Actual 3D block icons

This commit is contained in:
MihailRis 2023-12-01 13:56:35 +03:00
parent cfda17e21d
commit 1fda002e0b
5 changed files with 81 additions and 61 deletions

View File

@ -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);
}

View File

@ -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);

View File

@ -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,

View File

@ -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;

View File

@ -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_ */