Actual 3D block icons
This commit is contained in:
parent
cfda17e21d
commit
1fda002e0b
@ -6,9 +6,10 @@ out vec2 a_textureCoord;
|
||||
out vec4 a_color;
|
||||
|
||||
uniform mat4 u_projview;
|
||||
uniform mat4 u_apply;
|
||||
|
||||
void main(){
|
||||
a_textureCoord = v_textureCoord;
|
||||
a_color = v_color;
|
||||
gl_Position = u_projview * vec4(v_position, 1.0);
|
||||
gl_Position = u_apply * u_projview * vec4(v_position, 1.0);
|
||||
}
|
||||
|
||||
@ -15,6 +15,7 @@
|
||||
#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"
|
||||
@ -36,6 +37,7 @@
|
||||
#include "ContentGfxCache.h"
|
||||
#include "screens.h"
|
||||
#include "WorldRenderer.h"
|
||||
#include "BlocksPreview.h"
|
||||
#include "../engine.h"
|
||||
#include "../core_defs.h"
|
||||
|
||||
@ -58,11 +60,15 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
WorldRenderer* renderer)
|
||||
: level(level),
|
||||
assets(engine->getAssets()),
|
||||
batch(new Batch2D(1024)),
|
||||
gui(engine->getGUI()),
|
||||
cache(cache),
|
||||
renderer(renderer) {
|
||||
auto menu = gui->getMenu();
|
||||
batch = new Batch2D(1024);
|
||||
blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
|
||||
assets->getAtlas("blocks"),
|
||||
cache);
|
||||
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
@ -180,6 +186,7 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
|
||||
HudRenderer::~HudRenderer() {
|
||||
gui->remove(debugPanel);
|
||||
delete blocksPreview;
|
||||
delete batch;
|
||||
delete uicamera;
|
||||
}
|
||||
@ -197,7 +204,7 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
|
||||
|
||||
const Viewport& viewport = ctx.getViewport();
|
||||
const uint width = viewport.getWidth();
|
||||
Atlas* atlas = assets->getAtlas("blocks");
|
||||
Shader* uiShader = assets->getShader("ui");
|
||||
|
||||
uint count = contentIds->countBlockDefs();
|
||||
uint icon_size = 48;
|
||||
@ -221,37 +228,35 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
|
||||
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
|
||||
batch->texture(atlas->getTexture());
|
||||
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->choosenBlock = i+1;
|
||||
blocksPreview->begin();
|
||||
{
|
||||
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->choosenBlock = i+1;
|
||||
}
|
||||
} else {
|
||||
tint = vec4(1.0f);
|
||||
}
|
||||
} else {
|
||||
tint = vec4(1.0f);
|
||||
blocksPreview->draw(cblock, x, y, icon_size, tint);
|
||||
}
|
||||
drawBlockPreview(cblock, x, y, icon_size, icon_size, tint);
|
||||
}
|
||||
}
|
||||
|
||||
void HudRenderer::drawBlockPreview(const Block* def, float x, float y, float w, float h, vec4 tint) {
|
||||
if (def->model == BlockModel::block){
|
||||
batch->blockSprite(x, y, w, h, &cache->getRegion(def->rt.id, 0), tint);
|
||||
} else if (def->model == BlockModel::aabb) {
|
||||
batch->blockSprite(x, y, w, h, &cache->getRegion(def->rt.id, 0), tint, def->hitbox.size());
|
||||
} else if (def->model == BlockModel::xsprite){
|
||||
batch->sprite(x, y, w, h, cache->getRegion(def->rt.id, 3), tint);
|
||||
}
|
||||
uiShader->use();
|
||||
}
|
||||
|
||||
void HudRenderer::update() {
|
||||
@ -288,8 +293,6 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
const uint width = viewport.getWidth();
|
||||
const uint height = viewport.getHeight();
|
||||
|
||||
Atlas* atlas = assets->getAtlas("blocks");
|
||||
|
||||
debugPanel->visible(level->player->debug);
|
||||
|
||||
uicamera->fov = height;
|
||||
@ -312,16 +315,25 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
Player* player = level->player;
|
||||
|
||||
|
||||
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
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->texture(atlas->getTexture());
|
||||
batch->render();
|
||||
|
||||
blocksPreview->begin();
|
||||
{
|
||||
Window::clearDepth();
|
||||
GfxContext subctx = ctx.sub();
|
||||
subctx.depthTest(true);
|
||||
subctx.cullFace(true);
|
||||
|
||||
Block* cblock = contentIds->getBlockDef(player->choosenBlock);
|
||||
assert(cblock != nullptr);
|
||||
drawBlockPreview(cblock, width - 56, uicamera->fov - 56, 48, 48, vec4(1.0f));
|
||||
blocksPreview->draw(cblock, width - 56, uicamera->fov - 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);
|
||||
|
||||
@ -18,6 +18,7 @@ class Level;
|
||||
class Engine;
|
||||
class ContentGfxCache;
|
||||
class WorldRenderer;
|
||||
class BlocksPreview;
|
||||
|
||||
namespace gui {
|
||||
class GUI;
|
||||
@ -29,6 +30,7 @@ class HudRenderer {
|
||||
Assets* assets;
|
||||
Batch2D* batch;
|
||||
Camera* uicamera;
|
||||
BlocksPreview* blocksPreview;
|
||||
|
||||
int fps = 60;
|
||||
int fpsMin = 60;
|
||||
@ -42,7 +44,6 @@ class HudRenderer {
|
||||
const ContentGfxCache* const cache;
|
||||
WorldRenderer* renderer;
|
||||
|
||||
void drawBlockPreview(const Block* def, float x, float y, float w, float h, glm::vec4 tint);
|
||||
public:
|
||||
HudRenderer(Engine* engine,
|
||||
Level* level,
|
||||
|
||||
@ -14,8 +14,7 @@ using glm::vec4;
|
||||
|
||||
Batch3D::Batch3D(size_t capacity)
|
||||
: capacity(capacity),
|
||||
offset(0),
|
||||
color(1.0f, 1.0f, 1.0f, 1.0f) {
|
||||
offset(0) {
|
||||
const vattr attrs[] = {
|
||||
{3}, {2}, {4}, {0}
|
||||
};
|
||||
@ -86,7 +85,7 @@ void Batch3D::face(const vec3& coord, float w, float h,
|
||||
const UVRegion& region,
|
||||
const vec4& tint) {
|
||||
if (index + VERTEX_SIZE * 4 > capacity) {
|
||||
render();
|
||||
flush();
|
||||
}
|
||||
vertex(coord, region.u1, region.v1,
|
||||
tint.r, tint.g, tint.b, tint.a);
|
||||
@ -106,7 +105,7 @@ void Batch3D::face(const vec3& coord, float w, float h,
|
||||
void Batch3D::texture(Texture* new_texture){
|
||||
if (_texture == new_texture)
|
||||
return;
|
||||
render();
|
||||
flush();
|
||||
_texture = new_texture;
|
||||
if (new_texture == nullptr)
|
||||
blank->bind();
|
||||
@ -114,48 +113,49 @@ void Batch3D::texture(Texture* new_texture){
|
||||
new_texture->bind();
|
||||
}
|
||||
|
||||
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h){
|
||||
void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRegion& uv, vec4 color){
|
||||
const float r = color.r;
|
||||
const float g = color.g;
|
||||
const float b = color.b;
|
||||
const float a = color.a;
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
render();
|
||||
if (index + 6*VERTEX_SIZE >= capacity) {
|
||||
flush();
|
||||
}
|
||||
|
||||
vertex(pos.x - right.x * w - up.x * h,
|
||||
pos.y - right.y * w - up.y * h,
|
||||
pos.z - right.z * w - up.z * h,
|
||||
0, 0,
|
||||
uv.u1, uv.v1,
|
||||
r,g,b,a);
|
||||
|
||||
vertex(pos.x + right.x * w + up.x * h,
|
||||
pos.y + right.y * w + up.y * h,
|
||||
pos.z + right.z * w + up.z * h,
|
||||
1, 1,
|
||||
uv.u2, uv.v2,
|
||||
r,g,b,a);
|
||||
|
||||
vertex(pos.x - right.x * w - up.x * h,
|
||||
pos.y + right.y * w + up.y * h,
|
||||
pos.z - right.z * w - up.z * h,
|
||||
0, 1,
|
||||
uv.u1, uv.v2,
|
||||
r,g,b,a);
|
||||
|
||||
vertex(pos.x - right.x * w - up.x * h,
|
||||
pos.y - right.y * w - up.y * h,
|
||||
pos.z - right.z * w - up.z * h,
|
||||
0, 0,
|
||||
uv.u1, uv.v1,
|
||||
r,g,b,a);
|
||||
|
||||
vertex(pos.x + right.x * w + up.x * h,
|
||||
pos.y - right.y * w - up.y * h,
|
||||
pos.z + right.z * w + up.z * h,
|
||||
1, 0,
|
||||
uv.u2, uv.v1,
|
||||
r,g,b,a);
|
||||
|
||||
vertex(pos.x + right.x * w + up.x * h,
|
||||
pos.y + right.y * w + up.y * h,
|
||||
pos.z + right.z * w + up.z * h,
|
||||
1, 1,
|
||||
uv.u2, uv.v2,
|
||||
r,g,b,a);
|
||||
}
|
||||
|
||||
@ -163,16 +163,22 @@ inline vec4 do_tint(float value) {
|
||||
return vec4(value, value, value, 1.0f);
|
||||
}
|
||||
|
||||
void Batch3D::blockCube(const vec3& size, const UVRegion(&texfaces)[6], ubyte group) {
|
||||
face(vec3(0.0f, 0.0f, 0.0f), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], do_tint(1.0));
|
||||
face(vec3(size.x, 0.0f, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], vec4(1.0f));
|
||||
face(vec3(0.0f, size.y, 0.0f), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], vec4(1.0f));
|
||||
face(vec3(0.0f, 0.0f, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], vec4(1.0f));
|
||||
face(vec3(0.0f, 0.0f, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], vec4(1.0f));
|
||||
face(vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], vec4(1.0f));
|
||||
void Batch3D::xSprite(float w, float h, const UVRegion& uv, const vec4 tint, bool shading) {
|
||||
face(vec3(-w *0.25f, 0.0f, 0.0f - w *0.25f), w, h, vec3(1, 0, 0), vec3(0, 1, 0), uv, (shading ? do_tint(1.0f)*tint : tint));
|
||||
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));
|
||||
}
|
||||
|
||||
void Batch3D::render() {
|
||||
void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
|
||||
vec3 coord = (1.0f - size) * -0.45f;
|
||||
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));
|
||||
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));
|
||||
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));
|
||||
face(coord+vec3(0.0f, 0.0f, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], (shading ? do_tint(0.7f)*tint : tint));
|
||||
face(coord+vec3(0.0f, 0.0f, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], (shading ? do_tint(0.9f)*tint : tint));
|
||||
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));
|
||||
}
|
||||
|
||||
void Batch3D::flush() {
|
||||
mesh->reload(buffer, index / VERTEX_SIZE);
|
||||
mesh->draw();
|
||||
index = 0;
|
||||
|
||||
@ -13,7 +13,6 @@ class Batch3D {
|
||||
float* buffer;
|
||||
size_t capacity;
|
||||
size_t offset;
|
||||
glm::vec4 color;
|
||||
Mesh* mesh;
|
||||
size_t index;
|
||||
|
||||
@ -41,9 +40,10 @@ public:
|
||||
|
||||
void begin();
|
||||
void texture(Texture* texture);
|
||||
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h);
|
||||
void blockCube(const glm::vec3& size, const UVRegion(&texfaces)[6], ubyte group);
|
||||
void render();
|
||||
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
|
||||
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
|
||||
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
|
||||
void flush();
|
||||
};
|
||||
|
||||
#endif /* GRAPHICS_BATCH3D_H_ */
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user