refactor
This commit is contained in:
parent
f0b6521c76
commit
c4170c07c5
@ -11,25 +11,25 @@
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#include "maths/UVRegion.hpp"
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#include "voxels/Block.hpp"
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ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets)
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ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
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: content(content) {
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auto indices = content->getIndices();
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sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
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auto atlas = assets->get<Atlas>("blocks");
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const auto& atlas = assets.require<Atlas>("blocks");
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const auto& blocks = indices->blocks.getIterable();
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for (blockid_t i = 0; i < blocks.size(); i++) {
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auto def = blocks[i];
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for (uint side = 0; side < 6; side++) {
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const std::string& tex = def->textureFaces[side];
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if (atlas->has(tex)) {
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sideregions[i * 6 + side] = atlas->get(tex);
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} else if (atlas->has(TEXTURE_NOTFOUND)) {
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sideregions[i * 6 + side] = atlas->get(TEXTURE_NOTFOUND);
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if (atlas.has(tex)) {
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sideregions[i * 6 + side] = atlas.get(tex);
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} else if (atlas.has(TEXTURE_NOTFOUND)) {
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sideregions[i * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
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}
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}
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if (def->model == BlockModel::custom) {
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auto model = assets->require<model::Model>(def->modelName);
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auto model = assets.require<model::Model>(def->modelName);
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// temporary dirty fix tbh
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if (def->modelName.find(':') == std::string::npos) {
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for (auto& mesh : model.meshes) {
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@ -37,7 +37,7 @@ ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets)
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if (pos == std::string::npos) {
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continue;
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}
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if (auto region = atlas->getIf(mesh.texture.substr(pos+1))) {
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if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
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for (auto& vertex : mesh.vertices) {
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vertex.uv = region->apply(vertex.uv);
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}
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@ -22,7 +22,7 @@ class ContentGfxCache {
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std::unique_ptr<UVRegion[]> sideregions;
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std::unordered_map<blockid_t, model::Model> models;
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public:
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ContentGfxCache(const Content* content, Assets* assets);
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ContentGfxCache(const Content* content, const Assets& assets);
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~ContentGfxCache();
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inline const UVRegion& getRegion(blockid_t id, int side) const {
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@ -30,6 +30,6 @@ public:
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}
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const model::Model& getModel(blockid_t id) const;
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const Content* getContent() const;
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};
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@ -14,25 +14,28 @@
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#include "world/Level.hpp"
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LevelFrontend::LevelFrontend(
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Player* currentPlayer, LevelController* controller, Assets* assets
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) : level(controller->getLevel()),
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Player* currentPlayer, LevelController* controller, Assets& assets
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) : level(*controller->getLevel()),
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controller(controller),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level->content, assets))
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contentCache(std::make_unique<ContentGfxCache>(level.content, assets))
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{
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assets->store(
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BlocksPreview::build(contentCache.get(), assets, level->content),
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assets.store(
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BlocksPreview::build(
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*contentCache, assets, *level.content->getIndices()
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),
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"block-previews"
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);
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controller->getBlocksController()->listenBlockInteraction(
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[=](auto player, const auto& pos, const auto& def, BlockInteraction type) {
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auto material = level->content->findBlockMaterial(def.material);
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[currentPlayer, controller, &assets](auto player, const auto& pos, const auto& def, BlockInteraction type) {
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const auto& level = *controller->getLevel();
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auto material = level.content->findBlockMaterial(def.material);
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if (material == nullptr) {
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return;
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}
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if (type == BlockInteraction::step) {
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auto sound = assets->get<audio::Sound>(material->stepsSound);
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auto sound = assets.get<audio::Sound>(material->stepsSound);
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glm::vec3 pos {};
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auto soundsCamera = currentPlayer->currentCamera.get();
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if (soundsCamera == currentPlayer->spCamera.get() ||
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@ -58,10 +61,10 @@ LevelFrontend::LevelFrontend(
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audio::Sound* sound = nullptr;
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switch (type) {
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case BlockInteraction::placing:
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sound = assets->get<audio::Sound>(material->placeSound);
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sound = assets.get<audio::Sound>(material->placeSound);
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break;
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case BlockInteraction::destruction:
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sound = assets->get<audio::Sound>(material->breakSound);
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sound = assets.get<audio::Sound>(material->breakSound);
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break;
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default:
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break;
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@ -83,16 +86,20 @@ LevelFrontend::LevelFrontend(
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LevelFrontend::~LevelFrontend() = default;
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Level* LevelFrontend::getLevel() const {
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Level& LevelFrontend::getLevel() {
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return level;
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}
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Assets* LevelFrontend::getAssets() const {
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const Level& LevelFrontend::getLevel() const {
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return level;
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}
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const Assets& LevelFrontend::getAssets() const {
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return assets;
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}
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ContentGfxCache* LevelFrontend::getContentGfxCache() const {
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return contentCache.get();
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const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
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return *contentCache;
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}
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LevelController* LevelFrontend::getController() const {
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@ -9,16 +9,17 @@ class ContentGfxCache;
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class LevelController;
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class LevelFrontend {
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Level* level;
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Level& level;
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LevelController* controller;
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Assets* assets;
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const Assets& assets;
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std::unique_ptr<ContentGfxCache> contentCache;
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public:
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LevelFrontend(Player* currentPlayer, LevelController* controller, Assets* assets);
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LevelFrontend(Player* currentPlayer, LevelController* controller, Assets& assets);
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~LevelFrontend();
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Level* getLevel() const;
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Assets* getAssets() const;
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ContentGfxCache* getContentGfxCache() const;
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Level& getLevel();
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const Level& getLevel() const;
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const Assets& getAssets() const;
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const ContentGfxCache& getContentGfxCache() const;
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LevelController* getController() const;
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};
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@ -42,8 +42,8 @@ static std::shared_ptr<Label> create_label(wstringsupplier supplier) {
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// TODO: move to xml finally
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std::shared_ptr<UINode> create_debug_panel(
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Engine* engine,
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Level* level,
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Player* player,
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Level& level,
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Player& player,
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bool allowDebugCheats
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) {
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auto panel = std::make_shared<Panel>(glm::vec2(300, 200), glm::vec4(5.0f), 2.0f);
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@ -94,57 +94,58 @@ std::shared_ptr<UINode> create_debug_panel(
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L" emitters: " +
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std::to_wstring(ParticlesRenderer::aliveEmitters);
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}));
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panel->add(create_label([=]() {
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return L"chunks: "+std::to_wstring(level->chunks->getChunksCount())+
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panel->add(create_label([&]() {
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return L"chunks: "+std::to_wstring(level.chunks->getChunksCount())+
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L" visible: "+std::to_wstring(ChunksRenderer::visibleChunks);
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}));
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panel->add(create_label([=]() {
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return L"entities: "+std::to_wstring(level->entities->size())+L" next: "+
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std::to_wstring(level->entities->peekNextID());
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panel->add(create_label([&]() {
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return L"entities: "+std::to_wstring(level.entities->size())+L" next: "+
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std::to_wstring(level.entities->peekNextID());
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}));
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panel->add(create_label([=]() {
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const auto& vox = player->selection.vox;
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panel->add(create_label([&]() -> std::wstring {
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const auto& vox = player.selection.vox;
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std::wstringstream stream;
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stream << "r:" << vox.state.rotation << " s:"
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<< std::bitset<3>(vox.state.segment) << " u:"
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<< std::bitset<8>(vox.state.userbits);
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if (vox.id == BLOCK_VOID) {
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return std::wstring {L"block: -"};
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return L"block: -";
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} else {
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return L"block: "+std::to_wstring(vox.id)+
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L" "+stream.str();
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}
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}));
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panel->add(create_label([=]() -> std::wstring {
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const auto& vox = player->selection.vox;
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panel->add(create_label([&]() -> std::wstring {
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const auto& selection = player.selection;
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const auto& vox = selection.vox;
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if (vox.id == BLOCK_VOID) {
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return L"x: - y: - z: -";
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}
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return L"x: " + std::to_wstring(player->selection.actualPosition.x) +
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L" y: " + std::to_wstring(player->selection.actualPosition.y) +
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L" z: " + std::to_wstring(player->selection.actualPosition.z);
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return L"x: " + std::to_wstring(selection.actualPosition.x) +
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L" y: " + std::to_wstring(selection.actualPosition.y) +
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L" z: " + std::to_wstring(selection.actualPosition.z);
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}));
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panel->add(create_label([=]() {
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auto eid = player->getSelectedEntity();
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panel->add(create_label([&]() {
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auto eid = player.getSelectedEntity();
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if (eid == ENTITY_NONE) {
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return std::wstring {L"entity: -"};
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} else if (auto entity = level->entities->get(eid)) {
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} else if (auto entity = level.entities->get(eid)) {
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return L"entity: "+util::str2wstr_utf8(entity->getDef().name)+
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L" uid: "+std::to_wstring(entity->getUID());
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} else {
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return std::wstring {L"entity: error (invalid UID)"};
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}
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}));
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panel->add(create_label([=](){
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auto* indices = level->content->getIndices();
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if (auto def = indices->blocks.get(player->selection.vox.id)) {
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panel->add(create_label([&](){
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auto* indices = level.content->getIndices();
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if (auto def = indices->blocks.get(player.selection.vox.id)) {
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return L"name: " + util::str2wstr_utf8(def->name);
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} else {
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return std::wstring {L"name: void"};
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}
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}));
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panel->add(create_label([=](){
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return L"seed: "+std::to_wstring(level->getWorld()->getSeed());
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panel->add(create_label([&](){
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return L"seed: "+std::to_wstring(level.getWorld()->getSeed());
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}));
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for (int ax = 0; ax < 3; ax++) {
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@ -161,22 +162,22 @@ std::shared_ptr<UINode> create_debug_panel(
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// Coord input
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auto box = std::make_shared<TextBox>(L"");
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auto boxRef = box.get();
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box->setTextSupplier([=]() {
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return util::to_wstring(player->getPosition()[ax], 2);
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box->setTextSupplier([&player, ax]() {
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return util::to_wstring(player.getPosition()[ax], 2);
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});
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if (allowDebugCheats) {
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box->setTextConsumer([=](const std::wstring& text) {
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box->setTextConsumer([&player, ax](const std::wstring& text) {
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try {
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glm::vec3 position = player->getPosition();
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glm::vec3 position = player.getPosition();
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position[ax] = std::stoi(text);
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player->teleport(position);
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player.teleport(position);
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} catch (std::exception& _){
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}
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});
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}
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box->setOnEditStart([=]() {
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box->setOnEditStart([&player, boxRef, ax]() {
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boxRef->setText(
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std::to_wstring(static_cast<int>(player->getPosition()[ax]))
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std::to_wstring(static_cast<int>(player.getPosition()[ax]))
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);
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});
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box->setSize(glm::vec2(230, 27));
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@ -184,7 +185,7 @@ std::shared_ptr<UINode> create_debug_panel(
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sub->add(box, glm::vec2(20, 0));
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panel->add(sub);
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}
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auto& worldInfo = level->getWorld()->getInfo();
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auto& worldInfo = level.getWorld()->getInfo();
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panel->add(create_label([&](){
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int hour, minute, second;
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timeutil::from_value(worldInfo.daytime, hour, minute, second);
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@ -61,8 +61,8 @@ bool Hud::showGeneratorMinimap = false;
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// implemented in debug_panel.cpp
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extern std::shared_ptr<UINode> create_debug_panel(
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Engine* engine,
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Level* level,
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Player* player,
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Level& level,
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Player& player,
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bool allowDebugCheats
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);
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@ -104,8 +104,7 @@ std::shared_ptr<UINode> HudElement::getNode() const {
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}
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std::shared_ptr<InventoryView> Hud::createContentAccess() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto content = frontend.getLevel().content;
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auto indices = content->getIndices();
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auto inventory = player->getInventory();
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@ -134,7 +133,7 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
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std::shared_ptr<InventoryView> Hud::createHotbar() {
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auto inventory = player->getInventory();
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auto content = frontend->getLevel()->content;
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auto content = frontend.getLevel().content;
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SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr, nullptr);
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InventoryBuilder builder;
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@ -149,7 +148,7 @@ std::shared_ptr<InventoryView> Hud::createHotbar() {
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static constexpr uint WORLDGEN_IMG_SIZE = 128U;
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Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
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Hud::Hud(Engine* engine, LevelFrontend& frontend, Player* player)
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: engine(engine),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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@ -178,7 +177,7 @@ Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
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uicamera->flipped = true;
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debugPanel = create_debug_panel(
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engine, frontend->getLevel(), player, allowDebugCheats
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engine, frontend.getLevel(), *player, allowDebugCheats
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);
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debugPanel->setZIndex(2);
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gui->add(debugPanel);
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@ -273,9 +272,9 @@ void Hud::updateHotbarControl() {
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}
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void Hud::updateWorldGenDebugVisualization() {
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auto level = frontend->getLevel();
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auto& level = frontend.getLevel();
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auto generator =
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frontend->getController()->getChunksController()->getGenerator();
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frontend.getController()->getChunksController()->getGenerator();
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auto debugInfo = generator->createDebugInfo();
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int width = debugImgWorldGen->getWidth();
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@ -298,9 +297,9 @@ void Hud::updateWorldGenDebugVisualization() {
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int az = z - (height - areaHeight) / 2;
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data[(flippedZ * width + x) * 4 + 1] =
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level->chunks->getChunk(ax + ox, az + oz) ? 255 : 0;
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level.chunks->getChunk(ax + ox, az + oz) ? 255 : 0;
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data[(flippedZ * width + x) * 4 + 0] =
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level->chunksStorage->get(ax + ox, az + oz) ? 255 : 0;
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level.chunksStorage->get(ax + ox, az + oz) ? 255 : 0;
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if (ax < 0 || az < 0 ||
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ax >= areaWidth || az >= areaHeight) {
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@ -321,7 +320,7 @@ void Hud::updateWorldGenDebugVisualization() {
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}
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void Hud::update(bool visible) {
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auto level = frontend->getLevel();
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const auto& level = frontend.getLevel();
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auto menu = gui->getMenu();
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debugPanel->setVisible(player->debug && visible);
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@ -341,7 +340,7 @@ void Hud::update(bool visible) {
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}
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if (blockUI) {
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voxel* vox = level->chunks->get(blockPos.x, blockPos.y, blockPos.z);
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voxel* vox = level.chunks->get(blockPos.x, blockPos.y, blockPos.z);
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if (vox == nullptr || vox->id != currentblockid) {
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closeInventory();
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}
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@ -375,8 +374,7 @@ void Hud::update(bool visible) {
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/// @brief Show inventory on the screen and turn on inventory mode blocking movement
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void Hud::openInventory() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto content = frontend.getLevel().content;
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showExchangeSlot();
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inventoryOpen = true;
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@ -401,8 +399,8 @@ void Hud::openInventory(
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if (isInventoryOpen()) {
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closeInventory();
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}
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auto level = frontend->getLevel();
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auto content = level->content;
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const auto& level = frontend.getLevel();
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auto content = level.content;
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secondInvView = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
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if (secondInvView == nullptr) {
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throw std::runtime_error("secondary UI root element must be 'inventory'");
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@ -415,7 +413,7 @@ void Hud::openInventory(
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inventoryOpen = true;
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}
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if (inv == nullptr) {
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inv = level->inventories->createVirtual(secondInvView->getSlotsCount());
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inv = level.inventories->createVirtual(secondInvView->getSlotsCount());
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}
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secondInvView->bind(inv, content);
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add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false));
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@ -430,8 +428,8 @@ void Hud::openInventory(
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if (isInventoryOpen()) {
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closeInventory();
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}
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auto level = frontend->getLevel();
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auto content = level->content;
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auto& level = frontend.getLevel();
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auto content = level.content;
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blockUI = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
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if (blockUI == nullptr) {
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throw std::runtime_error("block UI root element must be 'inventory'");
|
||||
@ -443,19 +441,19 @@ 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)
|
||||
);
|
||||
@ -487,7 +485,7 @@ 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));
|
||||
}
|
||||
@ -682,7 +680,7 @@ 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);
|
||||
|
||||
@ -73,7 +73,7 @@ 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
|
||||
@ -130,7 +130,7 @@ 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);
|
||||
|
||||
@ -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();
|
||||
}
|
||||
|
||||
@ -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
|
||||
);
|
||||
};
|
||||
|
||||
@ -17,9 +17,9 @@ 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)),
|
||||
indexBuffer(std::make_unique<int[]>(capacity)),
|
||||
@ -34,7 +34,7 @@ BlocksRenderer::BlocksRenderer(
|
||||
CHUNK_W + voxelBufferPadding*2,
|
||||
CHUNK_H,
|
||||
CHUNK_D + voxelBufferPadding*2);
|
||||
blockDefsCache = content->getIndices()->blocks.getDefs();
|
||||
blockDefsCache = content.getIndices()->blocks.getDefs();
|
||||
}
|
||||
|
||||
BlocksRenderer::~BlocksRenderer() {
|
||||
@ -286,7 +286,7 @@ 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) {
|
||||
overflow = true;
|
||||
@ -448,7 +448,7 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
}
|
||||
beginEnds[def.drawGroup][1] = i;
|
||||
}
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (const auto drawGroup : *content.drawGroups) {
|
||||
int begin = beginEnds[drawGroup][0];
|
||||
if (begin == 0) {
|
||||
continue;
|
||||
@ -463,12 +463,12 @@ void BlocksRenderer::render(const voxel* voxels) {
|
||||
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);
|
||||
@ -508,7 +508,7 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
|
||||
voxelsBuffer->setPosition(
|
||||
chunk->x * CHUNK_W - voxelBufferPadding, 0,
|
||||
chunk->z * CHUNK_D - voxelBufferPadding);
|
||||
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
|
||||
chunks->getVoxels(voxelsBuffer.get(), settings.graphics.backlight.get());
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
|
||||
@ -27,7 +27,7 @@ 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;
|
||||
@ -40,8 +40,8 @@ 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;
|
||||
|
||||
@ -137,7 +137,12 @@ class BlocksRenderer {
|
||||
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
|
||||
void render(const voxel* voxels);
|
||||
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 Chunks* chunks);
|
||||
|
||||
@ -23,20 +23,20 @@ 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->chunks.get());
|
||||
renderer.build(chunk.get(), level.chunks.get());
|
||||
if (renderer.isCancelled()) {
|
||||
return RendererResult {
|
||||
glm::ivec2(chunk->x, chunk->z), true, MeshData()};
|
||||
@ -48,29 +48,29 @@ public:
|
||||
};
|
||||
|
||||
ChunksRenderer::ChunksRenderer(
|
||||
Level* level,
|
||||
const Level* level,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
) : level(level),
|
||||
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);
|
||||
}
|
||||
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";
|
||||
}
|
||||
@ -81,7 +81,7 @@ ChunksRenderer::~ChunksRenderer() {
|
||||
std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
|
||||
chunk->flags.modified = false;
|
||||
if (important) {
|
||||
auto mesh = renderer->render(chunk.get(), level->chunks.get());
|
||||
auto mesh = renderer->render(chunk.get(), level.chunks.get());
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
|
||||
return mesh;
|
||||
}
|
||||
@ -125,7 +125,7 @@ void ChunksRenderer::update() {
|
||||
bool ChunksRenderer::drawChunk(
|
||||
size_t index, const Camera& camera, Shader& shader, bool culling
|
||||
) {
|
||||
auto chunk = level->chunks->getChunks()[index];
|
||||
auto chunk = level.chunks->getChunks()[index];
|
||||
if (chunk == nullptr || !chunk->flags.lighted) {
|
||||
return false;
|
||||
}
|
||||
@ -161,7 +161,7 @@ bool ChunksRenderer::drawChunk(
|
||||
void ChunksRenderer::drawChunks(
|
||||
const Camera& camera, Shader& shader
|
||||
) {
|
||||
const auto& chunks = *level->chunks;
|
||||
const auto& chunks = *level.chunks;
|
||||
const auto& atlas = assets.require<Atlas>("blocks");
|
||||
|
||||
atlas.getTexture()->bind();
|
||||
@ -188,7 +188,7 @@ void ChunksRenderer::drawChunks(
|
||||
}
|
||||
util::insertion_sort(indices.begin(), indices.end());
|
||||
|
||||
bool culling = settings->graphics.frustumCulling.get();
|
||||
bool culling = settings.graphics.frustumCulling.get();
|
||||
|
||||
visibleChunks = 0;
|
||||
//if (GLEW_ARB_multi_draw_indirect && false) {
|
||||
|
||||
@ -39,15 +39,15 @@ struct RendererResult {
|
||||
};
|
||||
|
||||
class ChunksRenderer {
|
||||
Level* level;
|
||||
const Level& level;
|
||||
const Assets& assets;
|
||||
const Frustum& frustum;
|
||||
const EngineSettings* settings;
|
||||
const EngineSettings& settings;
|
||||
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
std::vector<ChunksSortEntry> indices;
|
||||
|
||||
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
|
||||
|
||||
bool drawChunk(
|
||||
@ -55,11 +55,11 @@ class ChunksRenderer {
|
||||
);
|
||||
public:
|
||||
ChunksRenderer(
|
||||
Level* level,
|
||||
const Level* level,
|
||||
const Assets& assets,
|
||||
const Frustum& frustum,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings* settings
|
||||
const ContentGfxCache& cache,
|
||||
const EngineSettings& settings
|
||||
);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
|
||||
@ -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))
|
||||
@ -43,14 +44,14 @@ Skybox::Skybox(uint size, Shader* shader)
|
||||
|
||||
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(
|
||||
|
||||
@ -57,38 +57,39 @@ 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>(
|
||||
MODEL_BATCH_CAPACITY, assets, *level->chunks, engine->getSettings()
|
||||
MODEL_BATCH_CAPACITY, assets, *level.chunks, engine->getSettings()
|
||||
)),
|
||||
particles(std::make_unique<ParticlesRenderer>(
|
||||
assets, *level, &engine->getSettings().graphics
|
||||
)),
|
||||
texts(std::make_unique<TextsRenderer>(
|
||||
*batch3d, assets, *frustumCulling
|
||||
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()
|
||||
))
|
||||
{
|
||||
&level,
|
||||
assets,
|
||||
*frustumCulling,
|
||||
frontend.getContentGfxCache(),
|
||||
engine->getSettings()
|
||||
)) {
|
||||
auto& settings = engine->getSettings();
|
||||
level->events->listen(
|
||||
level.events->listen(
|
||||
EVT_CHUNK_HIDDEN,
|
||||
[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")
|
||||
);
|
||||
}
|
||||
|
||||
@ -108,12 +109,12 @@ void WorldRenderer::setupWorldShader(
|
||||
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.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();
|
||||
@ -152,15 +153,15 @@ void WorldRenderer::renderLevel(
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
|
||||
level->entities->render(
|
||||
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");
|
||||
setupWorldShader(shader, camera, settings, fogFactor);
|
||||
@ -176,7 +177,7 @@ 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;
|
||||
@ -214,7 +215,7 @@ void WorldRenderer::renderLines(
|
||||
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
|
||||
);
|
||||
}
|
||||
@ -224,7 +225,7 @@ void WorldRenderer::renderHands(
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
auto indices = level->content->getIndices();
|
||||
auto indices = level.content->getIndices();
|
||||
|
||||
// get current chosen item
|
||||
const auto& inventory = player->getInventory();
|
||||
@ -292,7 +293,7 @@ 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());
|
||||
|
||||
@ -346,10 +347,10 @@ 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;
|
||||
}
|
||||
@ -365,7 +366,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
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),
|
||||
|
||||
@ -28,16 +28,11 @@ 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;
|
||||
@ -77,7 +72,7 @@ public:
|
||||
static bool showChunkBorders;
|
||||
static bool showEntitiesDebug;
|
||||
|
||||
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
|
||||
WorldRenderer(Engine* engine, LevelFrontend& frontend, Player* player);
|
||||
~WorldRenderer();
|
||||
|
||||
void draw(
|
||||
|
||||
@ -46,7 +46,7 @@ void scripting::on_frontend_render() {
|
||||
lua::emit_event(
|
||||
lua::get_main_state(),
|
||||
pack.id + ":.hudrender",
|
||||
[&](lua::State* L) { return 0; }
|
||||
[](lua::State* L) { return 0; }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -96,6 +96,10 @@ World* Level::getWorld() {
|
||||
return world.get();
|
||||
}
|
||||
|
||||
const World* Level::getWorld() const {
|
||||
return world.get();
|
||||
}
|
||||
|
||||
void Level::onSave() {
|
||||
auto& cameraIndices = content->getIndices(ResourceType::CAMERA);
|
||||
for (size_t i = 0; i < cameraIndices.size(); i++) {
|
||||
|
||||
@ -50,6 +50,8 @@ public:
|
||||
|
||||
World* getWorld();
|
||||
|
||||
const World* getWorld() const;
|
||||
|
||||
/// Spawns object of class T and returns pointer to it.
|
||||
/// @param T class that derives the Object class
|
||||
/// @param args pass arguments needed for T class constructor
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user