Added missing files
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71
src/frontend/BlocksPreview.cpp
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71
src/frontend/BlocksPreview.cpp
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#include "BlocksPreview.h"
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#include <glm/ext.hpp>
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#include "../graphics/Shader.h"
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#include "../graphics/Texture.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Batch3D.h"
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#include "../window/Camera.h"
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#include "../voxels/Block.h"
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#include "../window/Window.h"
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#include "ContentGfxCache.h"
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using glm::vec4;
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using glm::vec3;
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BlocksPreview::BlocksPreview(Shader* shader,
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Atlas* atlas,
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const ContentGfxCache* cache)
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: shader(shader), atlas(atlas), cache(cache) {
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batch = new Batch3D(1024);
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camera = new Camera(vec3(0.0f), 1.0f);
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}
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BlocksPreview::~BlocksPreview() {
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delete camera;
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delete batch;
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}
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void BlocksPreview::begin() {
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shader->use();
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shader->uniformMatrix("u_projview",
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glm::ortho(0.0f,
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float(Window::width),
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0.0f,
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float(Window::height), -1000.0f, 1000.0f) *
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glm::lookAt(vec3(2, 2, 2), vec3(0.0f), vec3(0, 1, 0)));
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atlas->getTexture()->bind();
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}
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/* Draw one block preview at given screen position */
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void BlocksPreview::draw(const Block* def, int x, int y, int size, vec4 tint) {
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y = Window::height - y - 1;
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x += 2;
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y -= 35;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), vec3(x/float(Window::width) * 2, y/float(Window::height) * 2, 0.0f)));
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blockid_t id = def->rt.id;
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const UVRegion texfaces[6]{ cache->getRegion(id, 0), cache->getRegion(id, 1),
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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cache->getRegion(id, 4), cache->getRegion(id, 5)};
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switch (def->model) {
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case BlockModel::none:
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// something went wrong...
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break;
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case BlockModel::block:
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batch->blockCube(vec3(size * 0.63f), texfaces, tint, !def->rt.emissive);
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break;
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case BlockModel::aabb:
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batch->blockCube(def->hitbox.size() * vec3(size * 0.63f), texfaces, tint, !def->rt.emissive);
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break;
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case BlockModel::xsprite: {
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//batch->xSprite(size, size, texfaces[0], tint, !def->rt.emissive);
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vec3 right = glm::normalize(vec3(1.f, 0.f, -1.f));
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batch->sprite(right*float(size)*0.43f+vec3(0, size*0.4f, 0), vec3(0.f, 1.f, 0.f), right, size*0.5f, size*0.6f, texfaces[0], tint);
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break;
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}
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}
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batch->flush();
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}
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28
src/frontend/BlocksPreview.h
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28
src/frontend/BlocksPreview.h
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#ifndef FRONTEND_BLOCKS_PREVIEW_H_
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#define FRONTEND_BLOCKS_PREVIEW_H_
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#include "../typedefs.h"
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#include <glm/glm.hpp>
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class Shader;
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class Atlas;
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class Batch3D;
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class Camera;
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class Block;
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class ContentGfxCache;
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class BlocksPreview {
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Shader* shader;
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Atlas* atlas;
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Batch3D* batch;
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Camera* camera;
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const ContentGfxCache* const cache;
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public:
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BlocksPreview(Shader* shader, Atlas* atlas, const ContentGfxCache* cache);
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~BlocksPreview();
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void begin();
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void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
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};
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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