
||||
#include "TextsRenderer.hpp"
|
||||
|
||||
#include "TextNote.hpp"
|
||||
#include "maths/util.hpp"
|
||||
#include "assets/Assets.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
#include "window/Window.hpp"
|
||||
#include "maths/FrustumCulling.hpp"
|
||||
#include "graphics/core/Font.hpp"
|
||||
#include "graphics/core/Batch3D.hpp"
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "presets/NotePreset.hpp"
|
||||
|
||||
TextsRenderer::TextsRenderer(
|
||||
Batch3D& batch, const Assets& assets, const Frustum& frustum
|
||||
)
|
||||
: batch(batch), assets(assets), frustum(frustum) {
|
||||
}
|
||||
|
||||
void TextsRenderer::renderNote(
|
||||
const TextNote& note,
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
bool hudVisible,
|
||||
bool frontLayer,
|
||||
bool projected
|
||||
) {
|
||||
const auto& text = note.getText();
|
||||
const auto& preset = note.getPreset();
|
||||
auto pos = note.getPosition();
|
||||
|
||||
if (util::distance2(pos, camera.position) >
|
||||
util::sqr(preset.renderDistance / camera.zoom)) {
|
||||
return;
|
||||
}
|
||||
// Projected notes are displayed on the front layer only
|
||||
if ((preset.displayMode == NoteDisplayMode::PROJECTED) != projected) {
|
||||
return;
|
||||
}
|
||||
float opacity = 1.0f;
|
||||
if (frontLayer && preset.displayMode != NoteDisplayMode::PROJECTED) {
|
||||
if (preset.xrayOpacity <= 0.0001f) {
|
||||
return;
|
||||
}
|
||||
opacity = preset.xrayOpacity;
|
||||
}
|
||||
const auto& font = assets.require<Font>("normal");
|
||||
|
||||
glm::vec3 xvec = note.getAxisX();
|
||||
glm::vec3 yvec = note.getAxisY();
|
||||
|
||||
int width = font.calcWidth(text, text.length());
|
||||
if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
|
||||
preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
|
||||
xvec = camera.position - pos;
|
||||
xvec.y = 0;
|
||||
std::swap(xvec.x, xvec.z);
|
||||
xvec.z *= -1;
|
||||
xvec = glm::normalize(xvec);
|
||||
if (preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
|
||||
yvec = camera.up;
|
||||
}
|
||||
}
|
||||
if (preset.displayMode != NoteDisplayMode::PROJECTED) {
|
||||
if (!frustum.isBoxVisible(pos - xvec * (width * 0.5f),
|
||||
pos + xvec * (width * 0.5f))) {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
float scale = 1.0f;
|
||||
if (glm::abs(preset.perspective) > 0.0001f) {
|
||||
float scale2 = scale /
|
||||
(glm::distance(camera.position, pos) *
|
||||
util::sqr(camera.zoom) *
|
||||
glm::sqrt(glm::tan(camera.getFov() * 0.5f)));
|
||||
scale = scale2 * preset.perspective +
|
||||
scale * (1.0f - preset.perspective);
|
||||
}
|
||||
auto projpos = camera.getProjView() * glm::vec4(pos, 1.0f);
|
||||
pos = projpos;
|
||||
if (pos.z < 0.0f) {
|
||||
return;
|
||||
}
|
||||
pos /= pos.z;
|
||||
pos.z = 0;
|
||||
xvec = {2.0f/Window::width*scale, 0, 0};
|
||||
yvec = {0, 2.0f/Window::height*scale, 0};
|
||||
}
|
||||
auto color = preset.color;
|
||||
batch.setColor(glm::vec4(color.r, color.g, color.b, color.a * opacity));
|
||||
font.draw(
|
||||
batch,
|
||||
text,
|
||||
pos - xvec * (width * 0.5f) * preset.scale,
|
||||
xvec * preset.scale,
|
||||
yvec * preset.scale
|
||||
);
|
||||
}
|
||||
|
||||
void TextsRenderer::render(
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
bool hudVisible,
|
||||
bool frontLayer
|
||||
) {
|
||||
auto& shader = assets.require<Shader>("ui3d");
|
||||
|
||||
shader.use();
|
||||
shader.uniformMatrix("u_projview", camera.getProjView());
|
||||
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
batch.begin();
|
||||
for (const auto& [_, note] : notes) {
|
||||
renderNote(*note, context, camera, settings, hudVisible, frontLayer, false);
|
||||
}
|
||||
batch.flush();
|
||||
if (frontLayer) {
|
||||
shader.uniformMatrix(
|
||||
"u_projview",
|
||||
glm::mat4(1.0f)
|
||||
);
|
||||
for (const auto& [_, note] : notes) {
|
||||
renderNote(*note, context, camera, settings, hudVisible, true, true);
|
||||
}
|
||||
batch.flush();
|
||||
}
|
||||
}
|
||||
|
||||
u64id_t TextsRenderer::add(std::unique_ptr<TextNote> note) {
|
||||
u64id_t uid = nextNote++;
|
||||
notes[uid] = std::move(note);
|
||||
return uid;
|
||||
}
|
||||
|
||||
TextNote* TextsRenderer::get(u64id_t id) const {
|
||||
const auto& found = notes.find(id);
|
||||
if (found == notes.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
return found->second.get();
|
||||
}
|
||||
|
||||
void TextsRenderer::remove(u64id_t id) {
|
||||
notes.erase(id);
|
||||
}
|
||||
49
src/graphics/render/TextsRenderer.hpp
Normal file
49
src/graphics/render/TextsRenderer.hpp
Normal file
@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include "typedefs.hpp"
|
||||
|
||||
class DrawContext;
|
||||
class Camera;
|
||||
class Assets;
|
||||
class Batch3D;
|
||||
class Frustum;
|
||||
class TextNote;
|
||||
struct EngineSettings;
|
||||
|
||||
class TextsRenderer {
|
||||
Batch3D& batch;
|
||||
const Assets& assets;
|
||||
const Frustum& frustum;
|
||||
|
||||
std::unordered_map<u64id_t, std::unique_ptr<TextNote>> notes;
|
||||
u64id_t nextNote = 1;
|
||||
|
||||
void renderNote(
|
||||
const TextNote& note,
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
bool hudVisible,
|
||||
bool frontLayer,
|
||||
bool projected
|
||||
);
|
||||
public:
|
||||
TextsRenderer(Batch3D& batch, const Assets& assets, const Frustum& frustum);
|
||||
|
||||
void render(
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
bool hudVisible,
|
||||
bool frontLayer
|
||||
);
|
||||
|
||||
u64id_t add(std::unique_ptr<TextNote> note);
|
||||
|
||||
TextNote* get(u64id_t id) const;
|
||||
|
||||
void remove(u64id_t id);
|
||||
};
|
||||
@ -40,160 +40,94 @@
|
||||
#include "graphics/core/PostProcessing.hpp"
|
||||
#include "graphics/core/Shader.hpp"
|
||||
#include "graphics/core/Texture.hpp"
|
||||
#include "graphics/core/Font.hpp"
|
||||
#include "ParticlesRenderer.hpp"
|
||||
#include "TextsRenderer.hpp"
|
||||
#include "ChunksRenderer.hpp"
|
||||
#include "GuidesRenderer.hpp"
|
||||
#include "ModelBatch.hpp"
|
||||
#include "Skybox.hpp"
|
||||
#include "Emitter.hpp"
|
||||
#include "TextNote.hpp"
|
||||
|
||||
inline constexpr size_t BATCH3D_CAPACITY = 4096;
|
||||
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
|
||||
|
||||
bool WorldRenderer::showChunkBorders = false;
|
||||
bool WorldRenderer::showEntitiesDebug = false;
|
||||
|
||||
WorldRenderer::WorldRenderer(
|
||||
Engine* engine, LevelFrontend* frontend, Player* player
|
||||
Engine* engine, LevelFrontend& frontend, Player* player
|
||||
)
|
||||
: engine(engine),
|
||||
level(frontend->getLevel()),
|
||||
level(frontend.getLevel()),
|
||||
player(player),
|
||||
assets(*engine->getAssets()),
|
||||
frustumCulling(std::make_unique<Frustum>()),
|
||||
lineBatch(std::make_unique<LineBatch>()),
|
||||
batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
|
||||
modelBatch(std::make_unique<ModelBatch>(
|
||||
20'000,
|
||||
engine->getAssets(),
|
||||
level->chunks.get(),
|
||||
&engine->getSettings()
|
||||
MODEL_BATCH_CAPACITY, assets, *level.chunks, engine->getSettings()
|
||||
)),
|
||||
particles(std::make_unique<ParticlesRenderer>(
|
||||
*engine->getAssets(),
|
||||
*frontend->getLevel(),
|
||||
&engine->getSettings().graphics
|
||||
assets, level, &engine->getSettings().graphics
|
||||
)),
|
||||
texts(std::make_unique<TextsRenderer>(*batch3d, assets, *frustumCulling)),
|
||||
guides(std::make_unique<GuidesRenderer>()),
|
||||
chunks(std::make_unique<ChunksRenderer>(
|
||||
&level,
|
||||
assets,
|
||||
*frustumCulling,
|
||||
frontend.getContentGfxCache(),
|
||||
engine->getSettings()
|
||||
)) {
|
||||
renderer = std::make_unique<ChunksRenderer>(
|
||||
level, frontend->getContentGfxCache(), &engine->getSettings()
|
||||
);
|
||||
batch3d = std::make_unique<Batch3D>(4096);
|
||||
|
||||
auto& settings = engine->getSettings();
|
||||
level->events->listen(
|
||||
level.events->listen(
|
||||
EVT_CHUNK_HIDDEN,
|
||||
[this](lvl_event_type, Chunk* chunk) { renderer->unload(chunk); }
|
||||
[this](lvl_event_type, Chunk* chunk) { chunks->unload(chunk); }
|
||||
);
|
||||
auto assets = engine->getAssets();
|
||||
skybox = std::make_unique<Skybox>(
|
||||
settings.graphics.skyboxResolution.get(),
|
||||
assets->get<Shader>("skybox_gen")
|
||||
assets->require<Shader>("skybox_gen")
|
||||
);
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() = default;
|
||||
|
||||
bool WorldRenderer::drawChunk(
|
||||
size_t index, const Camera& camera, Shader* shader, bool culling
|
||||
) {
|
||||
auto chunk = level->chunks->getChunks()[index];
|
||||
if (!chunk->flags.lighted) {
|
||||
return false;
|
||||
}
|
||||
float distance = glm::distance(
|
||||
camera.position,
|
||||
glm::vec3(
|
||||
(chunk->x + 0.5f) * CHUNK_W,
|
||||
camera.position.y,
|
||||
(chunk->z + 0.5f) * CHUNK_D
|
||||
)
|
||||
);
|
||||
auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W * 1.5f);
|
||||
if (mesh == nullptr) {
|
||||
return false;
|
||||
}
|
||||
if (culling) {
|
||||
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
|
||||
glm::vec3 max(
|
||||
chunk->x * CHUNK_W + CHUNK_W,
|
||||
chunk->top,
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustumCulling->isBoxVisible(min, max)) return false;
|
||||
}
|
||||
glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
|
||||
shader->uniformMatrix("u_model", model);
|
||||
mesh->draw();
|
||||
return true;
|
||||
}
|
||||
|
||||
void WorldRenderer::drawChunks(
|
||||
Chunks* chunks, const Camera& camera, Shader* shader
|
||||
) {
|
||||
auto assets = engine->getAssets();
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
|
||||
atlas->getTexture()->bind();
|
||||
renderer->update();
|
||||
|
||||
// [warning] this whole method is not thread-safe for chunks
|
||||
|
||||
std::vector<size_t> indices;
|
||||
for (size_t i = 0; i < chunks->getVolume(); i++) {
|
||||
if (chunks->getChunks()[i] == nullptr) continue;
|
||||
indices.emplace_back(i);
|
||||
}
|
||||
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
|
||||
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
|
||||
std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
|
||||
const auto& chunksBuffer = chunks->getChunks();
|
||||
const auto a = chunksBuffer[i].get();
|
||||
const auto b = chunksBuffer[j].get();
|
||||
auto adx = (a->x - px);
|
||||
auto adz = (a->z - pz);
|
||||
auto bdx = (b->x - px);
|
||||
auto bdz = (b->z - pz);
|
||||
return (adx * adx + adz * adz > bdx * bdx + bdz * bdz);
|
||||
});
|
||||
bool culling = engine->getSettings().graphics.frustumCulling.get();
|
||||
if (culling) {
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
chunks->visible = 0;
|
||||
for (size_t i = 0; i < indices.size(); i++) {
|
||||
chunks->visible += drawChunk(indices[i], camera, shader, culling);
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::setupWorldShader(
|
||||
Shader* shader,
|
||||
Shader& shader,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
float fogFactor
|
||||
) {
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader->uniformMatrix("u_proj", camera.getProjection());
|
||||
shader->uniformMatrix("u_view", camera.getView());
|
||||
shader->uniform1f("u_timer", timer);
|
||||
shader->uniform1f("u_gamma", settings.graphics.gamma.get());
|
||||
shader->uniform1f("u_fogFactor", fogFactor);
|
||||
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
|
||||
shader->uniform1f("u_dayTime", level->getWorld()->getInfo().daytime);
|
||||
shader->uniform2f("u_lightDir", skybox->getLightDir());
|
||||
shader->uniform3f("u_cameraPos", camera.position);
|
||||
shader->uniform1i("u_cubemap", 1);
|
||||
shader.use();
|
||||
shader.uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader.uniformMatrix("u_proj", camera.getProjection());
|
||||
shader.uniformMatrix("u_view", camera.getView());
|
||||
shader.uniform1f("u_timer", timer);
|
||||
shader.uniform1f("u_gamma", settings.graphics.gamma.get());
|
||||
shader.uniform1f("u_fogFactor", fogFactor);
|
||||
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
|
||||
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
|
||||
shader.uniform2f("u_lightDir", skybox->getLightDir());
|
||||
shader.uniform3f("u_cameraPos", camera.position);
|
||||
shader.uniform1i("u_cubemap", 1);
|
||||
|
||||
auto indices = level->content->getIndices();
|
||||
auto indices = level.content->getIndices();
|
||||
// Light emission when an emissive item is chosen
|
||||
{
|
||||
auto inventory = player->getInventory();
|
||||
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
|
||||
auto& item = indices->items.require(stack.getItemId());
|
||||
float multiplier = 0.5f;
|
||||
shader->uniform3f(
|
||||
shader.uniform3f(
|
||||
"u_torchlightColor",
|
||||
item.emission[0] / 15.0f * multiplier,
|
||||
item.emission[1] / 15.0f * multiplier,
|
||||
item.emission[2] / 15.0f * multiplier
|
||||
);
|
||||
shader->uniform1f("u_torchlightDistance", 6.0f);
|
||||
shader.uniform1f("u_torchlightDistance", 6.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@ -202,32 +136,45 @@ void WorldRenderer::renderLevel(
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
float delta,
|
||||
bool pause
|
||||
bool pause,
|
||||
bool hudVisible
|
||||
) {
|
||||
auto assets = engine->getAssets();
|
||||
texts->render(ctx, camera, settings, hudVisible, false);
|
||||
|
||||
bool culling = engine->getSettings().graphics.frustumCulling.get();
|
||||
float fogFactor =
|
||||
15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
|
||||
|
||||
auto entityShader = assets->get<Shader>("entity");
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
setupWorldShader(entityShader, camera, settings, fogFactor);
|
||||
skybox->bind();
|
||||
|
||||
level->entities->render(
|
||||
if (culling) {
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
|
||||
level.entities->render(
|
||||
assets,
|
||||
*modelBatch,
|
||||
culling ? frustumCulling.get() : nullptr,
|
||||
delta,
|
||||
pause
|
||||
);
|
||||
particles->render(camera, delta * !pause);
|
||||
modelBatch->render();
|
||||
particles->render(camera, delta * !pause);
|
||||
|
||||
auto& shader = assets.require<Shader>("main");
|
||||
auto& linesShader = assets.require<Shader>("lines");
|
||||
|
||||
auto shader = assets->get<Shader>("main");
|
||||
setupWorldShader(shader, camera, settings, fogFactor);
|
||||
|
||||
drawChunks(level->chunks.get(), camera, shader);
|
||||
chunks->drawChunks(camera, shader);
|
||||
|
||||
if (hudVisible) {
|
||||
renderLines(camera, linesShader, ctx);
|
||||
}
|
||||
shader.use();
|
||||
chunks->drawSortedMeshes(camera, shader);
|
||||
|
||||
if (!pause) {
|
||||
scripting::on_frontend_render();
|
||||
@ -238,7 +185,7 @@ void WorldRenderer::renderLevel(
|
||||
|
||||
void WorldRenderer::renderBlockSelection() {
|
||||
const auto& selection = player->selection;
|
||||
auto indices = level->content->getIndices();
|
||||
auto indices = level.content->getIndices();
|
||||
blockid_t id = selection.vox.id;
|
||||
auto& block = indices->blocks.require(id);
|
||||
const glm::ivec3 pos = player->selection.position;
|
||||
@ -254,7 +201,7 @@ void WorldRenderer::renderBlockSelection() {
|
||||
const glm::vec3 center = glm::vec3(pos) + hitbox.center();
|
||||
const glm::vec3 size = hitbox.size();
|
||||
lineBatch->box(
|
||||
center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f)
|
||||
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f)
|
||||
);
|
||||
if (player->debug) {
|
||||
lineBatch->line(
|
||||
@ -266,87 +213,27 @@ void WorldRenderer::renderBlockSelection() {
|
||||
}
|
||||
|
||||
void WorldRenderer::renderLines(
|
||||
const Camera& camera, Shader* linesShader, const DrawContext& pctx
|
||||
const Camera& camera, Shader& linesShader, const DrawContext& pctx
|
||||
) {
|
||||
linesShader->use();
|
||||
linesShader->uniformMatrix("u_projview", camera.getProjView());
|
||||
linesShader.use();
|
||||
linesShader.uniformMatrix("u_projview", camera.getProjView());
|
||||
if (player->selection.vox.id != BLOCK_VOID) {
|
||||
renderBlockSelection();
|
||||
}
|
||||
if (player->debug && showEntitiesDebug) {
|
||||
auto ctx = pctx.sub(lineBatch.get());
|
||||
bool culling = engine->getSettings().graphics.frustumCulling.get();
|
||||
level->entities->renderDebug(
|
||||
level.entities->renderDebug(
|
||||
*lineBatch, culling ? frustumCulling.get() : nullptr, ctx
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::renderDebugLines(
|
||||
const DrawContext& pctx, const Camera& camera, Shader* linesShader
|
||||
) {
|
||||
DrawContext ctx = pctx.sub(lineBatch.get());
|
||||
const auto& viewport = ctx.getViewport();
|
||||
uint displayWidth = viewport.getWidth();
|
||||
uint displayHeight = viewport.getHeight();
|
||||
|
||||
ctx.setDepthTest(true);
|
||||
|
||||
linesShader->use();
|
||||
|
||||
if (showChunkBorders) {
|
||||
linesShader->uniformMatrix("u_projview", camera.getProjView());
|
||||
glm::vec3 coord = player->fpCamera->position;
|
||||
if (coord.x < 0) coord.x--;
|
||||
if (coord.z < 0) coord.z--;
|
||||
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
|
||||
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
|
||||
|
||||
drawBorders(
|
||||
cx * CHUNK_W,
|
||||
0,
|
||||
cz * CHUNK_D,
|
||||
(cx + 1) * CHUNK_W,
|
||||
CHUNK_H,
|
||||
(cz + 1) * CHUNK_D
|
||||
);
|
||||
}
|
||||
|
||||
float length = 40.f;
|
||||
glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
|
||||
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
|
||||
linesShader->uniformMatrix(
|
||||
"u_projview",
|
||||
glm::ortho(
|
||||
0.f,
|
||||
static_cast<float>(displayWidth),
|
||||
0.f,
|
||||
static_cast<float>(displayHeight),
|
||||
-length,
|
||||
length
|
||||
) * model *
|
||||
glm::inverse(camera.rotation)
|
||||
);
|
||||
|
||||
ctx.setDepthTest(false);
|
||||
lineBatch->lineWidth(4.0f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
|
||||
lineBatch->flush();
|
||||
|
||||
ctx.setDepthTest(true);
|
||||
lineBatch->lineWidth(2.0f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
|
||||
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
|
||||
}
|
||||
|
||||
void WorldRenderer::renderHands(
|
||||
const Camera& camera, const Assets& assets, float delta
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto entityShader = assets.get<Shader>("entity");
|
||||
auto indices = level->content->getIndices();
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
auto indices = level.content->getIndices();
|
||||
|
||||
// get current chosen item
|
||||
const auto& inventory = player->getInventory();
|
||||
@ -414,7 +301,7 @@ void WorldRenderer::draw(
|
||||
PostProcessing* postProcessing
|
||||
) {
|
||||
timer += delta * !pause;
|
||||
auto world = level->getWorld();
|
||||
auto world = level.getWorld();
|
||||
const Viewport& vp = pctx.getViewport();
|
||||
camera.aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
|
||||
|
||||
@ -424,10 +311,9 @@ void WorldRenderer::draw(
|
||||
skybox->refresh(pctx, worldInfo.daytime, 1.0f + worldInfo.fog * 2.0f, 4);
|
||||
|
||||
const auto& assets = *engine->getAssets();
|
||||
auto linesShader = assets.get<Shader>("lines");
|
||||
auto& linesShader = assets.require<Shader>("lines");
|
||||
|
||||
// World render scope with diegetic HUD included
|
||||
{
|
||||
/* World render scope with diegetic HUD included */ {
|
||||
DrawContext wctx = pctx.sub();
|
||||
postProcessing->use(wctx);
|
||||
|
||||
@ -435,25 +321,29 @@ void WorldRenderer::draw(
|
||||
|
||||
// Drawing background sky plane
|
||||
skybox->draw(pctx, camera, assets, worldInfo.daytime, worldInfo.fog);
|
||||
|
||||
// Actually world render with depth buffer on
|
||||
{
|
||||
|
||||
/* Actually world render with depth buffer on */ {
|
||||
DrawContext ctx = wctx.sub();
|
||||
ctx.setDepthTest(true);
|
||||
ctx.setCullFace(true);
|
||||
renderLevel(ctx, camera, settings, delta, pause);
|
||||
renderLevel(ctx, camera, settings, delta, pause, hudVisible);
|
||||
// Debug lines
|
||||
if (hudVisible) {
|
||||
renderLines(camera, linesShader, ctx);
|
||||
if (player->debug) {
|
||||
guides->renderDebugLines(
|
||||
ctx, camera, *lineBatch, linesShader, showChunkBorders
|
||||
);
|
||||
}
|
||||
if (player->currentCamera == player->fpCamera) {
|
||||
renderHands(camera, assets, delta * !pause);
|
||||
renderHands(camera, delta * !pause);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hudVisible && player->debug) {
|
||||
renderDebugLines(wctx, camera, linesShader);
|
||||
{
|
||||
DrawContext ctx = wctx.sub();
|
||||
texts->render(ctx, camera, settings, hudVisible, true);
|
||||
}
|
||||
renderBlockOverlay(wctx, assets);
|
||||
renderBlockOverlay(wctx);
|
||||
}
|
||||
|
||||
// Rendering fullscreen quad with
|
||||
@ -464,14 +354,14 @@ void WorldRenderer::draw(
|
||||
postProcessing->render(pctx, screenShader);
|
||||
}
|
||||
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& assets) {
|
||||
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
int x = std::floor(player->currentCamera->position.x);
|
||||
int y = std::floor(player->currentCamera->position.y);
|
||||
int z = std::floor(player->currentCamera->position.z);
|
||||
auto block = level->chunks->get(x, y, z);
|
||||
auto block = level.chunks->get(x, y, z);
|
||||
if (block && block->id) {
|
||||
const auto& def =
|
||||
level->content->getIndices()->blocks.require(block->id);
|
||||
level.content->getIndices()->blocks.require(block->id);
|
||||
if (def.overlayTexture.empty()) {
|
||||
return;
|
||||
}
|
||||
@ -487,7 +377,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
|
||||
batch3d->begin();
|
||||
shader.uniformMatrix("u_projview", glm::mat4(1.0f));
|
||||
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
auto light = level->chunks->getLight(x, y, z);
|
||||
auto light = level.chunks->getLight(x, y, z);
|
||||
float s = Lightmap::extract(light, 3) / 15.0f;
|
||||
glm::vec4 tint(
|
||||
glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
|
||||
@ -509,34 +399,6 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::drawBorders(
|
||||
int sx, int sy, int sz, int ex, int ey, int ez
|
||||
) {
|
||||
int ww = ex - sx;
|
||||
int dd = ez - sz;
|
||||
/*corner*/ {
|
||||
lineBatch->line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
|
||||
lineBatch->line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
|
||||
lineBatch->line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
|
||||
lineBatch->line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
|
||||
}
|
||||
for (int i = 2; i < ww; i += 2) {
|
||||
lineBatch->line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
|
||||
lineBatch->line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
|
||||
}
|
||||
for (int i = 2; i < dd; i += 2) {
|
||||
lineBatch->line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
|
||||
lineBatch->line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
|
||||
}
|
||||
for (int i = sy; i < ey; i += 2) {
|
||||
lineBatch->line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
|
||||
lineBatch->line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
|
||||
lineBatch->line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
|
||||
lineBatch->line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
|
||||
}
|
||||
lineBatch->flush();
|
||||
}
|
||||
|
||||
void WorldRenderer::clear() {
|
||||
renderer->clear();
|
||||
chunks->clear();
|
||||
}
|
||||
|
||||
@ -17,76 +17,62 @@ class Batch3D;
|
||||
class LineBatch;
|
||||
class ChunksRenderer;
|
||||
class ParticlesRenderer;
|
||||
class GuidesRenderer;
|
||||
class TextsRenderer;
|
||||
class Shader;
|
||||
class Frustum;
|
||||
class Engine;
|
||||
class Chunks;
|
||||
class LevelFrontend;
|
||||
class Skybox;
|
||||
class PostProcessing;
|
||||
class DrawContext;
|
||||
class ModelBatch;
|
||||
class Assets;
|
||||
class Emitter;
|
||||
struct EngineSettings;
|
||||
|
||||
namespace model {
|
||||
struct Model;
|
||||
}
|
||||
|
||||
class WorldRenderer {
|
||||
Engine* engine;
|
||||
Level* level;
|
||||
const Level& level;
|
||||
Player* player;
|
||||
const Assets& assets;
|
||||
std::unique_ptr<Frustum> frustumCulling;
|
||||
std::unique_ptr<LineBatch> lineBatch;
|
||||
std::unique_ptr<ChunksRenderer> renderer;
|
||||
std::unique_ptr<Skybox> skybox;
|
||||
std::unique_ptr<Batch3D> batch3d;
|
||||
std::unique_ptr<ChunksRenderer> chunks;
|
||||
std::unique_ptr<GuidesRenderer> guides;
|
||||
std::unique_ptr<Skybox> skybox;
|
||||
std::unique_ptr<ModelBatch> modelBatch;
|
||||
|
||||
float timer = 0.0f;
|
||||
|
||||
bool drawChunk(size_t index, const Camera& camera, Shader* shader, bool culling);
|
||||
void drawChunks(Chunks* chunks, const Camera& camera, Shader* shader);
|
||||
|
||||
/// @brief Render block selection lines
|
||||
void renderBlockSelection();
|
||||
|
||||
void renderHands(const Camera& camera, const Assets& assets, float delta);
|
||||
void renderHands(const Camera& camera, float delta);
|
||||
|
||||
/// @brief Render lines (selection and debug)
|
||||
/// @param camera active camera
|
||||
/// @param linesShader shader used
|
||||
void renderLines(
|
||||
const Camera& camera, Shader* linesShader, const DrawContext& pctx
|
||||
const Camera& camera, Shader& linesShader, const DrawContext& pctx
|
||||
);
|
||||
|
||||
/// @brief Render all debug lines (chunks borders, coord system guides)
|
||||
/// @param context graphics context
|
||||
/// @param camera active camera
|
||||
/// @param linesShader shader used
|
||||
void renderDebugLines(
|
||||
const DrawContext& context,
|
||||
const Camera& camera,
|
||||
Shader* linesShader
|
||||
);
|
||||
|
||||
void renderBlockOverlay(const DrawContext& context, const Assets& assets);
|
||||
void renderBlockOverlay(const DrawContext& context);
|
||||
|
||||
void setupWorldShader(
|
||||
Shader* shader,
|
||||
Shader& shader,
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
float fogFactor
|
||||
);
|
||||
public:
|
||||
std::unique_ptr<TextsRenderer> texts;
|
||||
std::unique_ptr<ParticlesRenderer> particles;
|
||||
|
||||
static bool showChunkBorders;
|
||||
static bool showEntitiesDebug;
|
||||
|
||||
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
|
||||
WorldRenderer(Engine* engine, LevelFrontend& frontend, Player* player);
|
||||
~WorldRenderer();
|
||||
|
||||
void draw(
|
||||
@ -97,7 +83,6 @@ public:
|
||||
float delta,
|
||||
PostProcessing* postProcessing
|
||||
);
|
||||
void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
|
||||
|
||||
/// @brief Render level without diegetic interface
|
||||
/// @param context graphics context
|
||||
@ -108,7 +93,8 @@ public:
|
||||
const Camera& camera,
|
||||
const EngineSettings& settings,
|
||||
float delta,
|
||||
bool pause
|
||||
bool pause,
|
||||
bool hudVisible
|
||||
);
|
||||
|
||||
void clear();
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user