Merge pull request #267 from MihailRis/update-entities-renderer
Update entities renderer
This commit is contained in:
commit
826579df2b
@ -141,6 +141,20 @@ rig:set_texture(key: str, value: str)
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-- Returns the bone index by name or nil
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rig:index(name: str) -> int
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-- Checks the visibility status of a bone by index
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-- or the skeleton if no index is specified
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rig:is_visible([optional] index: int) -> bool
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-- Sets the visibility status of a bone by index
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-- or the skeleton if no index is specified
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rig:set_visible([optional] index: int, status: bool)
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-- Returns the color of the entity
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rig:get_color() -> vec3
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-- Sets the color of the entity
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rig:set_color(color: vec3)
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```
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## Component events
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@ -150,6 +150,12 @@ rig:is_visible([optional] index: int) -> bool
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-- Устанавливает статус видимости кости по индексу
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-- или всего скелета, если индекс не указан
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rig:set_visible([optional] index: int, status: bool)
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-- Возвращает цвет сущности
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rig:get_color() -> vec3
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-- Устанавливает цвет сущности
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rig:set_color(color: vec3)
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```
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## События компонента
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24
res/shaders/entity.glslf
Normal file
24
res/shaders/entity.glslf
Normal file
@ -0,0 +1,24 @@
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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in vec3 a_dir;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform samplerCube u_cubemap;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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float alpha = a_color.a * tex_color.a;
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// anyway it's any alpha-test alternative required
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if (alpha < 0.3f)
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discard;
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
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min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
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f_color.a = alpha;
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}
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41
res/shaders/entity.glslv
Normal file
41
res/shaders/entity.glslv
Normal file
@ -0,0 +1,41 @@
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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 3) in float v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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out float a_distance;
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out vec3 a_dir;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform samplerCube u_cubemap;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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void main() {
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = modelpos.xyz - u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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vec4 decomp_light = decompress_light(v_light);
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vec3 light = decomp_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_dir = modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_cubemap);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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gl_Position = u_proj * u_view * modelpos;
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}
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@ -3,9 +3,6 @@
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#include <constants>
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#define PI 3.1415926535897932384626433832795
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#define PI2 (PI*2)
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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@ -24,4 +21,9 @@ vec3 pick_sky_color(samplerCube cubemap) {
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return skyLightColor;
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}
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vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
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modelPos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
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return modelPos;
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}
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#endif // COMMONS_GLSL_
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@ -1,6 +1,9 @@
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#ifndef CONSTANTS_GLSL_
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#define CONSTANTS_GLSL_
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#define PI 3.1415926535897932384626433832795
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#define PI2 (PI*2)
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// geometry
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#define CURVATURE_FACTOR 0.002
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@ -10,7 +10,7 @@ uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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void main(){
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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@ -12,7 +12,6 @@ out vec3 a_dir;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_skyLightColor;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform samplerCube u_cubemap;
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@ -20,15 +19,15 @@ uniform samplerCube u_cubemap;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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void main(){
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void main() {
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = modelpos.xyz-u_cameraPos.xyz;
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modelpos.y -= pow(length(pos3d.xz)*CURVATURE_FACTOR, 3.0);
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vec4 viewmodelpos = u_view * modelpos;
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vec3 pos3d = modelpos.xyz-u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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vec4 decomp_light = decompress_light(v_light);
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vec3 light = decomp_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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@ -37,5 +36,5 @@ void main(){
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vec3 skyLightColor = pick_sky_color(u_cubemap);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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gl_Position = u_proj * viewmodelpos;
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gl_Position = u_proj * u_view * modelpos;
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}
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@ -180,6 +180,7 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
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loader.add(AssetType::FONT, FONTS_FOLDER+"/font", "normal");
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loader.add(AssetType::SHADER, SHADERS_FOLDER+"/ui", "ui");
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loader.add(AssetType::SHADER, SHADERS_FOLDER+"/main", "main");
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loader.add(AssetType::SHADER, SHADERS_FOLDER+"/entity", "entity");
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loader.add(AssetType::SHADER, SHADERS_FOLDER+"/lines", "lines");
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loader.add(AssetType::TEXTURE, TEXTURES_FOLDER+"/gui/menubg", "gui/menubg");
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loader.add(AssetType::TEXTURE, TEXTURES_FOLDER+"/gui/delete_icon", "gui/delete_icon");
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@ -141,9 +141,5 @@ std::string GLSLExtension::process(const fs::path& file, const std::string& sour
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ss << source.substr(pos, endline+1-pos);
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pos = endline+1;
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}
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if (!header) {
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std::cout << " ========================================================== " << file.u8string() << std::endl;
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std::cout << ss.str() << std::endl;
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}
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return ss.str();
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}
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@ -16,11 +16,11 @@
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#include <algorithm>
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/// xyz, uv, compressed rgba
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inline constexpr uint VERTEX_SIZE = 6;
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/// xyz, uv, color, compressed lights
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inline constexpr uint VERTEX_SIZE = 9;
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static const vattr attrs[] = {
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{3}, {2}, {1}, {0}
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{3}, {2}, {3}, {1}, {0}
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};
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inline constexpr glm::vec3 X(1, 0, 0);
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@ -35,12 +35,25 @@ struct DecomposedMat4 {
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glm::vec4 perspective;
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};
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static glm::mat4 extract_rotation(glm::mat4 matrix) {
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DecomposedMat4 decomposed = {};
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glm::quat rotation;
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glm::decompose(
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matrix,
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decomposed.scale,
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rotation,
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decomposed.translation,
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decomposed.skew,
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decomposed.perspective
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);
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return glm::toMat3(rotation);
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}
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ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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capacity(capacity),
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index(0),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
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combined(1.0f),
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assets(assets),
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chunks(chunks)
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{
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@ -55,9 +68,9 @@ ModelBatch::~ModelBatch() {
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}
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation,
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const glm::mat3& rotation, glm::vec3 tint,
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const texture_names_map* varTextures) {
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glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
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glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
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glm::vec4 lights (
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Lightmap::extract(light, 0) / 15.0f,
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@ -77,17 +90,19 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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auto norm = rotation * vert.normal;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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auto color = lights * d;
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vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, color);
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vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
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}
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}
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}
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void ModelBatch::draw(const model::Model* model,
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void ModelBatch::draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures) {
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for (const auto& mesh : model->meshes) {
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entries.push_back({combined, rotation, &mesh, varTextures});
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entries.push_back({
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matrix, extract_rotation(matrix), tint, &mesh, varTextures
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});
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}
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}
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@ -98,26 +113,12 @@ void ModelBatch::render() {
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}
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);
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for (auto& entry : entries) {
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draw(*entry.mesh, entry.matrix, entry.rotation, entry.varTextures);
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draw(*entry.mesh, entry.matrix, entry.rotation, entry.tint, entry.varTextures);
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}
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flush();
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entries.clear();
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}
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void ModelBatch::box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights) {
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if (index + 36 < capacity*VERTEX_SIZE) {
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flush();
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}
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plane(pos+Z*size, X*size, Y*size, Z, lights);
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plane(pos-Z*size, -X*size, Y*size, -Z, lights);
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plane(pos+Y*size, X*size, -Z*size, Y, lights);
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plane(pos-Y*size, X*size, Z*size, -Y, lights);
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plane(pos+X*size, -Z*size, Y*size, X, lights);
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plane(pos-X*size, Z*size, Y*size, -X, lights);
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}
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void ModelBatch::setTexture(const std::string& name,
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const texture_names_map* varTextures) {
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if (name.at(0) == '$') {
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@ -169,41 +170,3 @@ void ModelBatch::flush() {
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mesh->draw();
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index = 0;
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}
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static glm::mat4 extract_rotation(glm::mat4 matrix) {
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DecomposedMat4 decomposed = {};
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glm::quat rotation;
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glm::decompose(
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matrix,
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decomposed.scale,
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rotation,
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decomposed.translation,
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decomposed.skew,
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decomposed.perspective
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);
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return glm::toMat3(rotation);
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}
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void ModelBatch::translate(glm::vec3 vec) {
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pushMatrix(glm::translate(glm::mat4(1.0f), vec));
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}
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void ModelBatch::rotate(glm::vec3 axis, float angle) {
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pushMatrix(glm::rotate(glm::mat4(1.0f), angle, axis));
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}
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void ModelBatch::scale(glm::vec3 vec) {
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pushMatrix(glm::scale(glm::mat4(1.0f), vec));
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}
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void ModelBatch::pushMatrix(glm::mat4 matrix) {
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matrices.push_back(combined);
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combined = combined * matrix;
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rotation = extract_rotation(combined);
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}
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void ModelBatch::popMatrix() {
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combined = matrices[matrices.size()-1];
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matrices.erase(matrices.end()-1);
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rotation = extract_rotation(combined);
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}
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@ -29,10 +29,6 @@ class ModelBatch {
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Texture> blank;
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glm::mat4 combined;
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std::vector<glm::mat4> matrices;
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glm::mat3 rotation;
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Assets* assets;
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Chunks* chunks;
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Texture* texture = nullptr;
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@ -41,7 +37,7 @@ class ModelBatch {
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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@ -49,6 +45,9 @@ class ModelBatch {
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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@ -63,25 +62,11 @@ class ModelBatch {
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buffer[index++] = compressed.floating;
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}
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inline void plane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm, glm::vec4 lights) {
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norm = rotation * norm;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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auto color = lights * d;
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right-up, {1,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right-up, {0,0}, color);
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vertex(pos+right+up, {1,1}, color);
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vertex(pos-right+up, {0,1}, color);
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}
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void draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation, const texture_names_map* varTextures);
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void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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glm::vec3 tint,
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const texture_names_map* varTextures);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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void setTexture(Texture* texture);
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@ -90,6 +75,7 @@ class ModelBatch {
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struct DrawEntry {
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glm::mat4 matrix;
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glm::mat3 rotation;
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glm::vec3 tint;
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const model::Mesh* mesh;
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const texture_names_map* varTextures;
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};
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@ -98,15 +84,10 @@ public:
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ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
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~ModelBatch();
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void translate(glm::vec3 vec);
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void rotate(glm::vec3 axis, float angle);
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void scale(glm::vec3 vec);
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void pushMatrix(glm::mat4 matrix);
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void popMatrix();
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void draw(const model::Model* model,
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void draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures);
|
||||
|
||||
void render();
|
||||
};
|
||||
|
||||
|
||||
@ -152,22 +152,12 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::renderLevel(
|
||||
const DrawContext&,
|
||||
Camera* camera,
|
||||
const EngineSettings& settings,
|
||||
bool pause
|
||||
void WorldRenderer::setupWorldShader(
|
||||
Shader* shader, Camera* camera, const EngineSettings& settings,
|
||||
float fogFactor
|
||||
) {
|
||||
auto assets = engine->getAssets();
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
auto shader = assets->get<Shader>("main");
|
||||
|
||||
auto indices = level->content->getIndices();
|
||||
|
||||
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
|
||||
|
||||
// Setting up main shader
|
||||
shader->use();
|
||||
shader->uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
shader->uniformMatrix("u_proj", camera->getProjection());
|
||||
shader->uniformMatrix("u_view", camera->getView());
|
||||
shader->uniform1f("u_timer", timer);
|
||||
@ -178,6 +168,7 @@ void WorldRenderer::renderLevel(
|
||||
shader->uniform3f("u_cameraPos", camera->position);
|
||||
shader->uniform1i("u_cubemap", 1);
|
||||
|
||||
auto indices = level->content->getIndices();
|
||||
// Light emission when an emissive item is chosen
|
||||
{
|
||||
auto inventory = player->getInventory();
|
||||
@ -191,15 +182,32 @@ void WorldRenderer::renderLevel(
|
||||
);
|
||||
shader->uniform1f("u_torchlightDistance", 6.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::renderLevel(
|
||||
const DrawContext&,
|
||||
Camera* camera,
|
||||
const EngineSettings& settings,
|
||||
bool pause
|
||||
) {
|
||||
auto assets = engine->getAssets();
|
||||
auto atlas = assets->get<Atlas>("blocks");
|
||||
|
||||
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
|
||||
|
||||
auto shader = assets->get<Shader>("main");
|
||||
setupWorldShader(shader, camera, settings, fogFactor);
|
||||
|
||||
// Binding main shader textures
|
||||
skybox->bind();
|
||||
atlas->getTexture()->bind();
|
||||
|
||||
drawChunks(level->chunks.get(), camera, shader);
|
||||
|
||||
shader->uniformMatrix("u_model", glm::mat4(1.0f));
|
||||
auto entityShader = assets->get<Shader>("entity");
|
||||
setupWorldShader(entityShader, camera, settings, fogFactor);
|
||||
|
||||
level->entities->render(assets, *modelBatch, *frustumCulling, pause);
|
||||
|
||||
if (!pause) {
|
||||
scripting::on_frontend_render();
|
||||
}
|
||||
@ -263,8 +271,8 @@ void WorldRenderer::renderDebugLines(
|
||||
glm::vec3 coord = player->camera->position;
|
||||
if (coord.x < 0) coord.x--;
|
||||
if (coord.z < 0) coord.z--;
|
||||
int cx = floordiv((int)coord.x, CHUNK_W);
|
||||
int cz = floordiv((int)coord.z, CHUNK_D);
|
||||
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
|
||||
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
|
||||
|
||||
drawBorders(
|
||||
cx * CHUNK_W, 0, cz * CHUNK_D,
|
||||
@ -276,8 +284,8 @@ void WorldRenderer::renderDebugLines(
|
||||
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
|
||||
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
|
||||
linesShader->uniformMatrix("u_projview", glm::ortho(
|
||||
0.f, (float)displayWidth,
|
||||
0.f, (float)displayHeight,
|
||||
0.f, static_cast<float>(displayWidth),
|
||||
0.f, static_cast<float>(displayHeight),
|
||||
-length, length) * model * glm::inverse(camera->rotation)
|
||||
);
|
||||
|
||||
|
||||
@ -62,6 +62,13 @@ class WorldRenderer {
|
||||
Camera* camera,
|
||||
Shader* linesShader
|
||||
);
|
||||
|
||||
void setupWorldShader(
|
||||
Shader* shader,
|
||||
Camera* camera,
|
||||
const EngineSettings& settings,
|
||||
float fogFactor
|
||||
);
|
||||
public:
|
||||
static bool showChunkBorders;
|
||||
static bool showEntitiesDebug;
|
||||
|
||||
@ -112,6 +112,22 @@ static int l_set_visible(lua::State* L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_get_color(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
return lua::pushvec(L, skeleton.tint);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_color(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
skeleton.tint = lua::tovec3(L, 2);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
const luaL_Reg skeletonlib [] = {
|
||||
{"get_model", lua::wrap<l_get_model>},
|
||||
{"set_model", lua::wrap<l_set_model>},
|
||||
@ -122,5 +138,7 @@ const luaL_Reg skeletonlib [] = {
|
||||
{"index", lua::wrap<l_index>},
|
||||
{"is_visible", lua::wrap<l_is_visible>},
|
||||
{"set_visible", lua::wrap<l_set_visible>},
|
||||
{"get_color", lua::wrap<l_get_color>},
|
||||
{"set_color", lua::wrap<l_set_color>},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
@ -99,9 +99,8 @@ void SkeletonConfig::render(
|
||||
}
|
||||
model = modelOverride.model ? modelOverride.model : model;
|
||||
if (model) {
|
||||
batch.pushMatrix(skeleton.calculated.matrices[i]);
|
||||
batch.draw(model, &skeleton.textures);
|
||||
batch.popMatrix();
|
||||
batch.draw(skeleton.calculated.matrices[i], skeleton.tint, model,
|
||||
&skeleton.textures);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -75,6 +75,7 @@ namespace rigging {
|
||||
std::unordered_map<std::string, std::string> textures;
|
||||
std::vector<ModelReference> modelOverrides;
|
||||
bool visible;
|
||||
glm::vec3 tint {1.0f, 1.0f, 1.0f};
|
||||
|
||||
Skeleton(const SkeletonConfig* config);
|
||||
};
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user