add 'modelviewer' ui element
This commit is contained in:
parent
761afe51a5
commit
7a25560bc0
@ -6,6 +6,11 @@
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#include "typedefs.hpp"
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#include "maths/UVRegion.hpp"
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namespace {
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const glm::vec3 SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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}
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Batch3D::Batch3D(size_t capacity)
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: capacity(capacity) {
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@ -31,20 +36,28 @@ void Batch3D::begin(){
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}
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void Batch3D::vertex(
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float x, float y, float z, float u, float v,
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float r, float g, float b, float a
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float x,
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float y,
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float z,
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float u,
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float v,
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float r,
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float g,
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float b,
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float a
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) {
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buffer[index].position = {x, y, z};
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buffer[index].uv = {u, v};
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buffer[index].uv = {
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u * region.getWidth() + region.u1, v * region.getHeight() + region.v1};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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void Batch3D::vertex(
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glm::vec3 coord, float u, float v,
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float r, float g, float b, float a
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glm::vec3 coord, float u, float v, float r, float g, float b, float a
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) {
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buffer[index].position = coord;
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buffer[index].uv = {u, v};
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buffer[index].uv = {
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u * region.getWidth() + region.u1, v * region.getHeight() + region.v1};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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@ -54,7 +67,9 @@ void Batch3D::vertex(
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float r, float g, float b, float a
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) {
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buffer[index].position = point;
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buffer[index].uv = uvpoint;
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buffer[index].uv = {
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uvpoint.x * region.getWidth() + region.u1,
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uvpoint.y * region.getHeight() + region.v1};
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buffer[index].color = {r, g, b, a};
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index++;
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}
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@ -86,14 +101,18 @@ void Batch3D::face(
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}
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void Batch3D::texture(const Texture* new_texture){
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if (currentTexture == new_texture)
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if (currentTexture == new_texture) {
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return;
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}
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flush();
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currentTexture = new_texture;
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if (new_texture == nullptr)
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if (new_texture == nullptr) {
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blank->bind();
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else
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region = blank->getUVRegion();
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} else {
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new_texture->bind();
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region = currentTexture->getUVRegion();
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}
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}
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void Batch3D::sprite(
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@ -240,6 +259,16 @@ void Batch3D::blockCube(
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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void Batch3D::setRegion(UVRegion region) {
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this->region = region;
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}
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void Batch3D::vertex(const glm::vec3& pos, const glm::vec2& uv, const glm::vec3& norm) {
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float d = glm::dot(glm::normalize(norm), SUN_VECTOR);
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d = (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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vertex(pos, uv, glm::vec4(d, d, d, 1.0f));
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}
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void Batch3D::vertex(
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const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
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) {
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@ -3,6 +3,7 @@
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#include "typedefs.hpp"
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#include "commons.hpp"
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#include "MeshData.hpp"
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#include "maths/UVRegion.hpp"
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#include <memory>
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#include <cstdlib>
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@ -32,8 +33,8 @@ class Batch3D : public Flushable {
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std::unique_ptr<Texture> blank;
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size_t index;
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glm::vec4 tint {1.0f};
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const Texture* currentTexture;
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UVRegion region {0.0f, 0.0f, 1.0f, 1.0f};
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void vertex(
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float x, float y, float z,
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@ -102,6 +103,8 @@ public:
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const glm::vec4& tint,
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bool shading = true
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);
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void setRegion(UVRegion region);
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void vertex(const glm::vec3& pos, const glm::vec2& uv, const glm::vec3& norm);
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void vertex(const glm::vec3& pos, const glm::vec2& uv, const glm::vec4& tint);
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void point(const glm::vec3& pos, const glm::vec4& tint);
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void flush() override;
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@ -16,6 +16,7 @@
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namespace fs = std::filesystem;
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GLSLExtension* Shader::preprocessor = new GLSLExtension();
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Shader* Shader::used = nullptr;
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Shader::Shader(uint id) : id(id){
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}
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@ -25,6 +26,7 @@ Shader::~Shader(){
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}
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void Shader::use(){
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used = this;
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glUseProgram(id);
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}
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@ -131,3 +133,7 @@ std::unique_ptr<Shader> Shader::create(
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}
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return std::make_unique<Shader>(id);
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}
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Shader& Shader::getUsed() {
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return *used;
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}
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@ -10,6 +10,7 @@
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class GLSLExtension;
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class Shader {
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static Shader* used;
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uint id;
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std::unordered_map<std::string, uint> uniformLocations;
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@ -43,4 +44,6 @@ public:
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const std::string& vertexSource,
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const std::string& fragmentSource
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);
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static Shader& getUsed();
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};
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150
src/graphics/ui/elements/ModelViewer.cpp
Normal file
150
src/graphics/ui/elements/ModelViewer.cpp
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@ -0,0 +1,150 @@
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#include <glm/ext.hpp>
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#include "ModelViewer.hpp"
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "graphics/commons/Model.hpp"
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#include "graphics/core/Batch2D.hpp"
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#include "graphics/core/Batch3D.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Framebuffer.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "window/Window.hpp"
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#include "../GUI.hpp"
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// TODO: remove
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#include <GL/glew.h>
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using namespace gui;
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ModelViewer::ModelViewer(
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GUI& gui, const glm::vec2& size, const std::string& modelName
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)
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: Container(gui, size),
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modelName(modelName),
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camera(),
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batch(std::make_unique<Batch3D>(1024)),
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fbo(std::make_unique<Framebuffer>(size.x, size.y)) {
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camera.perspective = true;
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camera.position = glm::vec3(2, 2, 2);
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}
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ModelViewer::~ModelViewer() = default;
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void ModelViewer::setModel(const std::string& modelName) {
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this->modelName = modelName;
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}
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const std::string& ModelViewer::getModel() const {
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return modelName;
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}
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Camera& ModelViewer::getCamera() {
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return camera;
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}
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const Camera& ModelViewer::getCamera() const {
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return camera;
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}
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void ModelViewer::act(float delta) {
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Container::act(delta);
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auto& input = gui.getInput();
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if (!grabbing && hover && input.jclicked(Mousecode::BUTTON_3)) {
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grabbing = true;
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}
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if (grabbing && input.clicked(Mousecode::BUTTON_3)) {
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auto cursor = input.getCursor();
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if (input.pressed(Keycode::LEFT_SHIFT)) {
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center -= camera.right * (cursor.delta.x / size.x) * distance;
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center += camera.up * (cursor.delta.y / size.y) * distance;
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} else {
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rotation.x -= cursor.delta.x / size.x * glm::two_pi<float>();
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rotation.y -= cursor.delta.y / size.y * glm::two_pi<float>();
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rotation.y = glm::max(
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-glm::half_pi<float>(), glm::min(glm::half_pi<float>(), rotation.y)
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);
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}
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} else if (grabbing) {
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grabbing = false;
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}
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if (hover) {
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distance *= 1.0f - 0.2f * input.getScroll();
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}
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camera.rotation = glm::mat4(1.0f);
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camera.rotate(rotation.y, rotation.x, rotation.z);
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camera.position = center - camera.front * distance;
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}
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void ModelViewer::draw(const DrawContext& pctx, const Assets& assets) {
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camera.setAspectRatio(size.x / size.y);
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camera.updateVectors();
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auto model = assets.get<model::Model>(modelName);
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if (model == nullptr) {
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return;
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}
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auto& prevShader = Shader::getUsed();
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fbo->resize(size.x, size.y);
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{
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glDisable(GL_SCISSOR_TEST);
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auto ctx = pctx.sub();
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ctx.setFramebuffer(fbo.get());
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ctx.setViewport({size.x, size.y});
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ctx.setDepthTest(true);
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display::clear();
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auto& ui3dShader = assets.require<Shader>("ui3d");
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ui3dShader.use();
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ui3dShader.uniformMatrix("u_apply", glm::mat4(1.0f));
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ui3dShader.uniformMatrix("u_projview", camera.getProjView());
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batch->begin();
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for (const auto& mesh : model->meshes) {
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util::TextureRegion region;
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if (!mesh.texture.empty() && mesh.texture[0] == '$') {
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// todo: refactor
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static std::array<std::string, 6> faces {
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"blocks:dbg_north",
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"blocks:dbg_south",
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"blocks:dbg_top",
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"blocks:dbg_bottom",
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"blocks:dbg_east",
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"blocks:dbg_west",
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};
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region = util::get_texture_region(
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assets,
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faces.at(mesh.texture.at(1) - '0'),
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"blocks:notfound"
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);
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} else {
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region = util::get_texture_region(assets, mesh.texture, "blocks:notfound");
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}
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batch->texture(region.texture);
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batch->setRegion(region.region);
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for (const auto& vertex : mesh.vertices) {
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batch->vertex(vertex.coord, vertex.uv, vertex.normal);
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}
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}
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batch->flush();
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glEnable(GL_SCISSOR_TEST);
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}
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auto pos = calcPos();
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prevShader.use();
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auto& batch2d = *pctx.getBatch2D();
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batch2d.texture(fbo->getTexture());
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batch2d.rect(pos.x, pos.y, size.x, size.y, 0.0f, 0.0f, 0.0f, UVRegion {}, false, true, glm::vec4{1.0f});
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Container::draw(pctx, assets);
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}
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void ModelViewer::setCenter(const glm::vec3& center) {
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this->center = center;
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}
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void ModelViewer::setRotation(const glm::vec3& euler) {
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this->rotation = euler;
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}
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40
src/graphics/ui/elements/ModelViewer.hpp
Normal file
40
src/graphics/ui/elements/ModelViewer.hpp
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@ -0,0 +1,40 @@
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#pragma once
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#include <memory>
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#include <string>
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#include "Container.hpp"
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#include "window/Camera.hpp"
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class Batch3D;
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class Framebuffer;
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namespace gui {
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class ModelViewer : public Container {
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private:
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std::string modelName;
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Camera camera;
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std::unique_ptr<Batch3D> batch;
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std::unique_ptr<Framebuffer> fbo;
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glm::vec3 rotation {};
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glm::vec3 center {};
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float distance = 4.0f;
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bool grabbing = false;
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public:
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ModelViewer(GUI& gui, const glm::vec2& size, const std::string& modelName);
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~ModelViewer();
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void setModel(const std::string& modelName);
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const std::string& getModel() const;
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Camera& getCamera();
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const Camera& getCamera() const;
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void act(float delta) override;
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void draw(const DrawContext& pctx, const Assets& assets) override;
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void setRotation(const glm::vec3& euler);
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void setCenter(const glm::vec3& center);
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};
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}
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@ -19,6 +19,7 @@
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#include "elements/Panel.hpp"
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#include "elements/TextBox.hpp"
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#include "elements/TrackBar.hpp"
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#include "elements/ModelViewer.hpp"
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#include "engine/Engine.hpp"
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#include "frontend/locale.hpp"
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#include "frontend/menu.hpp"
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@ -368,6 +369,23 @@ static std::shared_ptr<UINode> read_split_box(
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return splitBox;
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}
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static std::shared_ptr<UINode> read_model_viewer(
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UiXmlReader& reader, const xml::xmlelement& element
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) {
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auto model = element.attr("model", "").getText();
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auto viewer = std::make_shared<ModelViewer>(
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reader.getGUI(), glm::vec2(), model
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);
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read_container_impl(reader, element, *viewer);
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if (element.has("center")) {
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viewer->setCenter(element.attr("center").asVec3());
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}
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if (element.has("cam-rotation")) {
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viewer->setRotation(glm::radians(element.attr("cam-rotation").asVec3()));
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}
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return viewer;
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}
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static std::shared_ptr<UINode> read_panel(
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UiXmlReader& reader, const xml::xmlelement& element
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) {
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@ -785,6 +803,7 @@ UiXmlReader::UiXmlReader(gui::GUI& gui, scriptenv&& env) : gui(gui), env(std::mo
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add("trackbar", read_track_bar);
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add("container", read_container);
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add("bindbox", read_input_bind_box);
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add("modelviewer", read_model_viewer);
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add("inventory", read_inventory);
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}
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