Merge pull request #163 from InfiniteCoder01/main
Custom model block preview
This commit is contained in:
commit
f08e738dfc
@ -4,7 +4,6 @@
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#include "../assets/Assets.h"
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#include "../graphics/Viewport.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Texture.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Batch3D.h"
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@ -19,6 +18,7 @@
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ImageData* BlocksPreview::draw(
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const ContentGfxCache* cache,
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Shader* shader,
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Framebuffer* fbo,
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Batch3D* batch,
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const Block* def,
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@ -30,24 +30,61 @@ ImageData* BlocksPreview::draw(
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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cache->getRegion(id, 4), cache->getRegion(id, 5)};
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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switch (def->model) {
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case BlockModel::none:
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// something went wrong...
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break;
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case BlockModel::block:
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->blockCube(glm::vec3(size * 0.63f), texfaces,
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glm::vec4(1.0f), !def->rt.emissive);
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batch->flush();
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break;
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case BlockModel::aabb:
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{
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glm::vec3 hitbox = glm::vec3();
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for (const auto& box : def->hitboxes)
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hitbox = glm::max(hitbox, box.size());
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->blockCube(hitbox * glm::vec3(size * 0.63f),
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texfaces, glm::vec4(1.0f), !def->rt.emissive);
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}
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batch->flush();
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break;
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case BlockModel::custom:
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{
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glm::vec3 hitbox = glm::vec3();
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for (const auto& box : def->modelBoxes)
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hitbox = glm::max(hitbox, box.size());
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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for (size_t i = 0; i < def->modelExtraPoints.size() / 4; i++) {
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const UVRegion& reg = def->modelUVs[def->modelBoxes.size() * 6 + i];
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batch->point((def->modelExtraPoints[i * 4 + 0] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 1] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 2] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 0] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 2] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 3] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v2), glm::vec4(1.0));
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batch->flush();
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}
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for (size_t i = 0; i < def->modelBoxes.size(); i++) {
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const UVRegion (&texfaces)[6] = {
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def->modelUVs[i * 6],
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def->modelUVs[i * 6 + 1],
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def->modelUVs[i * 6 + 2],
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def->modelUVs[i * 6 + 3],
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def->modelUVs[i * 6 + 4],
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def->modelUVs[i * 6 + 5]
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};
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->cube(def->modelBoxes[i].a, def->modelBoxes[i].size() * glm::vec3(size * 0.63f), texfaces, glm::vec4(1.0f), !def->rt.emissive);
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}
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batch->flush();
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}
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break;
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case BlockModel::xsprite: {
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glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
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batch->sprite(right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
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@ -56,10 +93,10 @@ ImageData* BlocksPreview::draw(
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size*0.5f, size*0.6f,
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texfaces[0],
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glm::vec4(1.0f));
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batch->flush();
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break;
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}
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}
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batch->flush();
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return fbo->texture->readData();
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}
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@ -101,18 +138,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
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fbo.bind();
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for (size_t i = 0; i < count; i++) {
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auto def = indices->getBlockDef(i);
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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if (def->model == BlockModel::aabb) {
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glm::vec3 size = glm::vec3(0, 0, 0);
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for (const auto& box : def->hitboxes)
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size = glm::max(size, box.size());
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offset.y += (1.0f - size).y * 0.5f;
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}
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atlas->getTexture()->bind();
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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builder.add(def->name, draw(cache, &fbo, &batch, def, iconSize));
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builder.add(def->name, draw(cache, shader, &fbo, &batch, def, iconSize));
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}
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fbo.unbind();
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@ -2,6 +2,7 @@
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#define FRONTEND_BLOCKS_PREVIEW_H_
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#include "../typedefs.h"
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#include "../graphics/Shader.h"
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#include <glm/glm.hpp>
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#include <memory>
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@ -17,6 +18,7 @@ class ContentGfxCache;
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class BlocksPreview {
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static ImageData* draw(
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const ContentGfxCache* cache,
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Shader* shader,
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Framebuffer* framebuffer,
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Batch3D* batch,
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const Block* block,
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@ -167,8 +167,7 @@ void Batch3D::xSprite(float w, float h, const UVRegion& uv, const vec4 tint, boo
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face(vec3(w * 0.25f, 0.0f, w * 0.5f - w *0.25f), w, h, vec3(0, 0, -1), vec3(0, 1, 0), uv, (shading ? do_tint(0.9f)*tint : tint));
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}
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void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
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vec3 coord = (1.0f - size) * -0.5f;
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void Batch3D::cube(const vec3 coord, const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
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face(coord+vec3(0.0f, 0.0f, 0.0f), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], (shading ? do_tint(0.8)*tint : tint));
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face(coord+vec3(size.x, 0.0f, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], (shading ? do_tint(0.8f)*tint : tint));
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face(coord+vec3(0.0f, size.y, 0.0f), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], (shading ? do_tint(1.0f)*tint : tint));
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@ -177,8 +176,16 @@ void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec
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face(coord+vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], (shading ? do_tint(0.9f)*tint : tint));
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}
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void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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void Batch3D::point(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
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vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
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vertex(coord, glm::vec2(), tint.r, tint.g, tint.b, tint.a);
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point(coord, glm::vec2(), tint);
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}
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void Batch3D::flush() {
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@ -41,7 +41,9 @@ public:
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void texture(Texture* texture);
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void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
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void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
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void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
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void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
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void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
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void point(glm::vec3 pos, glm::vec4 tint);
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void flush();
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void flushPoints();
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