MihailRis acce49f188
Scripting WIP (#70)
* Scripting introduced

* AppImage workflow fixes

* AppImage workflow simplified

* README.md update

* README.md update

* small fix
2023-12-25 05:26:03 +03:00

363 lines
9.9 KiB
C++

#include "hud.h"
#include <iostream>
#include <sstream>
#include <memory>
#include <assert.h>
#include <stdexcept>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../typedefs.h"
#include "../content/Content.h"
#include "../util/stringutil.h"
#include "../util/timeutil.h"
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Font.h"
#include "../graphics/Atlas.h"
#include "../graphics/Mesh.h"
#include "../window/Camera.h"
#include "../window/Window.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../voxels/Chunks.h"
#include "../voxels/Block.h"
#include "../world/World.h"
#include "../world/Level.h"
#include "../objects/Player.h"
#include "../physics/Hitbox.h"
#include "../maths/voxmaths.h"
#include "gui/controls.h"
#include "gui/panels.h"
#include "gui/UINode.h"
#include "gui/GUI.h"
#include "ContentGfxCache.h"
#include "screens.h"
#include "WorldRenderer.h"
#include "BlocksPreview.h"
#include "../engine.h"
#include "../core_defs.h"
using std::wstring;
using std::shared_ptr;
using glm::vec2;
using glm::vec3;
using glm::vec4;
using namespace gui;
inline Label* create_label(gui::wstringsupplier supplier) {
Label* label = new Label(L"-");
label->textSupplier(supplier);
return label;
}
HudRenderer::HudRenderer(Engine* engine,
Level* level,
const ContentGfxCache* cache)
: level(level),
assets(engine->getAssets()),
batch(new Batch2D(1024)),
gui(engine->getGUI()),
cache(cache) {
auto menu = gui->getMenu();
blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
assets->getAtlas("blocks"),
cache);
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
debugPanel = shared_ptr<UINode>(panel);
panel->listenInterval(1.0f, [this]() {
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
fpsMin = fps;
fpsMax = fps;
});
panel->setCoord(vec2(10, 10));
panel->add(shared_ptr<Label>(create_label([this](){
return L"fps: "+this->fpsString;
})));
panel->add(shared_ptr<Label>(create_label([this](){
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
})));
panel->add(shared_ptr<Label>(create_label([=](){
auto& settings = engine->getSettings();
bool culling = settings.graphics.frustumCulling;
return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
})));
panel->add(shared_ptr<Label>(create_label([this, level]() {
return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
L" visible: "+std::to_wstring(level->chunks->visible);
})));
panel->add(shared_ptr<Label>(create_label([this](){
auto player = this->level->player;
auto indices = this->level->content->indices;
auto def = indices->getBlockDef(player->selectedVoxel.id);
std::wstringstream stream;
stream << std::hex << this->level->player->selectedVoxel.states;
if (def) {
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
}
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
L" "+stream.str();
})));
panel->add(shared_ptr<Label>(create_label([this](){
return L"seed: "+std::to_wstring(this->level->world->seed);
})));
for (int ax = 0; ax < 3; ax++){
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
sub->orientation(Orientation::horizontal);
wstring str = L"x: ";
str[0] += ax;
Label* label = new Label(str);
label->margin(vec4(2, 3, 2, 3));
sub->add(label);
sub->color(vec4(0.0f));
// Coord input
TextBox* box = new TextBox(L"");
box->textSupplier([this, ax]() {
Hitbox* hitbox = this->level->player->hitbox;
return std::to_wstring(hitbox->position[ax]);
});
box->textConsumer([this, ax](wstring text) {
try {
vec3 position = this->level->player->hitbox->position;
position[ax] = std::stoi(text);
this->level->player->teleport(position);
} catch (std::invalid_argument& _){
}
});
sub->add(box);
panel->add(sub);
}
panel->add(shared_ptr<Label>(create_label([this](){
int hour, minute, second;
timeutil::from_value(this->level->world->daytime, hour, minute, second);
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
})));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {
return level->world->daytime;
});
bar->consumer([=](double val) {
level->world->daytime = val;
});
panel->add(bar);
}
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->supplier([=]() {
return WorldRenderer::fog;
});
bar->consumer([=](double val) {
WorldRenderer::fog = val;
});
panel->add(bar);
}
{
Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
checkpanel->color(vec4(0.0f));
checkpanel->orientation(Orientation::horizontal);
CheckBox* checkbox = new CheckBox();
checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
checkbox->supplier([=]() {
return engine->getSettings().debug.showChunkBorders;
});
checkbox->consumer([=](bool checked) {
engine->getSettings().debug.showChunkBorders = checked;
});
checkpanel->add(checkbox);
checkpanel->add(new Label(L"Show Chunk Borders"));
panel->add(checkpanel);
}
panel->refresh();
menu->reset();
gui->add(this->debugPanel);
}
HudRenderer::~HudRenderer() {
gui->remove(debugPanel);
delete blocksPreview;
delete batch;
delete uicamera;
}
void HudRenderer::drawDebug(int fps){
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
}
/* Inventory temporary replaced with blocks access panel */
void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
const Content* content = level->content;
const ContentIndices* contentIds = content->indices;
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
Shader* uiShader = assets->getShader("ui");
uint count = contentIds->countBlockDefs();
uint icon_size = 48;
uint interval = 4;
uint inv_cols = 8;
uint inv_rows = ceildiv(count-1, inv_cols);
int pad_x = interval;
int pad_y = interval;
uint inv_w = inv_cols * icon_size + (inv_cols-1) * interval + pad_x * 2;
uint inv_h = inv_rows * icon_size + (inv_rows-1) * interval + pad_x * 2;
int inv_x = (width - (inv_w));
int inv_y = 0;
int xs = inv_x + pad_x;
int ys = inv_y + pad_y;
vec4 tint = vec4(1.0f);
int mx = Events::x;
int my = Events::y;
// background
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(inv_x, inv_y, inv_w, inv_h);
batch->render();
// blocks & items
blocksPreview->begin(&ctx.getViewport());
{
Window::clearDepth();
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
for (uint i = 0; i < count-1; i++) {
Block* cblock = contentIds->getBlockDef(i+1);
if (cblock == nullptr)
break;
int x = xs + (icon_size+interval) * (i % inv_cols);
int y = ys + (icon_size+interval) * (i / inv_cols);
if (mx > x && mx < x + (int)icon_size && my > y && my < y + (int)icon_size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(mousecode::BUTTON_1)) {
player->chosenBlock = i+1;
}
} else {
tint = vec4(1.0f);
}
blocksPreview->draw(cblock, x, y, icon_size, tint);
}
}
uiShader->use();
}
void HudRenderer::update() {
auto menu = gui->getMenu();
if (pause && menu->current().panel == nullptr) {
pause = false;
}
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
if (pause) {
pause = false;
menu->reset();
} else if (inventoryOpen) {
inventoryOpen = false;
} else {
pause = true;
menu->set("pause");
}
}
if (Events::jactive(BIND_HUD_INVENTORY)) {
if (!pause) {
inventoryOpen = !inventoryOpen;
}
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
}
void HudRenderer::draw(const GfxContext& ctx){
const Content* content = level->content;
const ContentIndices* contentIds = content->indices;
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
debugPanel->visible(level->player->debug);
uicamera->setFov(height);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
batch->begin();
// Chosen block preview
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !level->player->debug) {
batch->lineWidth(2);
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
Player* player = level->player;
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.75f);
batch->rect(width - 68, height - 68, 68, 68);
batch->color = vec4(1.0f);
batch->render();
blocksPreview->begin(&ctx.getViewport());
{
Window::clearDepth();
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
Block* cblock = contentIds->getBlockDef(player->chosenBlock);
assert(cblock != nullptr);
blocksPreview->draw(cblock, width - 56, uicamera->getFov() - 56, 48, vec4(1.0f));
//drawBlockPreview(cblock, width - 56, uicamera->fov - 56, 48, 48, vec4(1.0f));
}
uishader->use();
batch->begin();
if (pause) {
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, width, height);
}
if (inventoryOpen) {
drawContentAccess(ctx, player);
}
batch->render();
}
bool HudRenderer::isInventoryOpen() const {
return inventoryOpen;
}
bool HudRenderer::isPause() const {
return pause;
}