add player_name text3d preset
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res/presets/text3d/player_name.toml
Normal file
3
res/presets/text3d/player_name.toml
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@ -0,0 +1,3 @@
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display = "projected"
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xray_opacity = 0.3
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render_distance = 128
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@ -50,7 +50,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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hud = std::make_unique<Hud>(engine, *frontend, controller->getPlayer());
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decorator = std::make_unique<Decorator>(
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*controller, *worldRenderer, assets
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*engine, *controller, *worldRenderer, assets
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);
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keepAlive(settings.graphics.backlight.observe([=](bool) {
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@ -13,7 +13,10 @@
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#include "objects/Players.hpp"
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#include "logic/LevelController.hpp"
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#include "util/stringutil.hpp"
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#include "presets/NotePreset.hpp"
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#include "engine.hpp"
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#include "files/files.hpp"
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namespace fs = std::filesystem;
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/// @brief Not greather than 64 for this BIG_PRIME value
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inline constexpr int UPDATE_AREA_DIAMETER = 32;
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@ -25,22 +28,11 @@ inline constexpr int ITERATIONS = 512;
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/// @brief Big prime number used for pseudo-random 3d array iteration
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inline constexpr int BIG_PRIME = 666667;
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static u64id_t create_player_name_note(
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const WorldRenderer& renderer, const Player& player
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) {
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NotePreset preset {};
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preset.displayMode = NoteDisplayMode::PROJECTED;
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preset.xrayOpacity = 0.3f;
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preset.renderDistance = 128.0f;
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return renderer.texts->add(std::make_unique<TextNote>(
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util::str2wstr_utf8(player.getName()), preset, player.getPosition()
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));
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}
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Decorator::Decorator(
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LevelController& controller, WorldRenderer& renderer, const Assets& assets
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Engine& engine, LevelController& controller, WorldRenderer& renderer, const Assets& assets
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)
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: level(*controller.getLevel()),
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: engine(engine),
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level(*controller.getLevel()),
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renderer(renderer),
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assets(assets),
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player(*controller.getPlayer()) {
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@ -54,8 +46,15 @@ Decorator::Decorator(
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if (id == controller.getPlayer()->getId()) {
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continue;
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}
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playerTexts[id] = create_player_name_note(renderer, *player);
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playerTexts[id] = renderer.texts->add(std::make_unique<TextNote>(
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util::str2wstr_utf8(player->getName()),
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playerNamePreset,
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player->getPosition()
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));
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}
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playerNamePreset.deserialize(engine.getResPaths()->readCombinedObject(
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fs::u8path("presets/text3d/player_name.toml")
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));
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}
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void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
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@ -141,7 +140,11 @@ void Decorator::update(float delta, const Camera& camera) {
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playerTexts.find(id) != playerTexts.end()) {
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continue;
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}
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playerTexts[id] = create_player_name_note(renderer, *player);
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playerTexts[id] = renderer.texts->add(std::make_unique<TextNote>(
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util::str2wstr_utf8(player->getName()),
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playerNamePreset,
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player->getPosition()
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));
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}
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auto textsIter = playerTexts.begin();
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@ -7,6 +7,7 @@
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#include <unordered_map>
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#include "typedefs.hpp"
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#include "presets/NotePreset.hpp"
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class Level;
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class Chunks;
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@ -14,10 +15,12 @@ class Camera;
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class Assets;
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class Player;
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struct Block;
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class Engine;
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class LevelController;
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class WorldRenderer;
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class Decorator {
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Engine& engine;
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const Level& level;
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const Assets& assets;
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Player& player;
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@ -25,6 +28,7 @@ class Decorator {
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std::unordered_map<glm::ivec3, uint64_t> blockEmitters;
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std::unordered_map<int64_t, u64id_t> playerTexts;
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int currentIndex = 0;
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NotePreset playerNamePreset {};
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void update(
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float delta, const glm::ivec3& areaStart, const glm::ivec3& areaCenter
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@ -32,7 +36,10 @@ class Decorator {
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void addParticles(const Block& def, const glm::ivec3& pos);
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public:
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Decorator(
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LevelController& level, WorldRenderer& renderer, const Assets& assets
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Engine& engine,
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LevelController& level,
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WorldRenderer& renderer,
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const Assets& assets
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);
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void update(float delta, const Camera& camera);
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