Added missing files

This commit is contained in:
MihailRis 2023-12-01 13:56:52 +03:00
parent 1fda002e0b
commit d655404b7a
2 changed files with 99 additions and 0 deletions

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

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#ifndef FRONTEND_BLOCKS_PREVIEW_H_
#define FRONTEND_BLOCKS_PREVIEW_H_
#include "../typedefs.h"
#include <glm/glm.hpp>
class Shader;
class Atlas;
class Batch3D;
class Camera;
class Block;
class ContentGfxCache;
class BlocksPreview {
Shader* shader;
Atlas* atlas;
Batch3D* batch;
Camera* camera;
const ContentGfxCache* const cache;
public:
BlocksPreview(Shader* shader, Atlas* atlas, const ContentGfxCache* cache);
~BlocksPreview();
void begin();
void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
};
#endif // FRONTEND_BLOCKS_PREVIEW_H_