Merge pull request #254 from MihailRis/model-batch
add models and ModelBatch + Assets refactor
This commit is contained in:
commit
6f618ae3ff
@ -1,72 +1,8 @@
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#include "Assets.hpp"
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#include "../audio/audio.hpp"
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#include "../graphics/core/Texture.hpp"
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#include "../graphics/core/Shader.hpp"
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#include "../graphics/core/Atlas.hpp"
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#include "../graphics/core/Font.hpp"
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#include "../frontend/UiDocument.hpp"
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#include "../logic/scripting/scripting.hpp"
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Assets::~Assets() {
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}
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Texture* Assets::getTexture(const std::string& name) const {
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auto found = textures.find(name);
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if (found == textures.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<Texture> texture, const std::string& name){
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textures.emplace(name, std::move(texture));
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}
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Shader* Assets::getShader(const std::string& name) const{
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auto found = shaders.find(name);
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if (found == shaders.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<Shader> shader, const std::string& name){
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shaders.emplace(name, std::move(shader));
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}
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Font* Assets::getFont(const std::string& name) const {
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auto found = fonts.find(name);
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if (found == fonts.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<Font> font, const std::string& name){
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fonts.emplace(name, std::move(font));
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}
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Atlas* Assets::getAtlas(const std::string& name) const {
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auto found = atlases.find(name);
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if (found == atlases.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<Atlas> atlas, const std::string& name){
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atlases.emplace(name, std::move(atlas));
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}
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audio::Sound* Assets::getSound(const std::string& name) const {
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auto found = sounds.find(name);
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if (found == sounds.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<audio::Sound> sound, const std::string& name) {
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sounds.emplace(name, std::move(sound));
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}
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const std::vector<TextureAnimation>& Assets::getAnimations() {
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return animations;
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}
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@ -74,14 +10,3 @@ const std::vector<TextureAnimation>& Assets::getAnimations() {
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void Assets::store(const TextureAnimation& animation) {
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animations.emplace_back(animation);
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}
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UiDocument* Assets::getLayout(const std::string& name) const {
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auto found = layouts.find(name);
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if (found == layouts.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(std::unique_ptr<UiDocument> layout, const std::string& name) {
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layouts[name] = std::shared_ptr<UiDocument>(std::move(layout));
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}
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@ -7,18 +7,11 @@
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#include <memory>
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#include <functional>
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#include <unordered_map>
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#include <typeindex>
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#include <typeinfo>
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#include <vector>
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class Texture;
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class Shader;
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class Font;
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class Atlas;
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class Assets;
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class UiDocument;
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namespace audio {
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class Sound;
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}
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namespace assetload {
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/// @brief final work to do in the main thread
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@ -26,38 +19,36 @@ namespace assetload {
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}
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class Assets {
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std::unordered_map<std::string, std::shared_ptr<Texture>> textures;
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std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
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std::unordered_map<std::string, std::shared_ptr<Font>> fonts;
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std::unordered_map<std::string, std::shared_ptr<Atlas>> atlases;
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std::unordered_map<std::string, std::shared_ptr<UiDocument>> layouts;
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std::unordered_map<std::string, std::shared_ptr<audio::Sound>> sounds;
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std::vector<TextureAnimation> animations;
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using assets_map = std::unordered_map<std::string, std::shared_ptr<void>>;
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std::unordered_map<std::type_index, assets_map> assets;
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public:
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Assets() {}
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Assets(const Assets&) = delete;
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~Assets();
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Texture* getTexture(const std::string& name) const;
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void store(std::unique_ptr<Texture> texture, const std::string& name);
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Shader* getShader(const std::string& name) const;
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void store(std::unique_ptr<Shader> shader, const std::string& name);
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Font* getFont(const std::string& name) const;
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void store(std::unique_ptr<Font> font, const std::string& name);
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Atlas* getAtlas(const std::string& name) const;
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void store(std::unique_ptr<Atlas> atlas, const std::string& name);
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audio::Sound* getSound(const std::string& name) const;
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void store(std::unique_ptr<audio::Sound> sound, const std::string& name);
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const std::vector<TextureAnimation>& getAnimations();
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void store(const TextureAnimation& animation);
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UiDocument* getLayout(const std::string& name) const;
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void store(std::unique_ptr<UiDocument> layout, const std::string& name);
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template<class T>
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void store(std::unique_ptr<T> asset, const std::string& name) {
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assets[typeid(T)][name].reset(asset.release());
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}
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template<class T>
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T* get(const std::string& name) const {
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const auto& mapIter = assets.find(typeid(T));
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if (mapIter == assets.end()) {
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return nullptr;
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}
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const auto& map = mapIter->second;
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const auto& found = map.find(name);
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if (found == map.end()) {
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return nullptr;
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}
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return static_cast<T*>(found->second.get());
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}
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};
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#endif // ASSETS_ASSETS_HPP_
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@ -30,6 +30,7 @@ AssetsLoader::AssetsLoader(Assets* assets, const ResPaths* paths)
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addLoader(AssetType::atlas, assetload::atlas);
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addLoader(AssetType::layout, assetload::layout);
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addLoader(AssetType::sound, assetload::sound);
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addLoader(AssetType::model, assetload::model);
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}
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void AssetsLoader::addLoader(AssetType tag, aloader_func func) {
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@ -99,6 +100,7 @@ static std::string assets_def_folder(AssetType tag) {
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case AssetType::atlas: return TEXTURES_FOLDER;
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case AssetType::layout: return LAYOUTS_FOLDER;
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case AssetType::sound: return SOUNDS_FOLDER;
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case AssetType::model: return MODELS_FOLDER;
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}
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return "<error>";
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}
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@ -155,6 +157,7 @@ void AssetsLoader::processPreloadConfig(const fs::path& file) {
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processPreloadList(AssetType::shader, root->list("shaders"));
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processPreloadList(AssetType::texture, root->list("textures"));
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processPreloadList(AssetType::sound, root->list("sounds"));
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processPreloadList(AssetType::model, root->list("models"));
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// layouts are loaded automatically
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}
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@ -212,7 +215,7 @@ bool AssetsLoader::loadExternalTexture(
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const std::string& name,
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const std::vector<std::filesystem::path>& alternatives
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) {
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if (assets->getTexture(name) != nullptr) {
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if (assets->get<Texture>(name) != nullptr) {
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return true;
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}
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for (auto& path : alternatives) {
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@ -25,7 +25,8 @@ enum class AssetType {
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font,
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atlas,
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layout,
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sound
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sound,
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model,
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};
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class ResPaths;
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@ -9,14 +9,17 @@
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#include "../coders/commons.hpp"
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#include "../coders/imageio.hpp"
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#include "../coders/json.hpp"
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#include "../coders/obj.hpp"
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#include "../coders/GLSLExtension.hpp"
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#include "../graphics/core/Shader.hpp"
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#include "../graphics/core/Texture.hpp"
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#include "../graphics/core/ImageData.hpp"
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#include "../graphics/core/Atlas.hpp"
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#include "../graphics/core/Font.hpp"
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#include "../graphics/core/Model.hpp"
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#include "../graphics/core/TextureAnimation.hpp"
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#include "../frontend/UiDocument.hpp"
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#include "../constants.hpp"
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#include <iostream>
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#include <stdexcept>
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@ -119,9 +122,9 @@ assetload::postfunc assetload::font(
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) {
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auto pages = std::make_shared<std::vector<std::unique_ptr<ImageData>>>();
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for (size_t i = 0; i <= 4; i++) {
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std::string name = filename + "_" + std::to_string(i) + ".png";
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name = paths->find(name).string();
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pages->push_back(imageio::read(name));
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std::string pagefile = filename + "_" + std::to_string(i) + ".png";
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pagefile = paths->find(pagefile).string();
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pages->push_back(imageio::read(pagefile));
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}
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return [=](auto assets) {
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int res = pages->at(0)->getHeight() / 16;
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@ -198,6 +201,30 @@ assetload::postfunc assetload::sound(
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};
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}
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assetload::postfunc assetload::model(
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AssetsLoader* loader,
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const ResPaths* paths,
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto path = paths->find(file+".obj");
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auto text = files::read_string(path);
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try {
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auto model = obj::parse(path.u8string(), text).release();
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return [=](Assets* assets) {
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for (auto& mesh : model->meshes) {
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auto filename = TEXTURES_FOLDER+"/"+mesh.texture;
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loader->add(AssetType::texture, filename, mesh.texture, nullptr);
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}
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assets->store(std::unique_ptr<model::Model>(model), name);
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};
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} catch (const parsing_error& err) {
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std::cerr << err.errorLog() << std::endl;
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throw;
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}
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}
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static void read_anim_file(
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const std::string& animFile,
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std::vector<std::pair<std::string, int>>& frameList
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@ -49,7 +49,6 @@ namespace assetload {
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const std::string &name,
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const std::shared_ptr<AssetCfg>& settings
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);
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postfunc sound(
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AssetsLoader*,
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const ResPaths* paths,
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@ -57,6 +56,13 @@ namespace assetload {
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const std::string &name,
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const std::shared_ptr<AssetCfg>& settings
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);
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postfunc model(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string& file,
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const std::string &name,
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const std::shared_ptr<AssetCfg>& settings
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);
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}
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#endif // ASSETS_ASSET_LOADERS_HPP_
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@ -163,6 +163,28 @@ void BasicParser::goBack(size_t count) {
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}
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}
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void BasicParser::reset() {
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pos = 0;
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}
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char BasicParser::peekInLine() {
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while (hasNext()) {
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char next = source[pos];
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if (next == '\n') {
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return next;
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}
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if (is_whitespace(next)) {
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pos++;
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} else {
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break;
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}
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}
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if (pos >= source.length()) {
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throw error("unexpected end");
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}
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return source[pos];
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}
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char BasicParser::peek() {
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skipWhitespace();
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if (pos >= source.length()) {
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@ -226,6 +248,19 @@ int64_t BasicParser::parseSimpleInt(int base) {
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return value;
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}
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dynamic::Value BasicParser::parseNumber() {
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switch (peek()) {
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case '-':
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skip(1);
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return parseNumber(-1);
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case '+':
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skip(1);
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return parseNumber(1);
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default:
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return parseNumber(1);
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}
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}
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dynamic::Value BasicParser::parseNumber(int sign) {
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char c = peek();
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int base = 10;
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@ -87,9 +87,11 @@ protected:
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bool isNext(const std::string& substring);
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void expectNewLine();
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void goBack(size_t count=1);
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void reset();
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int64_t parseSimpleInt(int base);
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dynamic::Value parseNumber(int sign);
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dynamic::Value parseNumber();
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std::string parseString(char chr, bool closeRequired=true);
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parsing_error error(const std::string& message);
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@ -99,6 +101,7 @@ public:
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std::string parseName();
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bool hasNext();
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char peek();
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char peekInLine();
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char peekNoJump();
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char nextChar();
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@ -209,9 +209,8 @@ std::unique_ptr<List> Parser::parseList() {
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Value Parser::parseValue() {
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char next = peek();
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if (next == '-' || next == '+') {
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pos++;
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return parseNumber(next == '-' ? -1 : 1);
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if (next == '-' || next == '+' || is_digit(next)) {
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return parseNumber();
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}
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if (is_identifier_start(next)) {
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std::string literal = parseName();
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@ -232,9 +231,6 @@ Value Parser::parseValue() {
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if (next == '[') {
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return List_sptr(parseList().release());
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}
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if (is_digit(next)) {
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return parseNumber(1);
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}
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if (next == '"' || next == '\'') {
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pos++;
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return parseString(next);
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124
src/coders/obj.cpp
Normal file
124
src/coders/obj.cpp
Normal file
@ -0,0 +1,124 @@
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#include "obj.hpp"
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#include "commons.hpp"
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#include "../graphics/core/Model.hpp"
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using namespace model;
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class ObjParser : BasicParser {
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std::vector<glm::vec3> coords {{0, 0, 0}};
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std::vector<glm::vec2> uvs {{0, 0}};
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std::vector<glm::vec3> normals {{0, 1, 0}};
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void parseFace(Mesh& mesh) {
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std::vector<Vertex> vertices;
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while (hasNext()) {
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auto c = peekInLine();
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if (c == '\n') {
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break;
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} else {
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uint indices[3] {};
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uint i = 0;
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do {
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char next = peekInLine();
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if (is_digit(next)) {
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indices[i] = parseSimpleInt(10);
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if (peekInLine() == '/') {
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pos++;
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}
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} else if (next == '/') {
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pos++;
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} else {
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break;
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}
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} while (peekInLine() != '\n' && ++i < 3);
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vertices.push_back(Vertex {
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coords[indices[0]], uvs[indices[1]], normals[indices[2]]
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});
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}
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}
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if (peekInLine() != '\n' && hasNext()) {
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skipLine();
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}
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if (vertices.size() >= 3) {
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for (size_t j = 0; j < vertices.size() - 2; j++) {
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mesh.vertices.push_back(vertices[0]);
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for (size_t i = 1; i < 3; i++) {
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mesh.vertices.push_back(vertices[i + j]);
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}
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}
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}
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}
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public:
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ObjParser(const std::string_view file, const std::string_view src) : BasicParser(file, src) {
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}
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std::unique_ptr<Model> parse() {
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// first iteration - collecting vertex data
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while (hasNext()) {
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if (peek() == '#') {
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skipLine();
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continue;
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}
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auto cmd = parseName();
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if (cmd == "v") {
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float x = dynamic::as_number(parseNumber());
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float y = dynamic::as_number(parseNumber());
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float z = dynamic::as_number(parseNumber());
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coords.emplace_back(x, y, z);
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} else if (cmd == "vt") {
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float u = dynamic::as_number(parseNumber());
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float v = dynamic::as_number(parseNumber());
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uvs.emplace_back(u, v);
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} else if (cmd == "vn") {
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float x = dynamic::as_number(parseNumber());
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float y = dynamic::as_number(parseNumber());
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float z = dynamic::as_number(parseNumber());
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normals.emplace_back(x, y, z);
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} else {
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skipLine();
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||||
}
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}
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// second iteration - building meshes
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reset();
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|
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auto model = std::make_unique<Model>();
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std::string texture;
|
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while (hasNext()) {
|
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if (peek() != '#' && parseName() == "usemtl") {
|
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skipWhitespace();
|
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texture = readUntil('\n');
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break;
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}
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skipLine();
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}
|
||||
do {
|
||||
Mesh* mesh = &model->addMesh(texture);
|
||||
while (hasNext()) {
|
||||
if (peek() == '#') {
|
||||
skipLine();
|
||||
continue;
|
||||
}
|
||||
auto cmd = parseName();
|
||||
if (cmd == "usemtl") {
|
||||
skipWhitespace();
|
||||
texture = readUntil('\n');
|
||||
mesh = &model->addMesh(texture);
|
||||
break;
|
||||
} else if (cmd == "f") {
|
||||
parseFace(*mesh);
|
||||
}
|
||||
skipLine();
|
||||
}
|
||||
} while(hasNext());
|
||||
model->clean();
|
||||
return model;
|
||||
}
|
||||
};
|
||||
|
||||
std::unique_ptr<Model> obj::parse(
|
||||
const std::string_view file, const std::string_view src
|
||||
) {
|
||||
return ObjParser(file, src).parse();
|
||||
}
|
||||
19
src/coders/obj.hpp
Normal file
19
src/coders/obj.hpp
Normal file
@ -0,0 +1,19 @@
|
||||
#ifndef CODERS_OBJ_HPP_
|
||||
#define CODERS_OBJ_HPP_
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
|
||||
/// Wavefont OBJ files parser
|
||||
|
||||
namespace model {
|
||||
struct Model;
|
||||
}
|
||||
|
||||
namespace obj {
|
||||
std::unique_ptr<model::Model> parse(
|
||||
const std::string_view file, const std::string_view src
|
||||
);
|
||||
}
|
||||
|
||||
#endif // CODERS_OBJ_HPP_
|
||||
@ -49,5 +49,6 @@ inline const std::string TEXTURES_FOLDER = "textures";
|
||||
inline const std::string FONTS_FOLDER = "fonts";
|
||||
inline const std::string LAYOUTS_FOLDER = "layouts";
|
||||
inline const std::string SOUNDS_FOLDER = "sounds";
|
||||
inline const std::string MODELS_FOLDER = "models";
|
||||
|
||||
#endif // CONSTANTS_HPP_
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
|
||||
#include "../typedefs.hpp"
|
||||
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
@ -47,6 +48,15 @@ namespace dynamic {
|
||||
std::holds_alternative<integer_t>(value);
|
||||
}
|
||||
|
||||
inline number_t as_number(const Value& value) {
|
||||
if (auto num = std::get_if<number_t>(&value)) {
|
||||
return *num;
|
||||
} else if (auto num = std::get_if<integer_t>(&value)) {
|
||||
return *num;
|
||||
}
|
||||
return NAN;
|
||||
}
|
||||
|
||||
class List {
|
||||
public:
|
||||
std::vector<Value> values;
|
||||
|
||||
@ -15,7 +15,7 @@
|
||||
ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets) : content(content) {
|
||||
auto indices = content->getIndices();
|
||||
sideregions = std::make_unique<UVRegion[]>(indices->countBlockDefs() * 6);
|
||||
Atlas* atlas = assets->getAtlas("blocks");
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
|
||||
for (uint i = 0; i < indices->countBlockDefs(); i++) {
|
||||
Block* def = indices->getBlockDef(i);
|
||||
|
||||
@ -30,7 +30,7 @@ LevelFrontend::LevelFrontend(LevelController* controller, Assets* assets)
|
||||
}
|
||||
|
||||
if (type == BlockInteraction::step) {
|
||||
auto sound = assets->getSound(material->stepsSound);
|
||||
auto sound = assets->get<audio::Sound>(material->stepsSound);
|
||||
audio::play(
|
||||
sound,
|
||||
glm::vec3(),
|
||||
@ -45,10 +45,10 @@ LevelFrontend::LevelFrontend(LevelController* controller, Assets* assets)
|
||||
audio::Sound* sound = nullptr;
|
||||
switch (type) {
|
||||
case BlockInteraction::placing:
|
||||
sound = assets->getSound(material->placeSound);
|
||||
sound = assets->get<audio::Sound>(material->placeSound);
|
||||
break;
|
||||
case BlockInteraction::destruction:
|
||||
sound = assets->getSound(material->breakSound);
|
||||
sound = assets->get<audio::Sound>(material->breakSound);
|
||||
break;
|
||||
case BlockInteraction::step:
|
||||
break;
|
||||
|
||||
@ -62,6 +62,11 @@ std::shared_ptr<UINode> create_debug_panel(
|
||||
panel->add(create_label([](){
|
||||
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
|
||||
}));
|
||||
panel->add(create_label([](){
|
||||
int drawCalls = Mesh::drawCalls;
|
||||
Mesh::drawCalls = 0;
|
||||
return L"draw-calls: " + std::to_wstring(drawCalls);
|
||||
}));
|
||||
panel->add(create_label([](){
|
||||
return L"speakers: " + std::to_wstring(audio::count_speakers())+
|
||||
L" streams: " + std::to_wstring(audio::count_streams());
|
||||
|
||||
@ -208,7 +208,7 @@ void Hud::processInput(bool visible) {
|
||||
}
|
||||
}
|
||||
if (!pause && Events::active(BIND_DEVTOOLS_CONSOLE)) {
|
||||
showOverlay(assets->getLayout("core:console"), false);
|
||||
showOverlay(assets->get<UiDocument>("core:console"), false);
|
||||
}
|
||||
if (!Window::isFocused() && !pause && !isInventoryOpen()) {
|
||||
setPause(true);
|
||||
@ -305,7 +305,7 @@ void Hud::openInventory() {
|
||||
|
||||
inventoryOpen = true;
|
||||
auto inventory = player->getInventory();
|
||||
auto inventoryDocument = assets->getLayout("core:inventory");
|
||||
auto inventoryDocument = assets->get<UiDocument>("core:inventory");
|
||||
inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
|
||||
inventoryView->bind(inventory, content);
|
||||
add(HudElement(hud_element_mode::inventory_bound, inventoryDocument, inventoryView, false));
|
||||
@ -460,7 +460,7 @@ void Hud::draw(const DrawContext& ctx){
|
||||
auto batch = ctx.getBatch2D();
|
||||
batch->begin();
|
||||
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
auto uishader = assets->get<Shader>("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
@ -468,7 +468,7 @@ void Hud::draw(const DrawContext& ctx){
|
||||
if (!pause && !inventoryOpen && !player->debug) {
|
||||
DrawContext chctx = ctx.sub();
|
||||
chctx.setBlendMode(BlendMode::inversion);
|
||||
auto texture = assets->getTexture("gui/crosshair");
|
||||
auto texture = assets->get<Texture>("gui/crosshair");
|
||||
batch->texture(texture);
|
||||
int chsizex = texture != nullptr ? texture->getWidth() : 16;
|
||||
int chsizey = texture != nullptr ? texture->getHeight() : 16;
|
||||
|
||||
@ -35,14 +35,14 @@ void MenuScreen::draw(float delta) {
|
||||
Window::setBgColor(glm::vec3(0.2f));
|
||||
|
||||
uicamera->setFov(Window::height);
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
auto uishader = assets->get<Shader>("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
uint width = Window::width;
|
||||
uint height = Window::height;
|
||||
|
||||
auto bg = assets->getTexture("gui/menubg");
|
||||
auto bg = assets->get<Texture>("gui/menubg");
|
||||
batch->begin();
|
||||
batch->texture(bg);
|
||||
batch->rect(
|
||||
|
||||
@ -5,7 +5,9 @@
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "../../typedefs.hpp"
|
||||
#include "../../maths/UVRegion.hpp"
|
||||
|
||||
/// xyz, uv, rgba
|
||||
inline constexpr uint B3D_VERTEX_SIZE = 9;
|
||||
|
||||
Batch3D::Batch3D(size_t capacity)
|
||||
|
||||
@ -1,7 +1,6 @@
|
||||
#ifndef GRAPHICS_CORE_BATCH3D_HPP_
|
||||
#define GRAPHICS_CORE_BATCH3D_HPP_
|
||||
|
||||
#include "../../maths/UVRegion.hpp"
|
||||
#include "../../typedefs.hpp"
|
||||
|
||||
#include <memory>
|
||||
@ -10,6 +9,7 @@
|
||||
|
||||
class Mesh;
|
||||
class Texture;
|
||||
struct UVRegion;
|
||||
|
||||
class Batch3D {
|
||||
std::unique_ptr<float[]> buffer;
|
||||
|
||||
@ -2,6 +2,7 @@
|
||||
#include <GL/glew.h>
|
||||
|
||||
int Mesh::meshesCount = 0;
|
||||
int Mesh::drawCalls = 0;
|
||||
|
||||
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
|
||||
ibo(0),
|
||||
@ -60,6 +61,7 @@ void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBu
|
||||
}
|
||||
|
||||
void Mesh::draw(unsigned int primitive){
|
||||
drawCalls++;
|
||||
glBindVertexArray(vao);
|
||||
if (ibo != 0) {
|
||||
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
|
||||
|
||||
@ -37,6 +37,7 @@ public:
|
||||
|
||||
/// @brief Total numbers of alive mesh objects
|
||||
static int meshesCount;
|
||||
static int drawCalls;
|
||||
};
|
||||
|
||||
#endif // GRAPHICS_CORE_MESH_HPP_
|
||||
|
||||
41
src/graphics/core/Model.cpp
Normal file
41
src/graphics/core/Model.cpp
Normal file
@ -0,0 +1,41 @@
|
||||
#include "Model.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace model;
|
||||
|
||||
inline constexpr glm::vec3 X(1, 0, 0);
|
||||
inline constexpr glm::vec3 Y(0, 1, 0);
|
||||
inline constexpr glm::vec3 Z(0, 0, 1);
|
||||
|
||||
void Mesh::addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
|
||||
vertices.push_back({pos-right-up, {0,0}, norm});
|
||||
vertices.push_back({pos+right-up, {1,0}, norm});
|
||||
vertices.push_back({pos+right+up, {1,1}, norm});
|
||||
|
||||
vertices.push_back({pos-right-up, {0,0}, norm});
|
||||
vertices.push_back({pos+right+up, {1,1}, norm});
|
||||
vertices.push_back({pos-right+up, {0,1}, norm});
|
||||
}
|
||||
|
||||
void Mesh::addBox(glm::vec3 pos, glm::vec3 size) {
|
||||
addPlane(pos+Z*size, X*size, Y*size, Z);
|
||||
addPlane(pos-Z*size, -X*size, Y*size, -Z);
|
||||
|
||||
addPlane(pos+Y*size, X*size, -Z*size, Y);
|
||||
addPlane(pos-Y*size, X*size, Z*size, -Y);
|
||||
|
||||
addPlane(pos+X*size, -Z*size, Y*size, X);
|
||||
addPlane(pos-X*size, Z*size, Y*size, -X);
|
||||
}
|
||||
|
||||
|
||||
void Model::clean() {
|
||||
meshes.erase(
|
||||
std::remove_if(meshes.begin(), meshes.end(),
|
||||
[](const Mesh& mesh){
|
||||
return mesh.vertices.empty();
|
||||
}),
|
||||
meshes.end()
|
||||
);
|
||||
}
|
||||
38
src/graphics/core/Model.hpp
Normal file
38
src/graphics/core/Model.hpp
Normal file
@ -0,0 +1,38 @@
|
||||
#ifndef GRAPHICS_CORE_MODEL_HPP_
|
||||
#define GRAPHICS_CORE_MODEL_HPP_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace model {
|
||||
struct Vertex {
|
||||
glm::vec3 coord;
|
||||
glm::vec2 uv;
|
||||
glm::vec3 normal;
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
std::string texture;
|
||||
std::vector<Vertex> vertices;
|
||||
|
||||
void addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm);
|
||||
void addBox(glm::vec3 pos, glm::vec3 size);
|
||||
};
|
||||
|
||||
struct Model {
|
||||
std::vector<Mesh> meshes;
|
||||
|
||||
/// @brief Add mesh to the model
|
||||
/// @param texture texture name
|
||||
/// @return writeable Mesh
|
||||
Mesh& addMesh(const std::string& texture) {
|
||||
meshes.push_back({texture, {}});
|
||||
return meshes[meshes.size()-1];
|
||||
}
|
||||
/// @brief Remove all empty meshes
|
||||
void clean();
|
||||
};
|
||||
}
|
||||
|
||||
#endif // GRAPHICS_CORE_MODEL_HPP_
|
||||
@ -126,8 +126,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
|
||||
size_t count = indices->countBlockDefs();
|
||||
size_t iconSize = ITEM_ICON_SIZE;
|
||||
|
||||
Shader* shader = assets->getShader("ui3d");
|
||||
Atlas* atlas = assets->getAtlas("blocks");
|
||||
auto shader = assets->get<Shader>("ui3d");
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
|
||||
Viewport viewport(iconSize, iconSize);
|
||||
DrawContext pctx(nullptr, viewport, nullptr);
|
||||
|
||||
175
src/graphics/render/ModelBatch.cpp
Normal file
175
src/graphics/render/ModelBatch.cpp
Normal file
@ -0,0 +1,175 @@
|
||||
#include "ModelBatch.hpp"
|
||||
|
||||
#include "../core/Mesh.hpp"
|
||||
#include "../core/Model.hpp"
|
||||
#include "../core/Texture.hpp"
|
||||
#include "../../assets/Assets.hpp"
|
||||
#include "../../window/Window.hpp"
|
||||
#include "../../voxels/Chunks.hpp"
|
||||
#include "../../lighting/Lightmap.hpp"
|
||||
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
/// xyz, uv, compressed rgba
|
||||
inline constexpr uint VERTEX_SIZE = 6;
|
||||
|
||||
static const vattr attrs[] = {
|
||||
{3}, {2}, {1}, {0}
|
||||
};
|
||||
|
||||
inline constexpr glm::vec3 X(1, 0, 0);
|
||||
inline constexpr glm::vec3 Y(0, 1, 0);
|
||||
inline constexpr glm::vec3 Z(0, 0, 1);
|
||||
|
||||
struct DecomposedMat4 {
|
||||
glm::vec3 scale;
|
||||
glm::mat3 rotation;
|
||||
glm::vec3 translation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
};
|
||||
|
||||
ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
|
||||
: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
|
||||
capacity(capacity),
|
||||
index(0),
|
||||
mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
|
||||
combined(1.0f),
|
||||
assets(assets),
|
||||
chunks(chunks)
|
||||
{
|
||||
ubyte pixels[] = {
|
||||
255, 255, 255, 255,
|
||||
};
|
||||
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
|
||||
}
|
||||
|
||||
ModelBatch::~ModelBatch() {
|
||||
}
|
||||
|
||||
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
|
||||
glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
|
||||
light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
|
||||
glm::vec4 lights (
|
||||
Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
Lightmap::extract(light, 2) / 15.0f,
|
||||
Lightmap::extract(light, 3) / 15.0f
|
||||
);
|
||||
setTexture(assets->get<Texture>(mesh.texture));
|
||||
size_t vcount = mesh.vertices.size();
|
||||
const auto& vertexData = mesh.vertices.data();
|
||||
for (size_t i = 0; i < vcount / 3; i++) {
|
||||
if (index + VERTEX_SIZE * 3 > capacity * VERTEX_SIZE) {
|
||||
flush();
|
||||
}
|
||||
for (size_t j = 0; j < 3; j++) {
|
||||
const auto& vert = vertexData[i * 3 + j];
|
||||
auto norm = rotation * vert.normal;
|
||||
float d = glm::dot(norm, SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
|
||||
auto color = lights * d;
|
||||
vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ModelBatch::draw(const model::Model* model) {
|
||||
for (const auto& mesh : model->meshes) {
|
||||
entries.push_back({combined, rotation, &mesh});
|
||||
}
|
||||
}
|
||||
|
||||
void ModelBatch::render() {
|
||||
std::sort(entries.begin(), entries.end(),
|
||||
[](const DrawEntry& a, const DrawEntry& b) {
|
||||
return a.mesh->texture < b.mesh->texture;
|
||||
}
|
||||
);
|
||||
for (auto& entry : entries) {
|
||||
draw(*entry.mesh, entry.matrix, entry.rotation);
|
||||
}
|
||||
flush();
|
||||
entries.clear();
|
||||
}
|
||||
|
||||
void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
|
||||
if (index + 36 < capacity*VERTEX_SIZE) {
|
||||
flush();
|
||||
}
|
||||
plane(pos+Z*size, X*size, Y*size, Z, lights);
|
||||
plane(pos-Z*size, -X*size, Y*size, -Z, lights);
|
||||
|
||||
plane(pos+Y*size, X*size, -Z*size, Y, lights);
|
||||
plane(pos-Y*size, X*size, Z*size, -Y, lights);
|
||||
|
||||
plane(pos+X*size, -Z*size, Y*size, X, lights);
|
||||
plane(pos-X*size, Z*size, Y*size, -X, lights);
|
||||
}
|
||||
|
||||
void ModelBatch::setTexture(Texture* texture) {
|
||||
if (texture == nullptr) {
|
||||
texture = blank.get();
|
||||
}
|
||||
if (texture != this->texture) {
|
||||
flush();
|
||||
}
|
||||
this->texture = texture;
|
||||
}
|
||||
|
||||
void ModelBatch::flush() {
|
||||
if (index == 0) {
|
||||
return;
|
||||
}
|
||||
if (texture == nullptr) {
|
||||
texture = blank.get();
|
||||
}
|
||||
texture->bind();
|
||||
mesh->reload(buffer.get(), index / VERTEX_SIZE);
|
||||
mesh->draw();
|
||||
index = 0;
|
||||
}
|
||||
|
||||
static glm::mat4 extract_rotation(glm::mat4 matrix) {
|
||||
DecomposedMat4 decomposed = {};
|
||||
glm::quat rotation;
|
||||
glm::decompose(
|
||||
matrix,
|
||||
decomposed.scale,
|
||||
rotation,
|
||||
decomposed.translation,
|
||||
decomposed.skew,
|
||||
decomposed.perspective
|
||||
);
|
||||
return glm::toMat3(rotation);
|
||||
}
|
||||
|
||||
void ModelBatch::translate(glm::vec3 vec) {
|
||||
pushMatrix(glm::translate(glm::mat4(1.0f), vec));
|
||||
}
|
||||
|
||||
void ModelBatch::rotate(glm::vec3 axis, float angle) {
|
||||
pushMatrix(glm::rotate(glm::mat4(1.0f), angle, axis));
|
||||
}
|
||||
|
||||
void ModelBatch::scale(glm::vec3 vec) {
|
||||
pushMatrix(glm::scale(glm::mat4(1.0f), vec));
|
||||
}
|
||||
|
||||
void ModelBatch::pushMatrix(glm::mat4 matrix) {
|
||||
matrices.push_back(combined);
|
||||
combined = combined * matrix;
|
||||
rotation = extract_rotation(combined);
|
||||
}
|
||||
|
||||
void ModelBatch::popMatrix() {
|
||||
combined = matrices[matrices.size()-1];
|
||||
matrices.erase(matrices.end()-1);
|
||||
rotation = extract_rotation(combined);
|
||||
}
|
||||
101
src/graphics/render/ModelBatch.hpp
Normal file
101
src/graphics/render/ModelBatch.hpp
Normal file
@ -0,0 +1,101 @@
|
||||
#ifndef GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
||||
#define GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class Mesh;
|
||||
class Texture;
|
||||
class Chunks;
|
||||
class Assets;
|
||||
|
||||
namespace model {
|
||||
struct Mesh;
|
||||
struct Model;
|
||||
}
|
||||
|
||||
class ModelBatch {
|
||||
std::unique_ptr<float[]> const buffer;
|
||||
size_t const capacity;
|
||||
size_t index;
|
||||
|
||||
std::unique_ptr<Mesh> mesh;
|
||||
std::unique_ptr<Texture> blank;
|
||||
|
||||
glm::mat4 combined;
|
||||
std::vector<glm::mat4> matrices;
|
||||
glm::mat3 rotation;
|
||||
|
||||
Assets* assets;
|
||||
Chunks* chunks;
|
||||
Texture* texture = nullptr;
|
||||
|
||||
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
|
||||
|
||||
inline void vertex(
|
||||
glm::vec3 pos, glm::vec2 uv, glm::vec4 light
|
||||
) {
|
||||
float* buffer = this->buffer.get();
|
||||
buffer[index++] = pos.x;
|
||||
buffer[index++] = pos.y;
|
||||
buffer[index++] = pos.z;
|
||||
buffer[index++] = uv.x;
|
||||
buffer[index++] = uv.y;
|
||||
|
||||
union {
|
||||
float floating;
|
||||
uint32_t integer;
|
||||
} compressed;
|
||||
|
||||
compressed.integer = (static_cast<uint32_t>(light.r * 255) & 0xff) << 24;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.g * 255) & 0xff) << 16;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.b * 255) & 0xff) << 8;
|
||||
compressed.integer |= (static_cast<uint32_t>(light.a * 255) & 0xff);
|
||||
|
||||
buffer[index++] = compressed.floating;
|
||||
}
|
||||
|
||||
inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm, glm::vec4 lights) {
|
||||
norm = rotation * norm;
|
||||
float d = glm::dot(norm, SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
|
||||
auto color = lights * d;
|
||||
|
||||
vertex(pos-right-up, {0,0}, color);
|
||||
vertex(pos+right-up, {1,0}, color);
|
||||
vertex(pos+right+up, {1,1}, color);
|
||||
|
||||
vertex(pos-right-up, {0,0}, color);
|
||||
vertex(pos+right+up, {1,1}, color);
|
||||
vertex(pos-right+up, {0,1}, color);
|
||||
}
|
||||
|
||||
void draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation);
|
||||
void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
|
||||
void setTexture(Texture* texture);
|
||||
void flush();
|
||||
|
||||
struct DrawEntry {
|
||||
glm::mat4 matrix;
|
||||
glm::mat3 rotation;
|
||||
const model::Mesh* mesh;
|
||||
};
|
||||
std::vector<DrawEntry> entries;
|
||||
public:
|
||||
ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
|
||||
~ModelBatch();
|
||||
|
||||
void translate(glm::vec3 vec);
|
||||
void rotate(glm::vec3 axis, float angle);
|
||||
void scale(glm::vec3 vec);
|
||||
|
||||
void pushMatrix(glm::mat4 matrix);
|
||||
void popMatrix();
|
||||
void draw(const model::Model* model);
|
||||
|
||||
void render();
|
||||
};
|
||||
|
||||
#endif // GRAPHICS_RENDER_MODEL_BATCH_HPP_
|
||||
@ -9,6 +9,7 @@
|
||||
#include "../../graphics/core/DrawContext.hpp"
|
||||
#include "../../window/Window.hpp"
|
||||
#include "../../window/Camera.hpp"
|
||||
#include "../../maths/UVRegion.hpp"
|
||||
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
@ -58,7 +59,7 @@ Skybox::~Skybox() {
|
||||
}
|
||||
|
||||
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
|
||||
Shader* backShader = assets->getShader("background");
|
||||
auto backShader = assets->get<Shader>("background");
|
||||
backShader->use();
|
||||
backShader->uniformMatrix("u_view", camera->getView(false));
|
||||
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
|
||||
@ -106,7 +107,7 @@ void Skybox::draw(
|
||||
DrawContext ctx = pctx.sub();
|
||||
ctx.setBlendMode(BlendMode::addition);
|
||||
|
||||
Shader* shader = assets->getShader("ui3d");
|
||||
auto shader = assets->get<Shader>("ui3d");
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_projview", camera->getProjView(false));
|
||||
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
|
||||
@ -116,7 +117,7 @@ void Skybox::draw(
|
||||
float opacity = glm::pow(1.0f-fog, 7.0f);
|
||||
|
||||
for (auto& sprite : sprites) {
|
||||
batch3d->texture(assets->getTexture(sprite.texture));
|
||||
batch3d->texture(assets->get<Texture>(sprite.texture));
|
||||
|
||||
float sangle = daytime * M_PI*2 + sprite.phase;
|
||||
float distance = sprite.distance;
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
#include "WorldRenderer.hpp"
|
||||
|
||||
#include "ChunksRenderer.hpp"
|
||||
#include "ModelBatch.hpp"
|
||||
#include "Skybox.hpp"
|
||||
|
||||
#include "../../assets/Assets.hpp"
|
||||
@ -31,6 +32,7 @@
|
||||
#include "../core/PostProcessing.hpp"
|
||||
#include "../core/Shader.hpp"
|
||||
#include "../core/Texture.hpp"
|
||||
#include "../core/Model.hpp"
|
||||
|
||||
#include <assert.h>
|
||||
#include <GL/glew.h>
|
||||
@ -43,11 +45,12 @@
|
||||
bool WorldRenderer::showChunkBorders = false;
|
||||
|
||||
WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player)
|
||||
: engine(engine),
|
||||
level(frontend->getLevel()),
|
||||
player(player),
|
||||
frustumCulling(std::make_unique<Frustum>()),
|
||||
lineBatch(std::make_unique<LineBatch>())
|
||||
: engine(engine),
|
||||
level(frontend->getLevel()),
|
||||
player(player),
|
||||
frustumCulling(std::make_unique<Frustum>()),
|
||||
lineBatch(std::make_unique<LineBatch>()),
|
||||
modelBatch(std::make_unique<ModelBatch>(20'000, engine->getAssets(), level->chunks.get()))
|
||||
{
|
||||
renderer = std::make_unique<ChunksRenderer>(
|
||||
level,
|
||||
@ -65,7 +68,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
|
||||
auto assets = engine->getAssets();
|
||||
skybox = std::make_unique<Skybox>(
|
||||
settings.graphics.skyboxResolution.get(),
|
||||
assets->getShader("skybox_gen")
|
||||
assets->get<Shader>("skybox_gen")
|
||||
);
|
||||
}
|
||||
|
||||
@ -104,7 +107,7 @@ bool WorldRenderer::drawChunk(
|
||||
chunk->z * CHUNK_D + CHUNK_D
|
||||
);
|
||||
|
||||
if (!frustumCulling->IsBoxVisible(min, max))
|
||||
if (!frustumCulling->isBoxVisible(min, max))
|
||||
return false;
|
||||
}
|
||||
glm::vec3 coord(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f);
|
||||
@ -151,9 +154,9 @@ void WorldRenderer::renderLevel(
|
||||
Camera* camera,
|
||||
const EngineSettings& settings
|
||||
) {
|
||||
Assets* assets = engine->getAssets();
|
||||
Atlas* atlas = assets->getAtlas("blocks");
|
||||
Shader* shader = assets->getShader("main");
|
||||
auto assets = engine->getAssets();
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
auto shader = assets->get<Shader>("main");
|
||||
|
||||
auto indices = level->content->getIndices();
|
||||
|
||||
@ -191,6 +194,10 @@ void WorldRenderer::renderLevel(
|
||||
|
||||
drawChunks(level->chunks.get(), camera, shader);
|
||||
|
||||
shader->uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
// draw entities here
|
||||
modelBatch->render();
|
||||
|
||||
skybox->unbind();
|
||||
}
|
||||
|
||||
@ -286,8 +293,8 @@ void WorldRenderer::draw(
|
||||
const EngineSettings& settings = engine->getSettings();
|
||||
skybox->refresh(pctx, world->daytime, 1.0f+world->fog*2.0f, 4);
|
||||
|
||||
Assets* assets = engine->getAssets();
|
||||
Shader* linesShader = assets->getShader("lines");
|
||||
auto assets = engine->getAssets();
|
||||
auto linesShader = assets->get<Shader>("lines");
|
||||
|
||||
// World render scope with diegetic HUD included
|
||||
{
|
||||
@ -317,7 +324,7 @@ void WorldRenderer::draw(
|
||||
}
|
||||
|
||||
// Rendering fullscreen quad with
|
||||
auto screenShader = assets->getShader("screen");
|
||||
auto screenShader = assets->get<Shader>("screen");
|
||||
screenShader->use();
|
||||
screenShader->uniform1f("u_timer", Window::time());
|
||||
screenShader->uniform1f("u_dayTime", level->getWorld()->daytime);
|
||||
|
||||
@ -23,8 +23,13 @@ class LevelFrontend;
|
||||
class Skybox;
|
||||
class PostProcessing;
|
||||
class DrawContext;
|
||||
class ModelBatch;
|
||||
struct EngineSettings;
|
||||
|
||||
namespace model {
|
||||
struct Model;
|
||||
}
|
||||
|
||||
class WorldRenderer {
|
||||
Engine* engine;
|
||||
Level* level;
|
||||
@ -34,6 +39,8 @@ class WorldRenderer {
|
||||
std::unique_ptr<ChunksRenderer> renderer;
|
||||
std::unique_ptr<Skybox> skybox;
|
||||
std::unique_ptr<Batch3D> batch3d;
|
||||
std::unique_ptr<ModelBatch> modelBatch;
|
||||
|
||||
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
|
||||
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
|
||||
|
||||
|
||||
@ -205,7 +205,7 @@ void GUI::draw(const DrawContext* pctx, Assets* assets) {
|
||||
menu->setPos((wsize - menu->getSize()) / 2.0f);
|
||||
uicamera->setFov(wsize.y);
|
||||
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
auto uishader = assets->get<Shader>("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
|
||||
@ -18,7 +18,7 @@ void Image::draw(const DrawContext* pctx, Assets* assets) {
|
||||
glm::vec2 pos = calcPos();
|
||||
auto batch = pctx->getBatch2D();
|
||||
|
||||
auto texture = assets->getTexture(this->texture);
|
||||
auto texture = assets->get<Texture>(this->texture);
|
||||
if (texture && autoresize) {
|
||||
setSize(glm::vec2(texture->getWidth(), texture->getHeight()));
|
||||
}
|
||||
|
||||
@ -21,6 +21,7 @@
|
||||
#include "../../core/Font.hpp"
|
||||
#include "../../core/DrawContext.hpp"
|
||||
#include "../../core/Shader.hpp"
|
||||
#include "../../core/Texture.hpp"
|
||||
#include "../../render/BlocksPreview.hpp"
|
||||
#include "../GUI.hpp"
|
||||
|
||||
@ -155,7 +156,7 @@ void SlotView::draw(const DrawContext* pctx, Assets* assets) {
|
||||
|
||||
batch->setColor(glm::vec4(1.0f));
|
||||
|
||||
auto previews = assets->getAtlas("block-previews");
|
||||
auto previews = assets->get<Atlas>("block-previews");
|
||||
auto indices = content->getIndices();
|
||||
|
||||
ItemDef* item = indices->getItemDef(stack.getItemId());
|
||||
@ -177,10 +178,10 @@ void SlotView::draw(const DrawContext* pctx, Assets* assets) {
|
||||
std::string name = item->icon.substr(index+1);
|
||||
UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
|
||||
if (index == std::string::npos) {
|
||||
batch->texture(assets->getTexture(name));
|
||||
batch->texture(assets->get<Texture>(name));
|
||||
} else {
|
||||
std::string atlasname = item->icon.substr(0, index);
|
||||
Atlas* atlas = assets->getAtlas(atlasname);
|
||||
auto atlas = assets->get<Atlas>(atlasname);
|
||||
if (atlas && atlas->has(name)) {
|
||||
region = atlas->get(name);
|
||||
batch->texture(atlas->getTexture());
|
||||
@ -194,7 +195,7 @@ void SlotView::draw(const DrawContext* pctx, Assets* assets) {
|
||||
}
|
||||
|
||||
if (stack.getCount() > 1) {
|
||||
auto font = assets->getFont("normal");
|
||||
auto font = assets->get<Font>("normal");
|
||||
std::wstring text = std::to_wstring(stack.getCount());
|
||||
|
||||
int x = pos.x+slotSize-text.length()*8;
|
||||
|
||||
@ -158,7 +158,7 @@ uint Label::getLinesNumber() const {
|
||||
|
||||
void Label::draw(const DrawContext* pctx, Assets* assets) {
|
||||
auto batch = pctx->getBatch2D();
|
||||
auto font = assets->getFont(fontName);
|
||||
auto font = assets->get<Font>(fontName);
|
||||
cache.prepare(font, static_cast<size_t>(glm::abs(getSize().x)));
|
||||
|
||||
if (supplier) {
|
||||
|
||||
@ -37,7 +37,7 @@ void Plotter::draw(const DrawContext* pctx, Assets* assets) {
|
||||
}
|
||||
|
||||
int current_point = static_cast<int>(points[index % dmwidth]);
|
||||
auto font = assets->getFont("normal");
|
||||
auto font = assets->get<Font>("normal");
|
||||
for (int y = 0; y < dmheight; y += labelsInterval) {
|
||||
std::wstring string;
|
||||
if (current_point/16 == y/labelsInterval) {
|
||||
|
||||
@ -33,7 +33,7 @@ TextBox::TextBox(std::wstring placeholder, glm::vec4 padding)
|
||||
void TextBox::draw(const DrawContext* pctx, Assets* assets) {
|
||||
Panel::draw(pctx, assets);
|
||||
|
||||
font = assets->getFont(label->getFontName());
|
||||
font = assets->get<Font>(label->getFontName());
|
||||
|
||||
if (!isFocused()) {
|
||||
return;
|
||||
|
||||
@ -32,7 +32,7 @@ inline audio::speakerid_t play_sound(
|
||||
return 0;
|
||||
}
|
||||
auto assets = scripting::engine->getAssets();
|
||||
auto sound = assets->getSound(name);
|
||||
auto sound = assets->get<audio::Sound>(name);
|
||||
if (sound == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -27,7 +27,7 @@ struct DocumentNode {
|
||||
};
|
||||
|
||||
static DocumentNode getDocumentNode(lua::State*, const std::string& name, const std::string& nodeName) {
|
||||
auto doc = engine->getAssets()->getLayout(name);
|
||||
auto doc = engine->getAssets()->get<UiDocument>(name);
|
||||
if (doc == nullptr) {
|
||||
throw std::runtime_error("document '"+name+"' not found");
|
||||
}
|
||||
@ -545,7 +545,7 @@ static int l_gui_setattr(lua::State* L) {
|
||||
|
||||
static int l_gui_get_env(lua::State* L) {
|
||||
auto name = lua::require_string(L, 1);
|
||||
auto doc = engine->getAssets()->getLayout(name);
|
||||
auto doc = engine->getAssets()->get<UiDocument>(name);
|
||||
if (doc == nullptr) {
|
||||
throw std::runtime_error("document '"+std::string(name)+"' not found");
|
||||
}
|
||||
@ -566,7 +566,7 @@ static int l_gui_str(lua::State* L) {
|
||||
|
||||
static int l_gui_reindex(lua::State* L) {
|
||||
auto name = lua::require_string(L, 1);
|
||||
auto doc = engine->getAssets()->getLayout(name);
|
||||
auto doc = engine->getAssets()->get<UiDocument>(name);
|
||||
if (doc == nullptr) {
|
||||
throw std::runtime_error("document '"+std::string(name)+"' not found");
|
||||
}
|
||||
|
||||
@ -51,7 +51,7 @@ static int l_hud_open_block(lua::State* L) {
|
||||
}
|
||||
auto def = content->getIndices()->getBlockDef(vox->id);
|
||||
auto assets = engine->getAssets();
|
||||
auto layout = assets->getLayout(def->uiLayout);
|
||||
auto layout = assets->get<UiDocument>(def->uiLayout);
|
||||
if (layout == nullptr) {
|
||||
throw std::runtime_error("block '"+def->name+"' has no ui layout");
|
||||
}
|
||||
@ -71,7 +71,7 @@ static int l_hud_show_overlay(lua::State* L) {
|
||||
bool playerInventory = lua::toboolean(L, 2);
|
||||
|
||||
auto assets = engine->getAssets();
|
||||
auto layout = assets->getLayout(name);
|
||||
auto layout = assets->get<UiDocument>(name);
|
||||
if (layout == nullptr) {
|
||||
throw std::runtime_error("there is no ui layout "+util::quote(name));
|
||||
}
|
||||
@ -81,7 +81,7 @@ static int l_hud_show_overlay(lua::State* L) {
|
||||
|
||||
static UiDocument* require_layout(const char* name) {
|
||||
auto assets = engine->getAssets();
|
||||
auto layout = assets->getLayout(name);
|
||||
auto layout = assets->get<UiDocument>(name);
|
||||
if (layout == nullptr) {
|
||||
throw std::runtime_error("layout '"+std::string(name)+"' is not found");
|
||||
}
|
||||
|
||||
@ -121,7 +121,7 @@ inline int l_rotate(lua::State* L) {
|
||||
auto matrix = lua::tomat4(L, 1);
|
||||
auto vec = lua::tovec3(L, 2);
|
||||
auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
|
||||
return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
|
||||
return lua::setmat4(L, 4, glm::rotate(matrix, angle, vec));
|
||||
}
|
||||
default: {
|
||||
throw std::runtime_error("invalid arguments number (2, 3 or 4 expected)");
|
||||
|
||||
@ -9,7 +9,7 @@ public:
|
||||
Frustum() {};
|
||||
|
||||
void update(glm::mat4 projview);
|
||||
bool IsBoxVisible(const glm::vec3& minp, const glm::vec3& maxp) const;
|
||||
bool isBoxVisible(const glm::vec3& minp, const glm::vec3& maxp) const;
|
||||
|
||||
private:
|
||||
enum Planes
|
||||
@ -76,8 +76,7 @@ inline void Frustum::update(glm::mat4 m)
|
||||
|
||||
}
|
||||
|
||||
inline bool Frustum::IsBoxVisible(const glm::vec3& minp, const glm::vec3& maxp) const
|
||||
{
|
||||
inline bool Frustum::isBoxVisible(const glm::vec3& minp, const glm::vec3& maxp) const {
|
||||
// check box outside/inside of frustum
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user