This commit is contained in:
@clasher113 2024-01-22 10:52:28 +02:00
commit 6fba4a7065
25 changed files with 693 additions and 496 deletions

51
res/scripts/stdlib.lua Normal file
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@ -0,0 +1,51 @@
-- kit of standard functions
-- Check if given table is an array
function is_array(x)
if #t > 0 then
return true
end
for k, v in pairs(x) do
return false
end
return true
end
local __cached_scripts = {}
local __cached_results = {}
-- Get entry-point and filename from `entry-point:filename` path
function parse_path(path)
local index = string.find(path, ':')
if index == nil then
error("invalid path syntax (':' missing)")
end
return string.sub(path, 1, index-1), string.sub(path, index+1, -1)
end
-- Load script with caching
--
-- path - script path `contentpack:filename`.
-- Example `base:scripts/tests.lua`
--
-- nocache - ignore cached script, load anyway
function load_script(path, nocache)
local packname, filename = parse_path(path)
local packpath = pack.get_folder(packname)
local fullpath = packpath..filename
-- __cached_scripts used in condition because cached result may be nil
if not nocache and __cached_scripts[fullpath] ~= nil then
return __cached_results[fullpath]
end
local script = loadfile(fullpath)
if script == nil then
error("script '"..filename.."' not found in '"..packname.."'")
end
local result = script()
if not nocache then
__cached_scripts[fullpath] = script
__cached_results[fullpath] = result
end
return result
end

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@ -17,6 +17,8 @@ const int CHUNK_D = 16;
const uint VOXEL_USER_BITS = 8;
constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;
const int ITEM_ICON_SIZE = 48;
/* Chunk volume (count of voxels per Chunk) */
constexpr int CHUNK_VOL = (CHUNK_W * CHUNK_H * CHUNK_D);

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@ -17,6 +17,7 @@
#include "../coders/json.h"
#include "../constants.h"
#include "../items/ItemDef.h"
#include "../items/Inventory.h"
#include "../data/dynamic.h"
@ -488,12 +489,13 @@ void WorldFiles::writeWorldInfo(const World* world) {
versionobj.put("major", ENGINE_VERSION_MAJOR);
versionobj.put("minor", ENGINE_VERSION_MINOR);
root.put("name", world->name);
root.put("seed", world->seed);
root.put("name", world->getName());
root.put("seed", world->getSeed());
auto& timeobj = root.putMap("time");
timeobj.put("day-time", world->daytime);
timeobj.put("day-time-speed", world->daytimeSpeed);
timeobj.put("total-time", world->totalTime);
files::write_json(getWorldFile(), &root);
}
@ -506,8 +508,9 @@ bool WorldFiles::readWorldInfo(World* world) {
}
auto root = files::read_json(file);
root->str("name", world->name);
root->num("seed", world->seed);
world->setName(root->getStr("name", world->getName()));
world->setSeed(root->getInt("seed", world->getSeed()));
auto verobj = root->map("version");
if (verobj) {
@ -521,12 +524,13 @@ bool WorldFiles::readWorldInfo(World* world) {
if (timeobj) {
timeobj->num("day-time", world->daytime);
timeobj->num("day-time-speed", world->daytimeSpeed);
timeobj->num("total-time", world->totalTime);
}
return true;
}
void WorldFiles::writePlayer(Player* player){
void WorldFiles::writePlayer(Player* player) {
glm::vec3 position = player->hitbox->position;
dynamic::Map root;
auto& posarr = root.putList("position");
@ -540,6 +544,8 @@ void WorldFiles::writePlayer(Player* player){
root.put("flight", player->flight);
root.put("noclip", player->noclip);
root.put("chosen-slot", player->getChosenSlot());
root.put("inventory", player->getInventory()->write().release());
files::write_json(getPlayerFile(), &root);
}
@ -565,5 +571,11 @@ bool WorldFiles::readPlayer(Player* player) {
root->flag("flight", player->flight);
root->flag("noclip", player->noclip);
player->setChosenSlot(root->getInt("chosen-slot", player->getChosenSlot()));
auto invmap = root->map("inventory");
if (invmap) {
player->getInventory()->read(invmap);
}
return true;
}

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@ -6,6 +6,7 @@
#include <stdint.h>
#include <stdexcept>
#include "../coders/json.h"
#include "../coders/gzip.h"
#include "../util/stringutil.h"
#include "../data/dynamic.h"
@ -32,21 +33,21 @@ void files::rafile::read(char* buffer, std::streamsize size) {
file.read(buffer, size);
}
bool files::write_bytes(fs::path filename, const char* data, size_t size) {
bool files::write_bytes(fs::path filename, const ubyte* data, size_t size) {
std::ofstream output(filename, std::ios::binary);
if (!output.is_open())
return false;
output.write(data, size);
output.write((const char*)data, size);
output.close();
return true;
}
uint files::append_bytes(fs::path filename, const char* data, size_t size) {
uint files::append_bytes(fs::path filename, const ubyte* data, size_t size) {
std::ofstream output(filename, std::ios::binary | std::ios::app);
if (!output.is_open())
return 0;
uint position = output.tellp();
output.write(data, size);
output.write((const char*)data, size);
output.close();
return position;
}
@ -60,7 +61,7 @@ bool files::read(fs::path filename, char* data, size_t size) {
return true;
}
char* files::read_bytes(fs::path filename, size_t& length) {
ubyte* files::read_bytes(fs::path filename, size_t& length) {
std::ifstream input(filename, std::ios::binary);
if (!input.is_open())
return nullptr;
@ -71,17 +72,17 @@ char* files::read_bytes(fs::path filename, size_t& length) {
std::unique_ptr<char> data(new char[length]);
input.read(data.get(), length);
input.close();
return data.release();
return (ubyte*)data.release();
}
std::string files::read_string(fs::path filename) {
size_t size;
std::unique_ptr<char> chars (read_bytes(filename, size));
if (chars == nullptr) {
std::unique_ptr<ubyte[]> bytes (read_bytes(filename, size));
if (bytes == nullptr) {
throw std::runtime_error("could not to load file '"+
filename.string()+"'");
}
return std::string(chars.get(), size);
return std::string((const char*)bytes.get(), size);
}
bool files::write_string(fs::path filename, const std::string content) {
@ -94,27 +95,21 @@ bool files::write_string(fs::path filename, const std::string content) {
}
bool files::write_json(fs::path filename, const dynamic::Map* obj, bool nice) {
// -- binary json tests
//return write_binary_json(fs::path(filename.u8string()+".bin"), obj);
return files::write_string(filename, json::stringify(obj, nice, " "));
}
bool files::write_binary_json(fs::path filename, const dynamic::Map* obj) {
std::vector<ubyte> bytes = json::to_binary(obj);
return files::write_bytes(filename, (const char*)bytes.data(), bytes.size());
bool files::write_binary_json(fs::path filename, const dynamic::Map* obj, bool compression) {
auto bytes = json::to_binary(obj);
if (compression) {
bytes = gzip::compress(bytes.data(), bytes.size());
}
return files::write_bytes(filename, bytes.data(), bytes.size());
}
std::unique_ptr<dynamic::Map> files::read_json(fs::path filename) {
// binary json tests
// fs::path binfile = fs::path(filename.u8string()+".bin");
// if (fs::is_regular_file(binfile)){
// return read_binary_json(binfile);
// }
std::string text = files::read_string(filename);
try {
auto obj = json::parse(filename.string(), text);
//write_binary_json(binfile, obj);
return obj;
} catch (const parsing_error& error) {
std::cerr << error.errorLog() << std::endl;
@ -124,8 +119,10 @@ std::unique_ptr<dynamic::Map> files::read_json(fs::path filename) {
std::unique_ptr<dynamic::Map> files::read_binary_json(fs::path file) {
size_t size;
std::unique_ptr<char[]> bytes (files::read_bytes(file, size));
return std::unique_ptr<dynamic::Map>(json::from_binary((const ubyte*)bytes.get(), size));
std::unique_ptr<ubyte[]> bytes (files::read_bytes(file, size));
return std::unique_ptr<dynamic::Map>(
json::from_binary(bytes.get(), size)
);
}
std::vector<std::string> files::read_list(fs::path filename) {

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@ -27,15 +27,33 @@ namespace files {
size_t length() const;
};
/* Write bytes array to the file without any extra data */
extern bool write_bytes(fs::path, const ubyte* data, size_t size);
extern bool write_bytes(fs::path, const char* data, size_t size);
extern uint append_bytes(fs::path, const char* data, size_t size);
/* Append bytes array to the file without any extra data */
extern uint append_bytes(fs::path, const ubyte* data, size_t size);
/* Write string to the file */
extern bool write_string(fs::path filename, const std::string content);
extern bool write_json(fs::path filename, const dynamic::Map* obj, bool nice=true);
extern bool write_binary_json(fs::path filename, const dynamic::Map* obj);
/* Write dynamic data to the JSON file
@param nice if true,
human readable format will be used, otherwise minimal */
extern bool write_json(
fs::path filename,
const dynamic::Map* obj,
bool nice=true);
/* Write dynamic data to the binary JSON file
(see src/coders/binary_json_spec.md)
@param compressed use gzip compression */
extern bool write_binary_json(
fs::path filename,
const dynamic::Map* obj,
bool compressed=false);
extern bool read(fs::path, char* data, size_t size);
extern char* read_bytes(fs::path, size_t& length);
extern ubyte* read_bytes(fs::path, size_t& length);
extern std::string read_string(fs::path filename);
extern std::unique_ptr<dynamic::Map> read_json(fs::path file);
extern std::unique_ptr<dynamic::Map> read_binary_json(fs::path file);

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@ -8,47 +8,23 @@
#include "../graphics/Texture.h"
#include "../graphics/Atlas.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Framebuffer.h"
#include "../graphics/GfxContext.h"
#include "../window/Window.h"
#include "../window/Camera.h"
#include "../voxels/Block.h"
#include "../content/Content.h"
#include "../constants.h"
#include "ContentGfxCache.h"
BlocksPreview::BlocksPreview(Assets* assets, const ContentGfxCache* cache)
: shader(assets->getShader("ui3d")),
atlas(assets->getAtlas("blocks")),
cache(cache) {
batch = std::make_unique<Batch3D>(1024);
}
BlocksPreview::~BlocksPreview() {
}
void BlocksPreview::begin(const Viewport* viewport) {
this->viewport = viewport;
shader->use();
shader->uniformMatrix("u_projview",
glm::ortho(0.0f, float(viewport->getWidth()),
0.0f, float(viewport->getHeight()),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(2, 2, 2), glm::vec3(0.0f), glm::vec3(0, 1, 0)));
atlas->getTexture()->bind();
}
/* Draw one block preview at given screen position */
void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tint) {
uint width = viewport->getWidth();
uint height = viewport->getHeight();
y = height - y - 1 - 35 /* magic garbage */;
x += 2;
if (def->model == BlockModel::aabb) {
x += (1.0f - def->hitbox.size()).x * size * 0.5f;
y += (1.0f - def->hitbox.size()).y * size * 0.25f;
}
glm::vec3 offset (x/float(width) * 2, y/float(height) * 2, 0.0f);
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
ImageData* BlocksPreview::draw(
const ContentGfxCache* cache,
Framebuffer* fbo,
Batch3D* batch,
const Block* def,
int size
){
Window::clear();
blockid_t id = def->rt.id;
const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
cache->getRegion(id, 2), cache->getRegion(id, 3),
@ -59,11 +35,12 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
// something went wrong...
break;
case BlockModel::block:
batch->blockCube(glm::vec3(size * 0.63f), texfaces, tint, !def->rt.emissive);
batch->blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def->rt.emissive);
break;
case BlockModel::aabb:
batch->blockCube(def->hitbox.size() * glm::vec3(size * 0.63f),
texfaces, tint, !def->rt.emissive);
texfaces, glm::vec4(1.0f), !def->rt.emissive);
break;
case BlockModel::custom:
case BlockModel::xsprite: {
@ -73,10 +50,64 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
right,
size*0.5f, size*0.6f,
texfaces[0],
tint);
glm::vec4(1.0f));
break;
}
}
batch->flush();
return fbo->texture->readData();
}
std::unique_ptr<Atlas> BlocksPreview::build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content
) {
auto indices = content->getIndices();
size_t count = indices->countBlockDefs();
size_t iconSize = ITEM_ICON_SIZE;
Shader* shader = assets->getShader("ui3d");
Atlas* atlas = assets->getAtlas("blocks");
Viewport viewport(iconSize, iconSize);
GfxContext pctx(nullptr, viewport, nullptr);
GfxContext ctx = pctx.sub();
ctx.cullFace(true);
ctx.depthTest(true);
Framebuffer fbo(iconSize, iconSize, true);
Batch3D batch(1024);
batch.begin();
shader->use();
shader->uniformMatrix("u_projview",
glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(2, 2, 2),
glm::vec3(0.0f),
glm::vec3(0, 1, 0)));
AtlasBuilder builder;
Window::viewport(0, 0, iconSize, iconSize);
Window::setBgColor(glm::vec4(0.0f));
fbo.bind();
for (size_t i = 0; i < count; i++) {
auto def = indices->getBlockDef(i);
glm::vec3 offset(0.1f, 0.5f, 0.1f);
if (def->model == BlockModel::aabb) {
offset.y += (1.0f - def->hitbox.size()).y * 0.5f;
}
atlas->getTexture()->bind();
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
builder.add(def->name, draw(cache, &fbo, &batch, def, iconSize));
}
fbo.unbind();
Window::viewport(0, 0, Window::width, Window::height);
return std::unique_ptr<Atlas>(builder.build(2));
}

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@ -6,25 +6,27 @@
#include <memory>
class Assets;
class Viewport;
class Shader;
class ImageData;
class Atlas;
class Framebuffer;
class Batch3D;
class Block;
class Content;
class ContentGfxCache;
class BlocksPreview {
Shader* shader;
Atlas* atlas;
std::unique_ptr<Batch3D> batch;
const ContentGfxCache* const cache;
const Viewport* viewport;
public:
BlocksPreview(Assets* assets, const ContentGfxCache* cache);
~BlocksPreview();
static ImageData* draw(
const ContentGfxCache* cache,
Framebuffer* framebuffer,
Batch3D* batch,
const Block* block,
int size);
void begin(const Viewport* viewport);
void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
static std::unique_ptr<Atlas> build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content);
};
#endif // FRONTEND_BLOCKS_PREVIEW_H_

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@ -28,6 +28,10 @@ void InventoryLayout::add(SlotLayout slot) {
slots.push_back(slot);
}
void InventoryLayout::add(InventoryPanel panel) {
panels.push_back(panel);
}
void InventoryLayout::setSize(glm::vec2 size) {
this->size = size;
}
@ -48,6 +52,10 @@ std::vector<SlotLayout>& InventoryLayout::getSlots() {
return slots;
}
std::vector<InventoryPanel>& InventoryLayout::getPanels() {
return panels;
}
SlotLayout::SlotLayout(
glm::vec2 position,
bool background,
@ -72,14 +80,17 @@ InventoryBuilder::InventoryBuilder()
{}
void InventoryBuilder::addGrid(
int cols, int rows,
int cols, int count,
glm::vec2 coord,
int padding,
int padding,
bool addpanel,
SlotLayout slotLayout)
{
const int slotSize = InventoryView::SLOT_SIZE;
const int interval = InventoryView::SLOT_INTERVAL;
int rows = ceildiv(count, cols);
uint width = cols * (slotSize + interval) - interval + padding*2;
uint height = rows * (slotSize + interval) - interval + padding*2;
@ -94,6 +105,8 @@ void InventoryBuilder::addGrid(
for (int row = 0; row < rows; row++) {
for (int col = 0; col < cols; col++) {
if (row * cols + col >= count)
break;
glm::vec2 position (
col * (slotSize + interval) + padding,
row * (slotSize + interval) + padding
@ -103,6 +116,32 @@ void InventoryBuilder::addGrid(
layout->add(builtSlot);
}
}
if (addpanel) {
add(InventoryPanel(
coord,
glm::vec2(width, height),
glm::vec4(0, 0, 0, 0.5f)));
}
}
void InventoryBuilder::add(SlotLayout slotLayout) {
uint width = InventoryView::SLOT_SIZE;
uint height = InventoryView::SLOT_SIZE;
auto coord = slotLayout.position;
auto lsize = layout->getSize();
if (coord.x + width > lsize.x) {
lsize.x = coord.x + width;
}
if (coord.y + height > lsize.y) {
lsize.y = coord.y + height;
}
layout->add(slotLayout);
}
void InventoryBuilder::add(InventoryPanel panel) {
layout->add(panel);
}
std::unique_ptr<InventoryLayout> InventoryBuilder::build() {
@ -149,31 +188,23 @@ void SlotView::draw(Batch2D* batch, Assets* assets) {
batch->color = glm::vec4(1.0f);
Shader* uiShader = assets->getShader("ui");
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, batch);
auto preview = frontend->getBlocksPreview();
auto previews = frontend->getBlocksAtlas();
auto indices = content->getIndices();
ItemDef* item = indices->getItemDef(stack.getItemId());
ItemDef* item = indices->getItemDef(stack.getItemId());
switch (item->iconType) {
case item_icon_type::none:
break;
case item_icon_type::block:
batch->render();
{
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
case item_icon_type::block: {
Block* cblock = content->requireBlock(item->icon);
batch->texture(previews->getTexture());
Block* cblock = content->requireBlock(item->icon);
preview->begin(&subctx.getViewport());
preview->draw(cblock, coord.x, coord.y, slotSize, tint);
}
uiShader->use();
batch->begin();
UVRegion region = previews->get(cblock->name);
batch->rect(
coord.x, coord.y, slotSize, slotSize,
0, 0, 0, region, false, true, tint);
break;
}
case item_icon_type::sprite: {
size_t index = item->icon.find(':');
std::string name = item->icon.substr(index+1);
@ -279,14 +310,17 @@ InventoryView::InventoryView(
frontend(frontend),
interaction(interaction) {
size(this->layout->getSize());
color(glm::vec4(0, 0, 0, 0.5f));
color(glm::vec4(0, 0, 0, 0.0f));
}
InventoryView::~InventoryView() {}
void InventoryView::build() {
int index = 0;
size_t index = 0;
for (auto& slot : layout->getSlots()) {
if (index >= inventory->size())
break;
ItemStack& item = inventory->getSlot(index);
auto view = std::make_shared<SlotView>(
@ -320,15 +354,15 @@ InventoryLayout* InventoryView::getLayout() const {
return layout.get();
}
// performance disaster x2
void InventoryView::draw(Batch2D* batch, Assets* assets) {
Container::draw(batch, assets);
Window::clearDepth();
}
void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
glm::vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = color_;
batch->rect(coord.x-1, coord.y-1, size_.x+2, size_.y+2);
for (auto& panel : layout->getPanels()) {
glm::vec2 size = panel.size;
glm::vec2 pos = coord + panel.position;
batch->color = panel.color;
batch->rect(pos.x-1, pos.y-1, size.x+2, size.y+2);
}
}

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@ -53,10 +53,12 @@ class InventoryLayout {
glm::vec2 size;
glm::vec2 origin;
std::vector<SlotLayout> slots;
std::vector<InventoryPanel> panels;
public:
InventoryLayout(glm::vec2 size);
void add(SlotLayout slot);
void add(InventoryPanel panel);
void setSize(glm::vec2 size);
void setOrigin(glm::vec2 origin);
@ -64,6 +66,7 @@ public:
glm::vec2 getOrigin() const;
std::vector<SlotLayout>& getSlots();
std::vector<InventoryPanel>& getPanels();
};
class InventoryBuilder {
@ -72,10 +75,15 @@ public:
InventoryBuilder();
void addGrid(
int cols, int rows,
int cols, int count,
glm::vec2 coord,
int padding,
int padding,
bool addpanel,
SlotLayout slotLayout);
void add(SlotLayout slotLayout);
void add(InventoryPanel panel);
std::unique_ptr<InventoryLayout> build();
};
@ -126,7 +134,6 @@ public:
void build();
virtual void draw(Batch2D* batch, Assets* assets) override;
virtual void drawBackground(Batch2D* batch, Assets* assets) override;
void setInventory(std::shared_ptr<Inventory> inventory);
@ -138,7 +145,7 @@ public:
void setSelected(int index);
static const int SLOT_INTERVAL = 4;
static const int SLOT_SIZE = 48;
static const int SLOT_SIZE = ITEM_ICON_SIZE;
};
class InventoryInteraction {

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@ -2,6 +2,7 @@
#include "../world/Level.h"
#include "../assets/Assets.h"
#include "../graphics/Atlas.h"
#include "BlocksPreview.h"
#include "ContentGfxCache.h"
@ -9,8 +10,7 @@ LevelFrontend::LevelFrontend(Level* level, Assets* assets)
: level(level),
assets(assets),
contentCache(std::make_unique<ContentGfxCache>(level->content, assets)),
blocksPreview(std::make_unique<BlocksPreview>(assets, contentCache.get())) {
blocksAtlas(BlocksPreview::build(contentCache.get(), assets, level->content)) {
}
LevelFrontend::~LevelFrontend() {
@ -24,10 +24,10 @@ Assets* LevelFrontend::getAssets() const {
return assets;
}
BlocksPreview* LevelFrontend::getBlocksPreview() const {
return blocksPreview.get();
}
ContentGfxCache* LevelFrontend::getContentGfxCache() const {
return contentCache.get();
}
Atlas* LevelFrontend::getBlocksAtlas() const {
return blocksAtlas.get();
}

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@ -3,6 +3,7 @@
#include <memory>
class Atlas;
class Level;
class Assets;
class BlocksPreview;
@ -12,15 +13,15 @@ class LevelFrontend {
Level* level;
Assets* assets;
std::unique_ptr<ContentGfxCache> contentCache;
std::unique_ptr<BlocksPreview> blocksPreview;
std::unique_ptr<Atlas> blocksAtlas;
public:
LevelFrontend(Level* level, Assets* assets);
~LevelFrontend();
Level* getLevel() const;
Assets* getAssets() const;
BlocksPreview* getBlocksPreview() const;
ContentGfxCache* getContentGfxCache() const;
Atlas* getBlocksAtlas() const;
};

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@ -52,106 +52,106 @@ using glm::vec4;
using namespace gui;
inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
auto label = std::make_shared<Label>(L"-");
label->textSupplier(supplier);
return label;
auto label = std::make_shared<Label>(L"-");
label->textSupplier(supplier);
return label;
}
void HudRenderer::createDebugPanel(Engine* engine) {
auto level = frontend->getLevel();
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
debugPanel = std::shared_ptr<UINode>(panel);
panel->listenInterval(1.0f, [this]() {
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
fpsMin = fps;
fpsMax = fps;
});
panel->setCoord(vec2(10, 10));
panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
panel->add(create_label([this](){
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
}));
panel->add(create_label([=](){
auto& settings = engine->getSettings();
bool culling = settings.graphics.frustumCulling;
return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
}));
panel->add(create_label([=]() {
return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
L" visible: "+std::to_wstring(level->chunks->visible);
}));
panel->add(create_label([=](){
auto player = level->player;
auto* indices = level->content->getIndices();
auto def = indices->getBlockDef(player->selectedVoxel.id);
std::wstringstream stream;
stream << std::hex << level->player->selectedVoxel.states;
if (def) {
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
}
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
L" "+stream.str();
}));
panel->add(create_label([=](){
return L"seed: "+std::to_wstring(level->world->seed);
}));
debugPanel = std::shared_ptr<UINode>(panel);
panel->listenInterval(1.0f, [this]() {
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
fpsMin = fps;
fpsMax = fps;
});
panel->setCoord(vec2(10, 10));
panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
panel->add(create_label([this](){
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
}));
panel->add(create_label([=](){
auto& settings = engine->getSettings();
bool culling = settings.graphics.frustumCulling;
return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
}));
panel->add(create_label([=]() {
return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
L" visible: "+std::to_wstring(level->chunks->visible);
}));
panel->add(create_label([=](){
auto player = level->player;
auto* indices = level->content->getIndices();
auto def = indices->getBlockDef(player->selectedVoxel.id);
std::wstringstream stream;
stream << std::hex << level->player->selectedVoxel.states;
if (def) {
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
}
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
L" "+stream.str();
}));
panel->add(create_label([=](){
return L"seed: "+std::to_wstring(level->world->getSeed());
}));
for (int ax = 0; ax < 3; ax++){
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
sub->orientation(Orientation::horizontal);
for (int ax = 0; ax < 3; ax++){
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
sub->orientation(Orientation::horizontal);
std::wstring str = L"x: ";
str[0] += ax;
Label* label = new Label(str);
label->margin(vec4(2, 3, 2, 3));
sub->add(label);
sub->color(vec4(0.0f));
std::wstring str = L"x: ";
str[0] += ax;
Label* label = new Label(str);
label->margin(vec4(2, 3, 2, 3));
sub->add(label);
sub->color(vec4(0.0f));
// Coord input
TextBox* box = new TextBox(L"");
box->textSupplier([=]() {
Hitbox* hitbox = level->player->hitbox.get();
return util::to_wstring(hitbox->position[ax], 2);
});
box->textConsumer([=](std::wstring text) {
try {
vec3 position = level->player->hitbox->position;
position[ax] = std::stoi(text);
level->player->teleport(position);
} catch (std::invalid_argument& _){
}
});
box->setOnEditStart([=](){
Hitbox* hitbox = level->player->hitbox.get();
box->text(std::to_wstring(int(hitbox->position[ax])));
});
// Coord input
TextBox* box = new TextBox(L"");
box->textSupplier([=]() {
Hitbox* hitbox = level->player->hitbox.get();
return util::to_wstring(hitbox->position[ax], 2);
});
box->textConsumer([=](std::wstring text) {
try {
vec3 position = level->player->hitbox->position;
position[ax] = std::stoi(text);
level->player->teleport(position);
} catch (std::invalid_argument& _){
}
});
box->setOnEditStart([=](){
Hitbox* hitbox = level->player->hitbox.get();
box->text(std::to_wstring(int(hitbox->position[ax])));
});
sub->add(box);
panel->add(sub);
}
panel->add(create_label([=](){
int hour, minute, second;
timeutil::from_value(level->world->daytime, hour, minute, second);
sub->add(box);
panel->add(sub);
}
panel->add(create_label([=](){
int hour, minute, second;
timeutil::from_value(level->world->daytime, hour, minute, second);
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
}));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {return level->world->daytime;});
bar->consumer([=](double val) {level->world->daytime = val;});
panel->add(bar);
}
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->supplier([=]() {return WorldRenderer::fog;});
bar->consumer([=](double val) {WorldRenderer::fog = val;});
panel->add(bar);
}
{
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
}));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {return level->world->daytime;});
bar->consumer([=](double val) {level->world->daytime = val;});
panel->add(bar);
}
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->supplier([=]() {return WorldRenderer::fog;});
bar->consumer([=](double val) {WorldRenderer::fog = val;});
panel->add(bar);
}
{
auto checkbox = new FullCheckBox(L"Show Chunk Borders", vec2(400, 32));
checkbox->supplier([=]() {
return engine->getSettings().debug.showChunkBorders;
@ -160,8 +160,8 @@ void HudRenderer::createDebugPanel(Engine* engine) {
engine->getSettings().debug.showChunkBorders = checked;
});
panel->add(checkbox);
}
panel->refresh();
}
panel->refresh();
}
std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
@ -177,37 +177,25 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
accessInventory->getSlot(id-1).set(ItemStack(id, 1));
}
const int slotSize = InventoryView::SLOT_SIZE;
const int interval = InventoryView::SLOT_INTERVAL;
int padding = 8;
SlotLayout slotLayout(glm::vec2(), false, true,
[=](ItemStack& item) {
auto copy = ItemStack(item);
inventory->move(copy, indices);
},
[=](ItemStack& item, ItemStack& grabbed) {
inventory->getSlot(player->getChosenSlot()).set(item);
});
InventoryBuilder builder;
builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
auto layout = builder.build();
int columns = 8;
int rows = ceildiv(itemsCount-1, columns);
uint cawidth = columns * (slotSize + interval) - interval + padding;
uint caheight = rows * (slotSize + interval) - interval + padding*2;
auto layout = std::make_unique<InventoryLayout>(glm::vec2(cawidth, caheight));
for (int i = 0; i < itemsCount-1; i++) {
int row = i / columns;
int col = i % columns;
glm::vec2 position (
col * slotSize + (col-1) * interval + padding,
row * slotSize + (row-1) * interval + padding
);
layout->add(SlotLayout(position, false, true,
[=](ItemStack& item) {
auto copy = ItemStack(item);
inventory->move(copy, indices);
},
[=](ItemStack& item, ItemStack& grabbed) {
inventory->getSlot(player->getChosenSlot()).set(item);
}));
}
auto contentAccess = std::make_shared<InventoryView>(
content,
frontend,
interaction.get(),
accessInventory,
std::move(layout)
frontend,
interaction.get(),
accessInventory,
std::move(layout)
);
contentAccess->build();
return contentAccess;
@ -219,24 +207,18 @@ std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
auto inventory = player->getInventory();
auto content = level->content;
const int slotSize = InventoryView::SLOT_SIZE;
const int interval = InventoryView::SLOT_INTERVAL;
SlotLayout slotLayout(glm::vec2(), false, false, nullptr, nullptr);
InventoryBuilder builder;
builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
auto layout = builder.build();
int padding = 4;
uint width = 10 * (slotSize + interval) - interval + padding*2;
uint height = slotSize + padding * 2;
auto layout = std::make_unique<InventoryLayout>(glm::vec2(width, height));
for (int i = 0; i < 10; i++) {
glm::vec2 position (i * (slotSize + interval) + padding, padding);
layout->add(SlotLayout(position, false, false, nullptr, nullptr));
}
layout->setOrigin(glm::vec2(width / 2, 0));
layout->setOrigin(glm::vec2(layout->getSize().x/2, 0));
auto view = std::make_shared<InventoryView>(
content,
frontend,
interaction.get(),
inventory,
std::move(layout)
frontend,
interaction.get(),
inventory,
std::move(layout)
);
view->build();
view->setInteractive(false);
@ -252,13 +234,9 @@ std::shared_ptr<InventoryView> HudRenderer::createInventory() {
SlotLayout slotLayout(glm::vec2(), true, false, [=](ItemStack& stack) {
stack.clear();
}, nullptr);
int columns = 10;
int rows = ceildiv(inventory->size(), columns);
int padding = 4;
InventoryBuilder builder;
builder.addGrid(columns, rows, glm::vec2(), padding, slotLayout);
builder.addGrid(10, inventory->size(), glm::vec2(), 4, true, slotLayout);
auto layout = builder.build();
auto view = std::make_shared<InventoryView>(
@ -277,13 +255,13 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
gui(engine->getGUI()),
frontend(frontend)
{
auto menu = gui->getMenu();
auto menu = gui->getMenu();
interaction = std::make_unique<InventoryInteraction>();
grabbedItemView = std::make_shared<SlotView>(
interaction->getGrabbedItem(),
frontend,
interaction.get(),
interaction.get(),
frontend->getLevel()->content,
SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
);
@ -301,14 +279,14 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
hotbarView = createHotbar();
inventoryView = createInventory();
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
createDebugPanel(engine);
menu->reset();
gui->add(debugPanel);
menu->reset();
gui->add(debugPanel);
gui->add(contentAccessPanel);
gui->add(hotbarView);
gui->add(inventoryView);
@ -320,48 +298,48 @@ HudRenderer::~HudRenderer() {
gui->remove(inventoryView);
gui->remove(hotbarView);
gui->remove(contentAccessPanel);
gui->remove(debugPanel);
delete uicamera;
gui->remove(debugPanel);
delete uicamera;
}
void HudRenderer::drawDebug(int fps){
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
}
void HudRenderer::update(bool visible) {
auto level = frontend->getLevel();
auto player = level->player;
auto menu = gui->getMenu();
auto menu = gui->getMenu();
menu->visible(pause);
if (!visible && inventoryOpen) {
inventoryOpen = false;
}
if (pause && menu->current().panel == nullptr) {
pause = false;
}
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
if (pause) {
pause = false;
menu->reset();
} else if (inventoryOpen) {
inventoryOpen = false;
} else {
pause = true;
menu->set("pause");
}
}
if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
if (!pause) {
inventoryOpen = !inventoryOpen;
}
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
if (pause && menu->current().panel == nullptr) {
pause = false;
}
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
if (pause) {
pause = false;
menu->reset();
} else if (inventoryOpen) {
inventoryOpen = false;
} else {
pause = true;
menu->set("pause");
}
}
if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
if (!pause) {
inventoryOpen = !inventoryOpen;
}
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
glm::vec2 invSize = contentAccessPanel->size();
inventoryView->visible(inventoryOpen);
@ -387,10 +365,10 @@ void HudRenderer::update(bool visible) {
}
void HudRenderer::drawOverlay(const GfxContext& ctx) {
if (pause) {
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
if (pause) {
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
@ -398,48 +376,48 @@ void HudRenderer::drawOverlay(const GfxContext& ctx) {
auto batch = ctx.getBatch2D();
batch->begin();
// draw fullscreen dark overlay
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, width, height);
// draw fullscreen dark overlay
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, width, height);
batch->render();
}
}
}
void HudRenderer::draw(const GfxContext& ctx){
auto level = frontend->getLevel();
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
Player* player = level->player;
debugPanel->visible(player->debug);
Player* player = level->player;
debugPanel->visible(player->debug);
uicamera->setFov(height);
uicamera->setFov(height);
auto batch = ctx.getBatch2D();
batch->begin();
batch->begin();
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
// Draw selected item preview
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
// Draw selected item preview
hotbarView->setCoord(glm::vec2(width/2, height-65));
hotbarView->setSelected(player->getChosenSlot());
// Crosshair
batch->begin();
if (!pause && Events::_cursor_locked && !level->player->debug) {
batch->lineWidth(2);
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
// Crosshair
batch->begin();
if (!pause && Events::_cursor_locked && !level->player->debug) {
batch->lineWidth(2);
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
if (inventoryOpen) {
if (inventoryOpen) {
auto caLayout = contentAccess->getLayout();
auto invLayout = inventoryView->getLayout();
float caWidth = caLayout->getSize().x;
@ -452,15 +430,15 @@ void HudRenderer::draw(const GfxContext& ctx){
height/2-invSize.y/2
));
contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
}
}
grabbedItemView->setCoord(glm::vec2(Events::cursor));
batch->render();
batch->render();
}
bool HudRenderer::isInventoryOpen() const {
return inventoryOpen;
return inventoryOpen;
}
bool HudRenderer::isPause() const {
return pause;
return pause;
}

View File

@ -3,13 +3,15 @@
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(uint width, uint height) : width(width), height(height) {
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
: width(width), height(height) {
glGenFramebuffers(1, &fbo);
bind();
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
GLuint format = alpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

View File

@ -12,7 +12,7 @@ public:
uint width;
uint height;
Texture* texture;
Framebuffer(uint width, uint height);
Framebuffer(uint width, uint height, bool alpha=false);
~Framebuffer();
void bind();

View File

@ -1,52 +1,61 @@
#include "Texture.h"
#include <GL/glew.h>
#include <stdexcept>
#include <memory>
#include "ImageData.h"
Texture::Texture(uint id, int width, int height)
: id(id), width(width), height(height) {
: id(id), width(width), height(height) {
}
Texture::Texture(ubyte* data, int width, int height, uint format)
: width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (GLvoid *) data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
glBindTexture(GL_TEXTURE_2D, 0);
: width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (GLvoid *) data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
glDeleteTextures(1, &id);
glDeleteTextures(1, &id);
}
void Texture::bind(){
glBindTexture(GL_TEXTURE_2D, id);
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::reload(ubyte* data){
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
glBindTexture(GL_TEXTURE_2D, 0);
}
ImageData* Texture::readData() {
std::unique_ptr<ubyte[]> data (new ubyte[width * height * 4]);
glBindTexture(GL_TEXTURE_2D, id);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
glBindTexture(GL_TEXTURE_2D, 0);
return new ImageData(ImageFormat::rgba8888, width, height, data.release());
}
Texture* Texture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();
uint format;
const void* data = image->getData();
switch (image->getFormat()) {
case ImageFormat::rgb888: format = GL_RGB; break;
case ImageFormat::rgba8888: format = GL_RGBA; break;
default:
throw std::runtime_error("unsupported image data format");
}
return new Texture((ubyte*)data, width, height, format);
}
uint width = image->getWidth();
uint height = image->getHeight();
uint format;
const void* data = image->getData();
switch (image->getFormat()) {
case ImageFormat::rgb888: format = GL_RGB; break;
case ImageFormat::rgba8888: format = GL_RGBA; break;
default:
throw std::runtime_error("unsupported image data format");
}
return new Texture((ubyte*)data, width, height, format);
}

View File

@ -8,17 +8,19 @@ class ImageData;
class Texture {
public:
uint id;
int width;
int height;
Texture(uint id, int width, int height);
Texture(ubyte* data, int width, int height, uint format);
~Texture();
uint id;
int width;
int height;
Texture(uint id, int width, int height);
Texture(ubyte* data, int width, int height, uint format);
~Texture();
void bind();
void reload(ubyte* data);
void bind();
void reload(ubyte* data);
static Texture* from(const ImageData* image);
ImageData* readData();
static Texture* from(const ImageData* image);
};
#endif /* GRAPHICS_TEXTURE_H_ */

View File

@ -4,7 +4,7 @@ Inventory::Inventory(size_t size) : slots(size) {
}
ItemStack& Inventory::getSlot(size_t index) {
return slots[index];
return slots.at(index);
}
size_t Inventory::findEmptySlot(size_t begin, size_t end) const {

View File

@ -11,6 +11,7 @@
class ContentIndices;
// TODO: items indices fix
class Inventory {
std::vector<ItemStack> slots;
public:

View File

@ -102,7 +102,11 @@ bool ChunksController::loadVisible(){
chunks->putChunk(chunk);
if (!chunk->isLoaded()) {
generator->generate(chunk->voxels, chunk->x, chunk->z, level->world->seed);
generator->generate(
chunk->voxels,
chunk->x, chunk->z,
level->world->getSeed()
);
chunk->setUnsaved(true);
}

View File

@ -47,6 +47,11 @@ static const luaL_Reg packlib [] = {
};
/* == world library == */
static int l_world_get_total_time(lua_State* L) {
lua_pushnumber(L, scripting::level->world->totalTime);
return 1;
}
static int l_world_get_day_time(lua_State* L) {
lua_pushnumber(L, scripting::level->world->daytime);
return 1;
@ -59,11 +64,12 @@ static int l_world_set_day_time(lua_State* L) {
}
static int l_world_get_seed(lua_State* L) {
lua_pushinteger(L, scripting::level->world->seed);
lua_pushinteger(L, scripting::level->world->getSeed());
return 1;
}
static const luaL_Reg worldlib [] = {
{"get_total_time", l_world_get_total_time},
{"get_day_time", l_world_get_day_time},
{"set_day_time", l_world_set_day_time},
{"get_seed", l_world_get_seed},
@ -261,14 +267,14 @@ static int l_set_block_user_bits(lua_State* L) {
int offset = lua_tointeger(L, 4) + VOXEL_USER_BITS_OFFSET;
int bits = lua_tointeger(L, 5);
uint mask = (1 << bits) - 1;
int value = lua_tointeger(L, 6) & mask;
uint mask = ((1 << bits) - 1) << offset;
int value = (lua_tointeger(L, 6) << offset) & mask;
voxel* vox = scripting::level->chunks->get(x, y, z);
if (vox == nullptr) {
return 0;
}
vox->states = (vox->states & (~mask)) | (value << offset);
vox->states = (vox->states & (~mask)) | value;
return 0;
}

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@ -26,6 +26,10 @@ Level* scripting::level = nullptr;
const Content* scripting::content = nullptr;
BlocksController* scripting::blocks = nullptr;
static void handleError(lua_State* L) {
std::cerr << "lua error: " << lua_tostring(L,-1) << std::endl;
}
inline int lua_pushivec3(lua_State* L, int x, int y, int z) {
lua_pushinteger(L, x);
lua_pushinteger(L, y);
@ -51,13 +55,24 @@ bool rename_global(lua_State* L, const char* src, const char* dst) {
int call_func(lua_State* L, int argc, const std::string& name) {
if (lua_pcall(L, argc, LUA_MULTRET, 0)) {
std::cerr << "Lua error in " << name << ": ";
std::cerr << lua_tostring(L,-1) << std::endl;
handleError(L);
return 0;
}
return 1;
}
void load_script(fs::path name) {
auto paths = scripting::engine->getPaths();
fs::path file = paths->getResources()/fs::path("scripts")/name;
std::string src = files::read_string(file);
if (luaL_loadbuffer(L, src.c_str(), src.length(), file.u8string().c_str())) {
handleError(L);
return;
}
call_func(L, 0, file.u8string());
}
void scripting::initialize(Engine* engine) {
scripting::engine = engine;
@ -81,17 +96,15 @@ void scripting::initialize(Engine* engine) {
# endif // LUAJIT_VERSION
apilua::create_funcs(L);
load_script(fs::path("stdlib.lua"));
}
void scripting::on_world_load(Level* level, BlocksController* blocks) {
scripting::level = level;
scripting::content = level->content;
scripting::blocks = blocks;
auto paths = scripting::engine->getPaths();
fs::path file = paths->getResources()/fs::path("scripts/world.lua");
std::string src = files::read_string(file);
luaL_loadbuffer(L, src.c_str(), src.length(), file.string().c_str());
call_func(L, 0, "<script>");
load_script("world.lua");
}
void scripting::on_world_quit() {
@ -165,7 +178,7 @@ void scripting::load_block_script(std::string prefix, fs::path file, block_funcs
std::string src = files::read_string(file);
std::cout << "loading script " << file.u8string() << std::endl;
if (luaL_loadbuffer(L, src.c_str(), src.size(), file.string().c_str())) {
std::cerr << "Lua error:" << lua_tostring(L,-1) << std::endl;
handleError(L);
return;
}
call_func(L, 0, "<script>");
@ -181,7 +194,7 @@ void scripting::load_item_script(std::string prefix, fs::path file, item_funcs_s
std::string src = files::read_string(file);
std::cout << "loading script " << file.u8string() << std::endl;
if (luaL_loadbuffer(L, src.c_str(), src.size(), file.string().c_str())) {
std::cerr << "Lua error:" << lua_tostring(L,-1) << std::endl;
handleError(L);
return;
}
call_func(L, 0, "<script>");

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@ -179,6 +179,10 @@ void Window::setBgColor(glm::vec3 color) {
glClearColor(color.r, color.g, color.b, 1.0f);
}
void Window::setBgColor(glm::vec4 color) {
glClearColor(color.r, color.g, color.b, color.a);
}
void Window::viewport(int x, int y, int width, int height){
glViewport(x, y, width, height);
}

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@ -48,6 +48,7 @@ public:
static void clear();
static void clearDepth();
static void setBgColor(glm::vec3 color);
static void setBgColor(glm::vec4 color);
static double time();
static const char* getClipboardText();
static DisplaySettings* getSettings();

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@ -13,101 +13,115 @@
#include "../objects/Player.h"
#include "../window/Camera.h"
using glm::vec3;
using std::unique_ptr;
using std::shared_ptr;
using std::string;
using std::filesystem::path;
namespace fs = std::filesystem;
world_load_error::world_load_error(string message) : std::runtime_error(message) {
world_load_error::world_load_error(std::string message)
: std::runtime_error(message) {
}
World::World(string name,
path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack> packs)
: settings(settings),
content(content),
packs(packs),
name(name),
seed(seed) {
wfile = new WorldFiles(directory, settings.debug);
World::World(
std::string name,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack> packs)
: name(name),
seed(seed),
settings(settings),
content(content),
packs(packs) {
wfile = new WorldFiles(directory, settings.debug);
}
World::~World(){
delete wfile;
delete wfile;
}
void World::updateTimers(float delta) {
daytime += delta * daytimeSpeed;
daytime = fmod(daytime, 1.0f);
daytime += delta * daytimeSpeed;
daytime = fmod(daytime, 1.0f);
totalTime += delta;
}
void World::write(Level* level) {
const Content* content = level->content;
const Content* content = level->content;
Chunks* chunks = level->chunks;
Chunks* chunks = level->chunks;
for (size_t i = 0; i < chunks->volume; i++) {
shared_ptr<Chunk> chunk = chunks->chunks[i];
if (chunk == nullptr || !chunk->isLighted())
continue;
bool lightsUnsaved = !chunk->isLoadedLights() &&
settings.debug.doWriteLights;
if (!chunk->isUnsaved() && !lightsUnsaved)
continue;
wfile->put(chunk.get());
}
for (size_t i = 0; i < chunks->volume; i++) {
auto chunk = chunks->chunks[i];
if (chunk == nullptr || !chunk->isLighted())
continue;
bool lightsUnsaved = !chunk->isLoadedLights() &&
settings.debug.doWriteLights;
if (!chunk->isUnsaved() && !lightsUnsaved)
continue;
wfile->put(chunk.get());
}
wfile->write(this, content);
wfile->writePlayer(level->player);
wfile->write(this, content);
wfile->writePlayer(level->player);
}
const float DEF_PLAYER_Y = 100.0f;
const float DEF_PLAYER_SPEED = 4.0f;
Level* World::create(string name,
path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs) {
World* world = new World(name, directory, seed, settings, content, packs);
Player* player = new Player(vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
return new Level(world, content, player, settings);
Level* World::create(std::string name,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs) {
World* world = new World(name, directory, seed, settings, content, packs);
Player* player = new Player(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
return new Level(world, content, player, settings);
}
ContentLUT* World::checkIndices(const path& directory,
const Content* content) {
path indicesFile = directory/path("indices.json");
if (fs::is_regular_file(indicesFile)) {
return ContentLUT::create(indicesFile, content);
}
return nullptr;
ContentLUT* World::checkIndices(const fs::path& directory,
const Content* content) {
fs::path indicesFile = directory/fs::path("indices.json");
if (fs::is_regular_file(indicesFile)) {
return ContentLUT::create(indicesFile, content);
}
return nullptr;
}
Level* World::load(path directory,
Level* World::load(fs::path directory,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs) {
unique_ptr<World> world (new World(".", directory, 0, settings, content, packs));
auto& wfile = world->wfile;
const std::vector<ContentPack>& packs) {
auto world = std::make_unique<World>(
".", directory, 0, settings, content, packs
);
auto& wfile = world->wfile;
if (!wfile->readWorldInfo(world.get())) {
throw world_load_error("could not to find world.json");
}
if (!wfile->readWorldInfo(world.get())) {
throw world_load_error("could not to find world.json");
}
Player* player = new Player(vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
Level* level = new Level(world.get(), content, player, settings);
wfile->readPlayer(player);
Player* player = new Player(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
Level* level = new Level(world.get(), content, player, settings);
wfile->readPlayer(player);
world.release();
return level;
world.release();
return level;
}
void World::setName(const std::string& name) {
this->name = name;
}
void World::setSeed(uint64_t seed) {
this->seed = seed;
}
std::string World::getName() const {
return name;
}
uint64_t World::getSeed() const {
return seed;
}
const std::vector<ContentPack>& World::getPacks() const {
return packs;
return packs;
}

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@ -18,53 +18,61 @@ class Level;
class Player;
class ContentLUT;
namespace fs = std::filesystem;
class world_load_error : public std::runtime_error {
public:
world_load_error(std::string message);
world_load_error(std::string message);
};
class World {
EngineSettings& settings;
const Content* const content;
std::vector<ContentPack> packs;
std::string name;
uint64_t seed;
EngineSettings& settings;
const Content* const content;
std::vector<ContentPack> packs;
public:
std::string name;
WorldFiles* wfile;
uint64_t seed;
WorldFiles* wfile;
/* Day/night loop timer in range 0..1
0.0 - is midnight
0.5 - is noon
*/
float daytime = timeutil::time_value(10, 00, 00);
float daytimeSpeed = 1.0f/60.0f/24.0f;
/* Day/night loop timer in range 0..1
0.0 - is midnight
0.5 - is noon
*/
float daytime = timeutil::time_value(10, 00, 00);
float daytimeSpeed = 1.0f/60.0f/24.0f;
double totalTime = 0.0;
World(std::string name,
std::filesystem::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
std::vector<ContentPack> packs);
~World();
World(std::string name,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
std::vector<ContentPack> packs);
~World();
void updateTimers(float delta);
void write(Level* level);
void updateTimers(float delta);
void write(Level* level);
static ContentLUT* checkIndices(const std::filesystem::path& directory,
const Content* content);
static ContentLUT* checkIndices(const fs::path& directory,
const Content* content);
static Level* create(std::string name,
std::filesystem::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs);
static Level* load(std::filesystem::path directory,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs);
const std::vector<ContentPack>& getPacks() const;
static Level* create(std::string name,
fs::path directory,
uint64_t seed,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs);
static Level* load(fs::path directory,
EngineSettings& settings,
const Content* content,
const std::vector<ContentPack>& packs);
void setName(const std::string& name);
void setSeed(uint64_t seed);
std::string getName() const;
uint64_t getSeed() const;
const std::vector<ContentPack>& getPacks() const;
};
#endif /* WORLD_WORLD_H_ */