add modeltree:set_texture
This commit is contained in:
parent
8add39e506
commit
39d850a48c
@ -5,12 +5,14 @@ local rig = entity.modeltree
|
|||||||
inair = true
|
inair = true
|
||||||
ready = false
|
ready = false
|
||||||
|
|
||||||
local item = ARGS.item
|
local dropitem = ARGS.item
|
||||||
|
|
||||||
local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
|
local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
|
||||||
mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
|
mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
|
||||||
mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation)
|
mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation)
|
||||||
rig:set_matrix(0, rotation)
|
rig:set_matrix(0, rotation)
|
||||||
|
local icon = item.icon(dropitem.id)
|
||||||
|
rig:set_texture("$0", icon:gsub("block%-previews", "blocks"):gsub("base%:", ""))
|
||||||
|
|
||||||
function on_grounded(force)
|
function on_grounded(force)
|
||||||
rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360))
|
rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360))
|
||||||
@ -25,7 +27,7 @@ end
|
|||||||
function on_trigger_enter(index, oid)
|
function on_trigger_enter(index, oid)
|
||||||
if ready and oid == 0 then
|
if ready and oid == 0 then
|
||||||
entity:despawn()
|
entity:despawn()
|
||||||
inventory.add(player.get_inventory(oid), item.id, item.count)
|
inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count)
|
||||||
audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
|
audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@ -27,6 +27,7 @@ local Modeltree = {__index={
|
|||||||
get_model=function(self, i) return __modeltree.get_model(self.eid, i) end,
|
get_model=function(self, i) return __modeltree.get_model(self.eid, i) end,
|
||||||
get_matrix=function(self, i) return __modeltree.get_matrix(self.eid, i) end,
|
get_matrix=function(self, i) return __modeltree.get_matrix(self.eid, i) end,
|
||||||
set_matrix=function(self, i, m) return __modeltree.set_matrix(self.eid, i, m) end,
|
set_matrix=function(self, i, m) return __modeltree.set_matrix(self.eid, i, m) end,
|
||||||
|
set_texture=function(self, s, s2) return __modeltree.set_texture(self.eid, s, s2) end,
|
||||||
}}
|
}}
|
||||||
|
|
||||||
function new_Modeltree(eid)
|
function new_Modeltree(eid)
|
||||||
|
|||||||
@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "../core/Mesh.hpp"
|
#include "../core/Mesh.hpp"
|
||||||
#include "../core/Model.hpp"
|
#include "../core/Model.hpp"
|
||||||
|
#include "../core/Atlas.hpp"
|
||||||
#include "../core/Texture.hpp"
|
#include "../core/Texture.hpp"
|
||||||
#include "../../assets/Assets.hpp"
|
#include "../../assets/Assets.hpp"
|
||||||
#include "../../window/Window.hpp"
|
#include "../../window/Window.hpp"
|
||||||
@ -53,7 +54,9 @@ ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
|
|||||||
ModelBatch::~ModelBatch() {
|
ModelBatch::~ModelBatch() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
|
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
|
||||||
|
const glm::mat3& rotation,
|
||||||
|
const texture_names_map* varTextures) {
|
||||||
glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
|
glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
|
||||||
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
|
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
|
||||||
glm::vec4 lights (
|
glm::vec4 lights (
|
||||||
@ -62,7 +65,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
|
|||||||
Lightmap::extract(light, 2) / 15.0f,
|
Lightmap::extract(light, 2) / 15.0f,
|
||||||
Lightmap::extract(light, 3) / 15.0f
|
Lightmap::extract(light, 3) / 15.0f
|
||||||
);
|
);
|
||||||
setTexture(assets->get<Texture>(mesh.texture));
|
setTexture(mesh.texture, varTextures);
|
||||||
size_t vcount = mesh.vertices.size();
|
size_t vcount = mesh.vertices.size();
|
||||||
const auto& vertexData = mesh.vertices.data();
|
const auto& vertexData = mesh.vertices.data();
|
||||||
for (size_t i = 0; i < vcount / 3; i++) {
|
for (size_t i = 0; i < vcount / 3; i++) {
|
||||||
@ -70,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
|
|||||||
flush();
|
flush();
|
||||||
}
|
}
|
||||||
for (size_t j = 0; j < 3; j++) {
|
for (size_t j = 0; j < 3; j++) {
|
||||||
const auto& vert = vertexData[i * 3 + j];
|
const auto vert = vertexData[i * 3 + j];
|
||||||
auto norm = rotation * vert.normal;
|
auto norm = rotation * vert.normal;
|
||||||
float d = glm::dot(norm, SUN_VECTOR);
|
float d = glm::dot(norm, SUN_VECTOR);
|
||||||
d = 0.8f + d * 0.2f;
|
d = 0.8f + d * 0.2f;
|
||||||
@ -81,9 +84,10 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const gl
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelBatch::draw(const model::Model* model) {
|
void ModelBatch::draw(const model::Model* model,
|
||||||
|
const texture_names_map* varTextures) {
|
||||||
for (const auto& mesh : model->meshes) {
|
for (const auto& mesh : model->meshes) {
|
||||||
entries.push_back({combined, rotation, &mesh});
|
entries.push_back({combined, rotation, &mesh, varTextures});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -94,7 +98,7 @@ void ModelBatch::render() {
|
|||||||
}
|
}
|
||||||
);
|
);
|
||||||
for (auto& entry : entries) {
|
for (auto& entry : entries) {
|
||||||
draw(*entry.mesh, entry.matrix, entry.rotation);
|
draw(*entry.mesh, entry.matrix, entry.rotation, entry.varTextures);
|
||||||
}
|
}
|
||||||
flush();
|
flush();
|
||||||
entries.clear();
|
entries.clear();
|
||||||
@ -114,6 +118,32 @@ void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
|
|||||||
plane(pos-X*size, Z*size, Y*size, -X, lights);
|
plane(pos-X*size, Z*size, Y*size, -X, lights);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ModelBatch::setTexture(const std::string& name,
|
||||||
|
const texture_names_map* varTextures) {
|
||||||
|
if (name.at(0) == '$') {
|
||||||
|
const auto& found = varTextures->find(name);
|
||||||
|
if (found == varTextures->end()) {
|
||||||
|
return setTexture(nullptr);
|
||||||
|
} else {
|
||||||
|
return setTexture(found->second, varTextures);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
size_t sep = name.find(':');
|
||||||
|
if (sep == std::string::npos) {
|
||||||
|
setTexture(assets->get<Texture>(name));
|
||||||
|
} else {
|
||||||
|
auto atlas = assets->get<Atlas>(name.substr(0, sep));
|
||||||
|
if (atlas == nullptr) {
|
||||||
|
setTexture(nullptr);
|
||||||
|
} else {
|
||||||
|
setTexture(atlas->getTexture());
|
||||||
|
if (auto reg = atlas->getIf(name.substr(sep+1))) {
|
||||||
|
region = *reg;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void ModelBatch::setTexture(Texture* texture) {
|
void ModelBatch::setTexture(Texture* texture) {
|
||||||
if (texture == nullptr) {
|
if (texture == nullptr) {
|
||||||
texture = blank.get();
|
texture = blank.get();
|
||||||
@ -122,6 +152,7 @@ void ModelBatch::setTexture(Texture* texture) {
|
|||||||
flush();
|
flush();
|
||||||
}
|
}
|
||||||
this->texture = texture;
|
this->texture = texture;
|
||||||
|
region = UVRegion {0.0f, 0.0f, 1.0f, 1.0f};
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelBatch::flush() {
|
void ModelBatch::flush() {
|
||||||
|
|||||||
@ -1,9 +1,12 @@
|
|||||||
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
||||||
#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
||||||
|
|
||||||
|
#include "../../maths/UVRegion.hpp"
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include <unordered_map>
|
||||||
|
|
||||||
class Mesh;
|
class Mesh;
|
||||||
class Texture;
|
class Texture;
|
||||||
@ -15,6 +18,8 @@ namespace model {
|
|||||||
struct Model;
|
struct Model;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
using texture_names_map = std::unordered_map<std::string, std::string>;
|
||||||
|
|
||||||
class ModelBatch {
|
class ModelBatch {
|
||||||
std::unique_ptr<float[]> const buffer;
|
std::unique_ptr<float[]> const buffer;
|
||||||
size_t const capacity;
|
size_t const capacity;
|
||||||
@ -30,6 +35,7 @@ class ModelBatch {
|
|||||||
Assets* assets;
|
Assets* assets;
|
||||||
Chunks* chunks;
|
Chunks* chunks;
|
||||||
Texture* texture = nullptr;
|
Texture* texture = nullptr;
|
||||||
|
UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
|
||||||
|
|
||||||
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
|
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
|
||||||
|
|
||||||
@ -40,8 +46,8 @@ class ModelBatch {
|
|||||||
buffer[index++] = pos.x;
|
buffer[index++] = pos.x;
|
||||||
buffer[index++] = pos.y;
|
buffer[index++] = pos.y;
|
||||||
buffer[index++] = pos.z;
|
buffer[index++] = pos.z;
|
||||||
buffer[index++] = uv.x;
|
buffer[index++] = uv.x * region.getWidth() + region.u1;
|
||||||
buffer[index++] = uv.y;
|
buffer[index++] = uv.y * region.getHeight() + region.v1;
|
||||||
|
|
||||||
union {
|
union {
|
||||||
float floating;
|
float floating;
|
||||||
@ -72,8 +78,11 @@ class ModelBatch {
|
|||||||
vertex(pos-right+up, {0,1}, color);
|
vertex(pos-right+up, {0,1}, color);
|
||||||
}
|
}
|
||||||
|
|
||||||
void draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation);
|
void draw(const model::Mesh& mesh, const glm::mat4& matrix,
|
||||||
|
const glm::mat3& rotation, const texture_names_map* varTextures);
|
||||||
void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
|
void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
|
||||||
|
void setTexture(const std::string& name,
|
||||||
|
const texture_names_map* varTextures);
|
||||||
void setTexture(Texture* texture);
|
void setTexture(Texture* texture);
|
||||||
void flush();
|
void flush();
|
||||||
|
|
||||||
@ -81,6 +90,7 @@ class ModelBatch {
|
|||||||
glm::mat4 matrix;
|
glm::mat4 matrix;
|
||||||
glm::mat3 rotation;
|
glm::mat3 rotation;
|
||||||
const model::Mesh* mesh;
|
const model::Mesh* mesh;
|
||||||
|
const texture_names_map* varTextures;
|
||||||
};
|
};
|
||||||
std::vector<DrawEntry> entries;
|
std::vector<DrawEntry> entries;
|
||||||
public:
|
public:
|
||||||
@ -93,7 +103,8 @@ public:
|
|||||||
|
|
||||||
void pushMatrix(glm::mat4 matrix);
|
void pushMatrix(glm::mat4 matrix);
|
||||||
void popMatrix();
|
void popMatrix();
|
||||||
void draw(const model::Model* model);
|
void draw(const model::Model* model,
|
||||||
|
const texture_names_map* varTextures);
|
||||||
|
|
||||||
void render();
|
void render();
|
||||||
};
|
};
|
||||||
|
|||||||
@ -148,6 +148,14 @@ static int l_modeltree_set_matrix(lua::State* L) {
|
|||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int l_modeltree_set_texture(lua::State* L) {
|
||||||
|
if (auto entity = get_entity(L, 1)) {
|
||||||
|
auto& rig = entity->getModeltree();
|
||||||
|
rig.textures[lua::require_string(L, 2)] = lua::require_string(L, 3);
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
const luaL_Reg entitylib [] = {
|
const luaL_Reg entitylib [] = {
|
||||||
{"exists", lua::wrap<l_exists>},
|
{"exists", lua::wrap<l_exists>},
|
||||||
{"spawn", lua::wrap<l_spawn>},
|
{"spawn", lua::wrap<l_spawn>},
|
||||||
@ -159,6 +167,7 @@ const luaL_Reg modeltreelib [] = {
|
|||||||
{"get_model", lua::wrap<l_modeltree_get_model>},
|
{"get_model", lua::wrap<l_modeltree_get_model>},
|
||||||
{"get_matrix", lua::wrap<l_modeltree_get_matrix>},
|
{"get_matrix", lua::wrap<l_modeltree_get_matrix>},
|
||||||
{"set_matrix", lua::wrap<l_modeltree_set_matrix>},
|
{"set_matrix", lua::wrap<l_modeltree_set_matrix>},
|
||||||
|
{"set_texture", lua::wrap<l_modeltree_set_texture>},
|
||||||
{NULL, NULL}
|
{NULL, NULL}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@ -78,7 +78,7 @@ void RigConfig::render(
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
batch.pushMatrix(rig.calculated.matrices[i]);
|
batch.pushMatrix(rig.calculated.matrices[i]);
|
||||||
batch.draw(model);
|
batch.draw(model, &rig.textures);
|
||||||
batch.popMatrix();
|
batch.popMatrix();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -64,7 +64,7 @@ namespace rigging {
|
|||||||
RigConfig* config;
|
RigConfig* config;
|
||||||
Pose pose;
|
Pose pose;
|
||||||
Pose calculated;
|
Pose calculated;
|
||||||
std::vector<std::string> textures;
|
std::unordered_map<std::string, std::string> textures;
|
||||||
};
|
};
|
||||||
|
|
||||||
class RigConfig {
|
class RigConfig {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user