VoxelEngine/src/hud_render.cpp
2023-10-30 15:19:58 +03:00

229 lines
7.5 KiB
C++

#include "hud_render.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "typedefs.h"
#include "Assets.h"
#include "graphics/Shader.h"
#include "graphics/Batch2D.h"
#include "graphics/Font.h"
#include "graphics/Mesh.h"
#include "window/Camera.h"
#include "window/Window.h"
#include "window/Events.h"
#include "voxels/Chunks.h"
#include "voxels/Block.h"
#include "world/World.h"
#include "world/Level.h"
#include "objects/Player.h"
HudRenderer::HudRenderer() {
// float vertices[] = {
// // x y
// -0.01f,-0.01f,
// 0.01f, 0.01f,
// -0.01f, 0.01f,
// 0.01f,-0.01f,
// };
// int attrs[] = {
// 2, 0 //null terminator
// };
// crosshair = new Mesh(vertices, 4, attrs);
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
uicamera->perspective = false;
uicamera->flipped = true;
}
HudRenderer::~HudRenderer() {
// delete crosshair;
delete batch;
delete uicamera;
}
void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
Chunks* chunks = level->chunks;
Player* player = level->player;
Font* font = assets->getFont("normal");
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
batch->color = vec4(1.0f);
batch->begin();
font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.y), 90, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 170, 30, STYLE_OUTLINE);
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 44, 42, STYLE_OUTLINE);
font->draw(batch, L"occlusion: "+std::to_wstring(occlusion), 16, 54, STYLE_OUTLINE);
// batch->render();
}
void HudRenderer::draw(Level* level, Assets* assets){
uicamera->fov = Window::height;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
// Chosen block preview
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("slot");
batch->texture(nullptr);
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !level->player->debug) {
glLineWidth(2);
batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
// batch->texture(sprite);
// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
// 0.55f, 0.55f, 0.55f,
// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(Window::width/2-128, Window::height - 80, 256, 64,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->rect(Window::width/2-32+2, Window::height - 80+2, 60, 60,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(Window::width/2-32+4, Window::height - 80+4, 56, 56,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 2);
batch->texture(blocks);
Player* player = level->player;
{
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
}
if (!Events::_cursor_locked) { //inventory
uint size = 48;
uint step = 64;
uint inv_wm = step*10;
uint inv_hm = step*8;
uint inv_w = inv_wm - (step - size);
uint inv_h = inv_hm - (step - size);
int inv_x = (Window::width - (inv_w)) / 2;
int inv_y = (Window::height - (inv_h)) / 2;
int xs = (Window::width - inv_w + step)/2;
int ys = (Window::height - inv_h + step)/2;
if (Window::width > inv_w*3){
inv_x = (Window::width + (inv_w)) / 2;
inv_y = (Window::height - (inv_h)) / 2;
xs = (Window::width + inv_w + step)/2;
ys = (Window::height - inv_h + step)/2;
}
int x = 0;
int y = 0;
vec4 tint = vec4(1.0f);
int mx = Events::x;
int my = Events::y;
uint count = (inv_w / step) * (inv_h / step) + 1;
//back
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
batch->rect(0, 0, Window::width, Window::height);
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(inv_x, inv_y, inv_w, inv_h,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
for (uint i = 1; i < count; i++) {
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
// batch->rect(x-2, y-2, size+4, size+4);
batch->rect(x-2, y-2, size+4, size+4,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(x, y, size, size,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
}
// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
// for (unsigned i = 1; i < count; i++) {
// x = xs + step * ((i-1) % (inv_w / step));
// y = ys + step * ((i-1) / (inv_w / step));
// batch->rect(x, y, size, size);
// }
//front
batch->texture(blocks);
for (uint i = 1; i < count; i++) {
Block* cblock = Block::blocks[i];
if (cblock == nullptr)
break;
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
player->choosenBlock = i;
}
// size = 50;
} else
{
// size = 48;
tint = vec4(1.0f);
}
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
}
}
}
// batch->render();
if (Events::_cursor_locked && !level->player->debug){
// Shader* crosshairShader = assets->getShader("crosshair");
// crosshairShader->use();
// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
// glLineWidth(2.0f);
// crosshair->draw(GL_LINES);
}
}