ui update,many fixes

This commit is contained in:
lllzebralll 2022-12-08 01:03:12 +03:00
parent f04bac6b43
commit a1f9155498
12 changed files with 312 additions and 208 deletions

View File

@ -62,7 +62,7 @@ void Batch2D::vertex(vec2 point,
void Batch2D::texture(Texture* new_texture){
if (_texture == new_texture)
return;
render();
render(GL_TRIANGLES);
_texture = new_texture;
if (new_texture == nullptr)
blank->bind();
@ -70,21 +70,39 @@ void Batch2D::texture(Texture* new_texture){
new_texture->bind();
}
void Batch2D::point(float x, float y, float r, float g, float b, float a){
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
vertex(x, y, 0, 0, r,g,b,a);
render(GL_POINTS);
}
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
vertex(x1, y1, 0, 0, r,g,b,a);
vertex(x2, y2, 1, 1, r,g,b,a);
render(GL_LINES);
}
void Batch2D::rect(float x, float y, float w, float h){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*VERTEX_SIZE >= capacity)
render();
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
vertex(x, y, 0, 0, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
vertex(x, y+h, 0, 1, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
vertex(x, y, 0, 0, r,g,b,a);
vertex(x+w, y, 1, 0, r,g,b,a);
vertex(x+w, y+h, 1, 1, r,g,b,a);
vertex(x+w, y, 1, 0, r,g,b,a);
render(GL_TRIANGLES);
}
void Batch2D::rect(
@ -96,8 +114,8 @@ void Batch2D::rect(
bool flippedX,
bool flippedY,
vec4 tint) {
if (index + 6*VERTEX_SIZE >= capacity)
render();
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
float centerX = w*ox;
float centerY = h*oy;
@ -179,96 +197,14 @@ void Batch2D::rect(
vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::sprite(Sprite* sprite) {
vec2 position = sprite->position;
vec2 size = sprite->size;
vec2 origin = sprite->origin;
texture(sprite->texture);
rect(
position.x, position.y,
size.x, size.y,
origin.x, origin.y,
sprite->angle,
sprite->region,
sprite->flippedX,
sprite->flippedY,
sprite->color);
}
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;
rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
float scale = 1.0f / (float)atlasRes;
float uu = (index[3] % atlasRes) * scale;
float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
float uf = (index[0] % atlasRes) * scale;
float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
// if (this->index + 18*VERTEX_SIZE >= capacity)
render();
float ar = 0.88f;
float ox = x + (w * 0.5f);
float sx = w * 0.5f * ar;
vec2 points[7] = {vec2(ox, y+(h*0.5f)),
vec2(ox-sx, y+(h*0.25f)),
vec2(ox, y),
vec2(ox+sx, y+(h*0.25f)),
vec2(ox+sx, y+(h*0.75f)),
vec2(ox, y+h),
vec2(ox-sx, y+(h*0.75f))};
vec2 uvpoints[8] = {vec2(uu, vu),
vec2(uu+scale, vu),
vec2(uu+scale, vu+scale),
vec2(uu, vu+scale),
vec2(uf, vf),
vec2(uf+scale, vf),
vec2(uf+scale, vf+scale),
vec2(uf, vf+scale)};
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
glDisable(GL_MULTISAMPLE);
render();
glEnable(GL_MULTISAMPLE);
render(GL_TRIANGLES);
}
void Batch2D::rect(float x, float y, float w, float h,
float u, float v, float tx, float ty,
float r, float g, float b, float a){
if (index + 6*VERTEX_SIZE >= capacity)
render();
// if (index + 6*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
vertex(x, y, u, v+ty, r,g,b,a);
vertex(x+w, y+h, u+tx, v, r,g,b,a);
vertex(x, y+h, u, v, r,g,b,a);
@ -276,6 +212,7 @@ void Batch2D::rect(float x, float y, float w, float h,
vertex(x, y, u, v+ty, r,g,b,a);
vertex(x+w, y, u+tx, v+ty, r,g,b,a);
vertex(x+w, y+h, u+tx, v, r,g,b,a);
render(GL_TRIANGLES);
}
void Batch2D::rect(float x, float y, float w, float h,
@ -284,8 +221,8 @@ void Batch2D::rect(float x, float y, float w, float h,
float r2, float g2, float b2,
float r3, float g3, float b3,
float r4, float g4, float b4, int sh){
if (index + 30*VERTEX_SIZE >= capacity)
render();
// if (index + 30*VERTEX_SIZE >= capacity)
// render(GL_TRIANGLES);
vec2 v0 = vec2(x+h/2,y+h/2);
vec2 v1 = vec2(x+w-sh,y);
vec2 v2 = vec2(x+sh,y);
@ -336,10 +273,94 @@ void Batch2D::rect(float x, float y, float w, float h,
vertex(v6, vec2(0, 0), r2,g2,b2,1.0f);
vertex(v9, vec2(0, 0), r2,g2,b2,1.0f);
vertex(v1, vec2(0, 0), r2,g2,b2,1.0f);
render(GL_TRIANGLES);
}
void Batch2D::render() {
void Batch2D::sprite(Sprite* sprite) {
vec2 position = sprite->position;
vec2 size = sprite->size;
vec2 origin = sprite->origin;
texture(sprite->texture);
rect(
position.x, position.y,
size.x, size.y,
origin.x, origin.y,
sprite->angle,
sprite->region,
sprite->flippedX,
sprite->flippedY,
sprite->color);
}
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;
rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
float scale = 1.0f / (float)atlasRes;
float uu = (index[3] % atlasRes) * scale;
float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
float uf = (index[0] % atlasRes) * scale;
float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
// if (this->index + 18*VERTEX_SIZE >= capacity)
// render();
float ar = 0.88f;
float ox = x + (w * 0.5f);
float sx = w * 0.5f * ar;
vec2 points[7] = {vec2(ox, y+(h*0.5f)),
vec2(ox-sx, y+(h*0.25f)),
vec2(ox, y),
vec2(ox+sx, y+(h*0.25f)),
vec2(ox+sx, y+(h*0.75f)),
vec2(ox, y+h),
vec2(ox-sx, y+(h*0.75f))};
vec2 uvpoints[8] = {vec2(uu, vu),
vec2(uu+scale, vu),
vec2(uu+scale, vu+scale),
vec2(uu, vu+scale),
vec2(uf, vf),
vec2(uf+scale, vf),
vec2(uf+scale, vf+scale),
vec2(uf, vf+scale)};
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
glDisable(GL_MULTISAMPLE);
render(GL_TRIANGLES);
glEnable(GL_MULTISAMPLE);
}
void Batch2D::render(unsigned int gl_primitive) {
mesh->reload(buffer, index / VERTEX_SIZE);
mesh->draw(GL_TRIANGLES);
mesh->draw(gl_primitive);
index = 0;
}

View File

@ -20,7 +20,7 @@ class Batch2D {
size_t index;
Texture* blank;
Texture* _texture;
Texture* _texture;
void vertex(float x, float y,
float u, float v,
@ -40,6 +40,8 @@ public:
void sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint);
void sprite(Sprite* sprite);
void blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint);
void point(float x, float y, float r, float g, float b, float a);
void line(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
void rect(float x, float y,
float w, float h,
float ox, float oy,
@ -58,7 +60,7 @@ public:
float r2, float g2, float b2,
float r3, float g3, float b3,
float r4, float g4, float b4, int sh);
void render();
void render(unsigned int gl_primitive);
};
#endif /* SRC_GRAPHICS_BATCH2D_H_ */

View File

@ -10,21 +10,21 @@ Font::~Font(){
delete texture;
}
int Font::getGlyphWidth(char c) {
switch (c){
case 'l':
case 'i':
case 'j':
case '|':
case '.':
case ',':
case ':':
case ';': return 7;
case 't': return 8;
case ' ': return 7;
}
return 7;
}
// int Font::getGlyphWidth(char c) {
// switch (c){
// case 'l':
// case 'i':
// case 'j':
// case '|':
// case '.':
// case ',':
// case ':':
// case ';': return 7;
// case 't': return 8;
// case ' ': return 7;
// }
// return 7;
// }
bool Font::isPrintableChar(int c) {
@ -81,7 +81,7 @@ void Font::draw(Batch2D* batch, std::wstring text, int x, int y, int style) {
next = charpage;
}
}
x += getGlyphWidth(c);
x += 8;//getGlyphWidth(c);
}
page = next;
next = 10000;

View File

@ -17,7 +17,7 @@ public:
Font(std::vector<Texture*> pages);
~Font();
int getGlyphWidth(char c);
// int getGlyphWidth(char c);
bool isPrintableChar(int c);
void draw(Batch2D* batch, std::wstring text, int x, int y);
void draw(Batch2D* batch, std::wstring text, int x, int y, int style);

View File

@ -4,23 +4,45 @@
#include "Texture.h"
Framebuffer::Framebuffer(int width, int height) : 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);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
texture = new Texture(tex, width, height);
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
unbind();
// glGenFramebuffers(1, &fbo);
// bind();
// GLuint tex;
// glGenTextures(1, &tex);
// // glBindTexture(GL_TEXTURE_2D, tex);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
// // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
// texture = new Texture(tex, width, height);
// glGenRenderbuffers(1, &depth);
// glBindRenderbuffer(GL_RENDERBUFFER, depth);
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, width, height);
// // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
// unbind();
// bind();
// glGenFramebuffers(1, &fbo);
// // create a multisampled color attachment texture
// unsigned int textureColorBufferMultiSampled;
// glGenTextures(1, &textureColorBufferMultiSampled);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
// // create a (also multisampled) renderbuffer object for depth and stencil attachments
// unsigned int rbo;
// glGenRenderbuffers(1, &rbo);
// glBindRenderbuffer(GL_RENDERBUFFER, rbo);
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
// unbind();
}
Framebuffer::~Framebuffer() {

View File

@ -7,12 +7,17 @@ Texture::Texture(unsigned int id, int width, int height) : id(id), width(width),
Texture::Texture(unsigned char* data, int width, int height) : width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
}
Texture::~Texture() {
@ -21,11 +26,15 @@ Texture::~Texture() {
void Texture::bind(){
glBindTexture(GL_TEXTURE_2D, id);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
}
void Texture::reload(unsigned char* data){
glBindTexture(GL_TEXTURE_2D, id);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
}

View File

@ -18,18 +18,18 @@
HudRenderer::HudRenderer() {
float vertices[] = {
// x y
-0.01f,-0.01f,
0.01f, 0.01f,
// float vertices[] = {
// // x y
// -0.01f,-0.01f,
// 0.01f, 0.01f,
-0.01f, 0.01f,
0.01f,-0.01f,
};
int attrs[] = {
2, 0 //null terminator
};
crosshair = new Mesh(vertices, 4, attrs);
// -0.01f, 0.01f,
// 0.01f,-0.01f,
// };
// int attrs[] = {
// 2, 0 //null terminator
// };
// crosshair = new Mesh(vertices, 4, attrs);
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
@ -38,7 +38,7 @@ HudRenderer::HudRenderer() {
}
HudRenderer::~HudRenderer() {
delete crosshair;
// delete crosshair;
delete batch;
delete uicamera;
}
@ -61,7 +61,7 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 44, 42, STYLE_OUTLINE);
font->draw(batch, L"occlusion: "+std::to_wstring(occlusion), 16, 54, STYLE_OUTLINE);
batch->render();
// batch->render();
}
@ -79,12 +79,17 @@ void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("slot");
if (!Events::_cursor_locked) {
batch->texture(nullptr);
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !devdata) {
glLineWidth(2);
batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
batch->color = vec4(1.0f);
// batch->texture(sprite);
batch->texture(nullptr);
// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
@ -208,14 +213,14 @@ void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
}
}
batch->render();
// batch->render();
if (Events::_cursor_locked && !devdata){
Shader* crosshairShader = assets->getShader("crosshair");
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
glLineWidth(2.0f);
crosshair->draw(GL_LINES);
// Shader* crosshairShader = assets->getShader("crosshair");
// crosshairShader->use();
// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
// glLineWidth(2.0f);
// crosshair->draw(GL_LINES);
}
}

View File

@ -10,7 +10,7 @@ class Mesh;
class HudRenderer {
Batch2D* batch;
Camera* uicamera;
Mesh* crosshair;
// Mesh* crosshair;
public:
HudRenderer();
~HudRenderer();

View File

@ -20,6 +20,7 @@ int _png_load(const char* file, int* width, int* height){
png_bytepp row_pointers;
png_structp png_ptr;
GLuint texture;
GLuint texturems;
int alpha;
if ( !( f = fopen(file, "r" ) ) ) {
@ -95,18 +96,53 @@ int _png_load(const char* file, int* width, int* height){
png_destroy_read_struct( &png_ptr, &info_ptr, &end_info );
return 0;
}
// configure second post-processing framebuffer
unsigned int framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, t_width, t_height, 0,
alpha, GL_UNSIGNED_BYTE, (GLvoid *) image_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
glGenerateMipmap(GL_TEXTURE_2D);
// glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); // we only need a color buffer
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
unsigned int framebufferms;
glGenFramebuffers(1, &framebufferms);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferms);
// create a multisampled color attachment texture
glGenTextures(1, &texturems);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texturems);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 16, GL_RGBA, t_width, t_height, GL_TRUE);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, texturems, 0);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 3);
// glGenerateMipmap(GL_TEXTURE_2D_MULTISAMPLE);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferms);
glBlitFramebuffer(0, 0, t_width, t_height, 0, 0, t_width, t_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
png_destroy_read_struct( &png_ptr, &info_ptr, &end_info );
free( image_data );

View File

@ -19,8 +19,8 @@
#define RUN_ZOOM 1.1f
#define C_ZOOM 0.1f
#define ZOOM_SPEED 16.0f
#define DEFAULT_AIR_DAMPING 0.1f
#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
#define PLAYER_GROUNDED_DAMPING 1.0f
#define PLAYER_NOT_GROUNDED_DAMPING 10.0f
#define CAMERA_SHAKING_OFFSET 0.025f
#define CAMERA_SHAKING_OFFSET_Y 0.031f
#define CAMERA_SHAKING_SPEED 1.6f
@ -82,7 +82,6 @@ void PlayerController::update_controls(float delta){
(Events::jpressed(GLFW_KEY_N) && player->flight == player->noclip)){
player->flight = !player->flight;
if (player->flight){
hitbox->velocity.y += 1;
hitbox->grounded = false;
}
}
@ -127,9 +126,9 @@ void PlayerController::update_controls(float delta){
dir.z -= camera->right.z;
}
hitbox->linear_damping = DEFAULT_AIR_DAMPING;
hitbox->linear_damping = PLAYER_GROUNDED_DAMPING;
if (player->flight){
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->linear_damping = PLAYER_NOT_GROUNDED_DAMPING;
hitbox->velocity.y *= 1.0f - delta * 9;
if (Events::pressed(GLFW_KEY_SPACE)){
hitbox->velocity.y += speed * delta * 9;
@ -142,27 +141,37 @@ void PlayerController::update_controls(float delta){
dir = normalize(dir);
if (!hitbox->grounded)
hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
hitbox->linear_damping = PLAYER_NOT_GROUNDED_DAMPING;
hitbox->velocity.x += dir.x * speed * delta * 9;
hitbox->velocity.z += dir.z * speed * delta * 9;
}
if (Events::_cursor_locked){
player->camY += -Events::deltaY / Window::height * 2;
player->camX += -Events::deltaX / Window::height * 2;
if (player->camY < -radians(89.0f)){
player->camY = -radians(89.0f);
// camera rotate
if (Events::_cursor_locked){
float rotX = -Events::deltaX / Window::height * 2;
float rotY = -Events::deltaY / Window::height * 2;
if (zoom){
rotX /= 4;
rotY /= 4;
}
if (player->camY > radians(89.0f)){
player->camY = radians(89.0f);
player->camX += rotX;
player->camY += rotY;
if (player->camY < -radians(89.9f)){
player->camY = -radians(89.9f);
}
if (player->camY > radians(89.9f)){
player->camY = radians(89.9f);
}
camera->rotation = mat4(1.0f);
camera->rotate(player->camY, player->camX, 0);
}
}
// end camera rotate
void PlayerController::update_interaction(){
Chunks* chunks = level->chunks;

View File

@ -51,7 +51,7 @@ float calc_height(fnl_state *noise, int real_x, int real_z){
0.0f)*0.1f;
height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f;
height += fnlGetNoise3D(noise, real_x*0.4f*8+4565,real_z*0.4f*8+46456, 0.0f)*0.0625f;
height += fnlGetNoise3D(noise, real_x*8,real_z*8, 0.0f)*0.03f*(fnlGetNoise3D(noise, -real_x*0.0125f*8-1000,real_z*0.0125f*8+2000, 0.0f)/2+0.5f);
// height += fnlGetNoise3D(noise, real_x*8,real_z*8, 0.0f)*0.03f*(fnlGetNoise3D(noise, -real_x*0.0125f*8-1000,real_z*0.0125f*8+2000, 0.0f)/2+0.5f);
height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f;
height += 1.0f;
height *= 64.0f;

View File

@ -135,43 +135,6 @@ void WorldRenderer::draw(World* world, Camera* camera, bool occlusion, bool devd
// draw 3D stuff here
batch3d->render();
if (devdata) {
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
vec3 point = vec3(camera->position.x+camera->front.x/1,
camera->position.y+camera->front.y/1,
camera->position.z+camera->front.z/1);
glDisable(GL_DEPTH_TEST);
glLineWidth(3.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 0, 0, 1);
lineBatch->render();
glLineWidth(1.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
1, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 1, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 1, 0, 1);
lineBatch->render();
glEnable(GL_DEPTH_TEST);
}
if (level->playerController->selectedBlockId != -1){
Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
vec3 pos = level->playerController->selectedBlockPosition;
@ -185,4 +148,41 @@ void WorldRenderer::draw(World* world, Camera* camera, bool occlusion, bool devd
}
lineBatch->render();
}
if (devdata) {
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
vec3 point = vec3(camera->position.x+camera->front.x/1,
camera->position.y+camera->front.y/1,
camera->position.z+camera->front.z/1);
glDisable(GL_DEPTH_TEST);
glLineWidth(4.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 0, 0, 1);
lineBatch->render();
glLineWidth(2.0f);
lineBatch->line(point.x, point.y, point.z,
point.x+0.1f, point.y, point.z,
1, 0, 0, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y, point.z+0.1f,
0, 0, 1, 1);
lineBatch->line(point.x, point.y, point.z,
point.x, point.y+0.1f, point.z,
0, 1, 0, 1);
lineBatch->render();
glEnable(GL_DEPTH_TEST);
}
}