inventory render optimized
This commit is contained in:
parent
714a49685f
commit
db2108171c
@ -17,6 +17,8 @@ const int CHUNK_D = 16;
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const uint VOXEL_USER_BITS = 8;
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constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;
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const int ITEM_ICON_SIZE = 48;
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/* Chunk volume (count of voxels per Chunk) */
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constexpr int CHUNK_VOL = (CHUNK_W * CHUNK_H * CHUNK_D);
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@ -8,47 +8,23 @@
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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 "../graphics/Framebuffer.h"
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#include "../graphics/GfxContext.h"
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#include "../window/Window.h"
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#include "../window/Camera.h"
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#include "../voxels/Block.h"
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#include "../content/Content.h"
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#include "../constants.h"
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#include "ContentGfxCache.h"
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BlocksPreview::BlocksPreview(Assets* assets, const ContentGfxCache* cache)
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: shader(assets->getShader("ui3d")),
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atlas(assets->getAtlas("blocks")),
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cache(cache) {
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batch = std::make_unique<Batch3D>(1024);
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}
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BlocksPreview::~BlocksPreview() {
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}
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void BlocksPreview::begin(const Viewport* viewport) {
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this->viewport = viewport;
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shader->use();
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shader->uniformMatrix("u_projview",
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glm::ortho(0.0f, float(viewport->getWidth()),
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0.0f, float(viewport->getHeight()),
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-100.0f, 100.0f) *
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glm::lookAt(glm::vec3(2, 2, 2), glm::vec3(0.0f), glm::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, glm::vec4 tint) {
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uint width = viewport->getWidth();
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uint height = viewport->getHeight();
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y = height - y - 1 - 35 /* magic garbage */;
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x += 2;
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if (def->model == BlockModel::aabb) {
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x += (1.0f - def->hitbox.size()).x * size * 0.5f;
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y += (1.0f - def->hitbox.size()).y * size * 0.25f;
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}
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glm::vec3 offset (x/float(width) * 2, y/float(height) * 2, 0.0f);
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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ImageData* BlocksPreview::draw(
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const ContentGfxCache* cache,
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Framebuffer* fbo,
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Batch3D* batch,
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const Block* def,
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int size
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){
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Window::clear();
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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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@ -59,11 +35,11 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
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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(glm::vec3(size * 0.63f), texfaces, tint, !def->rt.emissive);
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batch->blockCube(glm::vec3(size * 0.63f), texfaces, glm::vec4(1.0f), !def->rt.emissive);
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break;
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case BlockModel::aabb:
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batch->blockCube(def->hitbox.size() * glm::vec3(size * 0.63f),
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texfaces, tint, !def->rt.emissive);
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texfaces, glm::vec4(1.0f), !def->rt.emissive);
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break;
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case BlockModel::custom:
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case BlockModel::xsprite: {
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@ -73,10 +49,64 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
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right,
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size*0.5f, size*0.6f,
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texfaces[0],
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tint);
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glm::vec4(1.0f));
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break;
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}
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}
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batch->flush();
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return fbo->texture->readData();
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}
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std::unique_ptr<Atlas> BlocksPreview::build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content
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) {
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auto indices = content->getIndices();
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size_t count = indices->countBlockDefs();
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size_t iconSize = ITEM_ICON_SIZE;
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Shader* shader = assets->getShader("ui3d");
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Atlas* atlas = assets->getAtlas("blocks");
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Viewport viewport(iconSize, iconSize);
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GfxContext pctx(nullptr, viewport, nullptr);
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GfxContext ctx = pctx.sub();
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ctx.cullFace(true);
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ctx.depthTest(true);
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Framebuffer fbo(iconSize, iconSize, true);
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Batch3D batch(1024);
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batch.begin();
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shader->use();
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shader->uniformMatrix("u_projview",
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glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
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-100.0f, 100.0f) *
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glm::lookAt(glm::vec3(2, 2, 2),
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glm::vec3(0.0f),
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glm::vec3(0, 1, 0)));
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AtlasBuilder builder;
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Window::viewport(0, 0, iconSize, iconSize);
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Window::setBgColor(glm::vec4(0.0f));
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fbo.bind();
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for (size_t i = 0; i < count; i++) {
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auto def = indices->getBlockDef(i);
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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if (def->model == BlockModel::aabb) {
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offset.y += (1.0f - def->hitbox.size()).y * 0.5f;
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}
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atlas->getTexture()->bind();
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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builder.add(def->name, draw(cache, &fbo, &batch, def, iconSize));
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}
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fbo.unbind();
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Window::viewport(0, 0, Window::width, Window::height);
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return std::unique_ptr<Atlas>(builder.build(2));
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}
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@ -6,25 +6,27 @@
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#include <memory>
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class Assets;
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class Viewport;
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class Shader;
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class ImageData;
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class Atlas;
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class Framebuffer;
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class Batch3D;
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class Block;
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class Content;
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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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std::unique_ptr<Batch3D> batch;
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const ContentGfxCache* const cache;
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const Viewport* viewport;
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public:
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BlocksPreview(Assets* assets, const ContentGfxCache* cache);
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~BlocksPreview();
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static ImageData* draw(
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const ContentGfxCache* cache,
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Framebuffer* framebuffer,
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Batch3D* batch,
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const Block* block,
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int size);
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void begin(const Viewport* viewport);
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void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
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static std::unique_ptr<Atlas> build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content);
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};
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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@ -153,31 +153,26 @@ void SlotView::draw(Batch2D* batch, Assets* assets) {
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batch->color = glm::vec4(1.0f);
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Shader* uiShader = assets->getShader("ui");
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, batch);
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auto preview = frontend->getBlocksPreview();
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auto previews = frontend->getBlocksAtlas();
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auto indices = content->getIndices();
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ItemDef* item = indices->getItemDef(stack.getItemId());
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switch (item->iconType) {
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case item_icon_type::none:
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break;
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case item_icon_type::block:
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batch->render();
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{
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GfxContext subctx = ctx.sub();
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subctx.depthTest(true);
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subctx.cullFace(true);
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case item_icon_type::block: {
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Block* cblock = content->requireBlock(item->icon);
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batch->texture(previews->getTexture());
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Block* cblock = content->requireBlock(item->icon);
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preview->begin(&subctx.getViewport());
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preview->draw(cblock, coord.x, coord.y, slotSize, tint);
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}
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uiShader->use();
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batch->begin();
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UVRegion region = previews->get(cblock->name);
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batch->rect(
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coord.x, coord.y, slotSize, slotSize,
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0, 0, 0, region, false, true, tint);
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break;
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}
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case item_icon_type::sprite: {
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size_t index = item->icon.find(':');
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std::string name = item->icon.substr(index+1);
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@ -327,12 +322,6 @@ InventoryLayout* InventoryView::getLayout() const {
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return layout.get();
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}
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// performance disaster x2
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void InventoryView::draw(Batch2D* batch, Assets* assets) {
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Container::draw(batch, assets);
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Window::clearDepth();
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}
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void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
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glm::vec2 coord = calcCoord();
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batch->texture(nullptr);
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@ -126,7 +126,6 @@ public:
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void build();
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virtual void draw(Batch2D* batch, Assets* assets) override;
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virtual void drawBackground(Batch2D* batch, Assets* assets) override;
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void setInventory(std::shared_ptr<Inventory> inventory);
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@ -138,7 +137,7 @@ public:
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void setSelected(int index);
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static const int SLOT_INTERVAL = 4;
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static const int SLOT_SIZE = 48;
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static const int SLOT_SIZE = ITEM_ICON_SIZE;
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};
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class InventoryInteraction {
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@ -2,6 +2,7 @@
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#include "../world/Level.h"
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#include "../assets/Assets.h"
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#include "../graphics/Atlas.h"
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#include "BlocksPreview.h"
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#include "ContentGfxCache.h"
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@ -9,8 +10,7 @@ LevelFrontend::LevelFrontend(Level* level, Assets* assets)
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: level(level),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level->content, assets)),
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blocksPreview(std::make_unique<BlocksPreview>(assets, contentCache.get())) {
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blocksAtlas(BlocksPreview::build(contentCache.get(), assets, level->content)) {
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}
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LevelFrontend::~LevelFrontend() {
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@ -24,10 +24,10 @@ Assets* LevelFrontend::getAssets() const {
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return assets;
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}
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BlocksPreview* LevelFrontend::getBlocksPreview() const {
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return blocksPreview.get();
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}
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ContentGfxCache* LevelFrontend::getContentGfxCache() const {
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return contentCache.get();
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}
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Atlas* LevelFrontend::getBlocksAtlas() const {
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return blocksAtlas.get();
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}
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@ -3,6 +3,7 @@
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#include <memory>
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class Atlas;
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class Level;
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class Assets;
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class BlocksPreview;
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@ -12,15 +13,15 @@ class LevelFrontend {
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Level* level;
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Assets* assets;
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std::unique_ptr<ContentGfxCache> contentCache;
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std::unique_ptr<BlocksPreview> blocksPreview;
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std::unique_ptr<Atlas> blocksAtlas;
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public:
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LevelFrontend(Level* level, Assets* assets);
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~LevelFrontend();
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Level* getLevel() const;
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Assets* getAssets() const;
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BlocksPreview* getBlocksPreview() const;
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ContentGfxCache* getContentGfxCache() const;
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Atlas* getBlocksAtlas() const;
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};
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@ -52,106 +52,106 @@ using glm::vec4;
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using namespace gui;
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inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
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auto label = std::make_shared<Label>(L"-");
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label->textSupplier(supplier);
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return label;
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auto label = std::make_shared<Label>(L"-");
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label->textSupplier(supplier);
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return label;
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}
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void HudRenderer::createDebugPanel(Engine* engine) {
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auto level = frontend->getLevel();
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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debugPanel = std::shared_ptr<UINode>(panel);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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panel->setCoord(vec2(10, 10));
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panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
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panel->add(create_label([this](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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}));
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panel->add(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
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}));
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panel->add(create_label([=]() {
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return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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}));
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panel->add(create_label([=](){
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auto player = level->player;
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auto* indices = level->content->getIndices();
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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return L"block: "+std::to_wstring(player->selectedVoxel.id)+
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L" "+stream.str();
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}));
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panel->add(create_label([=](){
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return L"seed: "+std::to_wstring(level->world->seed);
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}));
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debugPanel = std::shared_ptr<UINode>(panel);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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panel->setCoord(vec2(10, 10));
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panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
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panel->add(create_label([this](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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}));
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panel->add(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
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}));
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panel->add(create_label([=]() {
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return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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}));
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panel->add(create_label([=](){
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auto player = level->player;
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auto* indices = level->content->getIndices();
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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return L"block: "+std::to_wstring(player->selectedVoxel.id)+
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L" "+stream.str();
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}));
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panel->add(create_label([=](){
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return L"seed: "+std::to_wstring(level->world->seed);
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}));
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for (int ax = 0; ax < 3; ax++){
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Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
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sub->orientation(Orientation::horizontal);
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for (int ax = 0; ax < 3; ax++){
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Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
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sub->orientation(Orientation::horizontal);
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std::wstring str = L"x: ";
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str[0] += ax;
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Label* label = new Label(str);
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label->margin(vec4(2, 3, 2, 3));
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sub->add(label);
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sub->color(vec4(0.0f));
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std::wstring str = L"x: ";
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str[0] += ax;
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Label* label = new Label(str);
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label->margin(vec4(2, 3, 2, 3));
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sub->add(label);
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sub->color(vec4(0.0f));
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// Coord input
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TextBox* box = new TextBox(L"");
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box->textSupplier([=]() {
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Hitbox* hitbox = level->player->hitbox.get();
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return util::to_wstring(hitbox->position[ax], 2);
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});
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box->textConsumer([=](std::wstring text) {
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try {
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vec3 position = level->player->hitbox->position;
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position[ax] = std::stoi(text);
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level->player->teleport(position);
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} catch (std::invalid_argument& _){
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}
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});
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box->setOnEditStart([=](){
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Hitbox* hitbox = level->player->hitbox.get();
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box->text(std::to_wstring(int(hitbox->position[ax])));
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});
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// Coord input
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TextBox* box = new TextBox(L"");
|
||||
box->textSupplier([=]() {
|
||||
Hitbox* hitbox = level->player->hitbox.get();
|
||||
return util::to_wstring(hitbox->position[ax], 2);
|
||||
});
|
||||
box->textConsumer([=](std::wstring text) {
|
||||
try {
|
||||
vec3 position = level->player->hitbox->position;
|
||||
position[ax] = std::stoi(text);
|
||||
level->player->teleport(position);
|
||||
} catch (std::invalid_argument& _){
|
||||
}
|
||||
});
|
||||
box->setOnEditStart([=](){
|
||||
Hitbox* hitbox = level->player->hitbox.get();
|
||||
box->text(std::to_wstring(int(hitbox->position[ax])));
|
||||
});
|
||||
|
||||
sub->add(box);
|
||||
panel->add(sub);
|
||||
}
|
||||
panel->add(create_label([=](){
|
||||
int hour, minute, second;
|
||||
timeutil::from_value(level->world->daytime, hour, minute, second);
|
||||
sub->add(box);
|
||||
panel->add(sub);
|
||||
}
|
||||
panel->add(create_label([=](){
|
||||
int hour, minute, second;
|
||||
timeutil::from_value(level->world->daytime, hour, minute, second);
|
||||
|
||||
std::wstring timeString =
|
||||
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
|
||||
util::lfill(std::to_wstring(minute), 2, L'0');
|
||||
return L"time: "+timeString;
|
||||
}));
|
||||
{
|
||||
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
|
||||
bar->supplier([=]() {return level->world->daytime;});
|
||||
bar->consumer([=](double val) {level->world->daytime = val;});
|
||||
panel->add(bar);
|
||||
}
|
||||
{
|
||||
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
|
||||
bar->supplier([=]() {return WorldRenderer::fog;});
|
||||
bar->consumer([=](double val) {WorldRenderer::fog = val;});
|
||||
panel->add(bar);
|
||||
}
|
||||
{
|
||||
std::wstring timeString =
|
||||
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
|
||||
util::lfill(std::to_wstring(minute), 2, L'0');
|
||||
return L"time: "+timeString;
|
||||
}));
|
||||
{
|
||||
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
|
||||
bar->supplier([=]() {return level->world->daytime;});
|
||||
bar->consumer([=](double val) {level->world->daytime = val;});
|
||||
panel->add(bar);
|
||||
}
|
||||
{
|
||||
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
|
||||
bar->supplier([=]() {return WorldRenderer::fog;});
|
||||
bar->consumer([=](double val) {WorldRenderer::fog = val;});
|
||||
panel->add(bar);
|
||||
}
|
||||
{
|
||||
auto checkbox = new FullCheckBox(L"Show Chunk Borders", vec2(400, 32));
|
||||
checkbox->supplier([=]() {
|
||||
return engine->getSettings().debug.showChunkBorders;
|
||||
@ -160,8 +160,8 @@ void HudRenderer::createDebugPanel(Engine* engine) {
|
||||
engine->getSettings().debug.showChunkBorders = checked;
|
||||
});
|
||||
panel->add(checkbox);
|
||||
}
|
||||
panel->refresh();
|
||||
}
|
||||
panel->refresh();
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
@ -192,10 +192,10 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
|
||||
auto contentAccess = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
accessInventory,
|
||||
std::move(layout)
|
||||
frontend,
|
||||
interaction.get(),
|
||||
accessInventory,
|
||||
std::move(layout)
|
||||
);
|
||||
contentAccess->build();
|
||||
return contentAccess;
|
||||
@ -215,10 +215,10 @@ std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
|
||||
layout->setOrigin(glm::vec2(layout->getSize().x/2, 0));
|
||||
auto view = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
);
|
||||
view->build();
|
||||
view->setInteractive(false);
|
||||
@ -255,13 +255,13 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
gui(engine->getGUI()),
|
||||
frontend(frontend)
|
||||
{
|
||||
auto menu = gui->getMenu();
|
||||
auto menu = gui->getMenu();
|
||||
|
||||
interaction = std::make_unique<InventoryInteraction>();
|
||||
grabbedItemView = std::make_shared<SlotView>(
|
||||
interaction->getGrabbedItem(),
|
||||
frontend,
|
||||
interaction.get(),
|
||||
interaction.get(),
|
||||
frontend->getLevel()->content,
|
||||
SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
|
||||
);
|
||||
@ -279,14 +279,14 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
hotbarView = createHotbar();
|
||||
inventoryView = createInventory();
|
||||
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
|
||||
createDebugPanel(engine);
|
||||
menu->reset();
|
||||
|
||||
gui->add(debugPanel);
|
||||
menu->reset();
|
||||
|
||||
gui->add(debugPanel);
|
||||
gui->add(contentAccessPanel);
|
||||
gui->add(hotbarView);
|
||||
gui->add(inventoryView);
|
||||
@ -298,48 +298,48 @@ HudRenderer::~HudRenderer() {
|
||||
gui->remove(inventoryView);
|
||||
gui->remove(hotbarView);
|
||||
gui->remove(contentAccessPanel);
|
||||
gui->remove(debugPanel);
|
||||
delete uicamera;
|
||||
gui->remove(debugPanel);
|
||||
delete uicamera;
|
||||
}
|
||||
|
||||
void HudRenderer::drawDebug(int fps){
|
||||
this->fps = fps;
|
||||
fpsMin = min(fps, fpsMin);
|
||||
fpsMax = max(fps, fpsMax);
|
||||
this->fps = fps;
|
||||
fpsMin = min(fps, fpsMin);
|
||||
fpsMax = max(fps, fpsMax);
|
||||
}
|
||||
|
||||
void HudRenderer::update(bool visible) {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto menu = gui->getMenu();
|
||||
auto menu = gui->getMenu();
|
||||
|
||||
menu->visible(pause);
|
||||
|
||||
if (!visible && inventoryOpen) {
|
||||
inventoryOpen = false;
|
||||
}
|
||||
if (pause && menu->current().panel == nullptr) {
|
||||
pause = false;
|
||||
}
|
||||
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
|
||||
if (pause) {
|
||||
pause = false;
|
||||
menu->reset();
|
||||
} else if (inventoryOpen) {
|
||||
inventoryOpen = false;
|
||||
} else {
|
||||
pause = true;
|
||||
menu->set("pause");
|
||||
}
|
||||
}
|
||||
if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
|
||||
if (!pause) {
|
||||
inventoryOpen = !inventoryOpen;
|
||||
}
|
||||
}
|
||||
if ((pause || inventoryOpen) == Events::_cursor_locked) {
|
||||
Events::toggleCursor();
|
||||
}
|
||||
if (pause && menu->current().panel == nullptr) {
|
||||
pause = false;
|
||||
}
|
||||
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
|
||||
if (pause) {
|
||||
pause = false;
|
||||
menu->reset();
|
||||
} else if (inventoryOpen) {
|
||||
inventoryOpen = false;
|
||||
} else {
|
||||
pause = true;
|
||||
menu->set("pause");
|
||||
}
|
||||
}
|
||||
if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
|
||||
if (!pause) {
|
||||
inventoryOpen = !inventoryOpen;
|
||||
}
|
||||
}
|
||||
if ((pause || inventoryOpen) == Events::_cursor_locked) {
|
||||
Events::toggleCursor();
|
||||
}
|
||||
|
||||
glm::vec2 invSize = contentAccessPanel->size();
|
||||
inventoryView->visible(inventoryOpen);
|
||||
@ -365,10 +365,10 @@ void HudRenderer::update(bool visible) {
|
||||
}
|
||||
|
||||
void HudRenderer::drawOverlay(const GfxContext& ctx) {
|
||||
if (pause) {
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
if (pause) {
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
const Viewport& viewport = ctx.getViewport();
|
||||
const uint width = viewport.getWidth();
|
||||
@ -376,48 +376,48 @@ void HudRenderer::drawOverlay(const GfxContext& ctx) {
|
||||
auto batch = ctx.getBatch2D();
|
||||
batch->begin();
|
||||
|
||||
// draw fullscreen dark overlay
|
||||
batch->texture(nullptr);
|
||||
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
batch->rect(0, 0, width, height);
|
||||
// draw fullscreen dark overlay
|
||||
batch->texture(nullptr);
|
||||
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
batch->rect(0, 0, width, height);
|
||||
batch->render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HudRenderer::draw(const GfxContext& ctx){
|
||||
auto level = frontend->getLevel();
|
||||
|
||||
const Viewport& viewport = ctx.getViewport();
|
||||
const uint width = viewport.getWidth();
|
||||
const uint height = viewport.getHeight();
|
||||
const Viewport& viewport = ctx.getViewport();
|
||||
const uint width = viewport.getWidth();
|
||||
const uint height = viewport.getHeight();
|
||||
|
||||
Player* player = level->player;
|
||||
debugPanel->visible(player->debug);
|
||||
Player* player = level->player;
|
||||
debugPanel->visible(player->debug);
|
||||
|
||||
uicamera->setFov(height);
|
||||
uicamera->setFov(height);
|
||||
|
||||
auto batch = ctx.getBatch2D();
|
||||
batch->begin();
|
||||
batch->begin();
|
||||
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
// Draw selected item preview
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
// Draw selected item preview
|
||||
hotbarView->setCoord(glm::vec2(width/2, height-65));
|
||||
hotbarView->setSelected(player->getChosenSlot());
|
||||
|
||||
// Crosshair
|
||||
batch->begin();
|
||||
if (!pause && Events::_cursor_locked && !level->player->debug) {
|
||||
batch->lineWidth(2);
|
||||
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
}
|
||||
// Crosshair
|
||||
batch->begin();
|
||||
if (!pause && Events::_cursor_locked && !level->player->debug) {
|
||||
batch->lineWidth(2);
|
||||
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
}
|
||||
|
||||
if (inventoryOpen) {
|
||||
if (inventoryOpen) {
|
||||
auto caLayout = contentAccess->getLayout();
|
||||
auto invLayout = inventoryView->getLayout();
|
||||
float caWidth = caLayout->getSize().x;
|
||||
@ -430,15 +430,15 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
height/2-invSize.y/2
|
||||
));
|
||||
contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
|
||||
}
|
||||
}
|
||||
grabbedItemView->setCoord(glm::vec2(Events::cursor));
|
||||
batch->render();
|
||||
batch->render();
|
||||
}
|
||||
|
||||
bool HudRenderer::isInventoryOpen() const {
|
||||
return inventoryOpen;
|
||||
return inventoryOpen;
|
||||
}
|
||||
|
||||
bool HudRenderer::isPause() const {
|
||||
return pause;
|
||||
return pause;
|
||||
}
|
||||
|
||||
@ -3,13 +3,15 @@
|
||||
#include <GL/glew.h>
|
||||
#include "Texture.h"
|
||||
|
||||
Framebuffer::Framebuffer(uint width, uint height) : width(width), height(height) {
|
||||
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
|
||||
: 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);
|
||||
GLuint format = alpha ? GL_RGBA : GL_RGB;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, 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);
|
||||
|
||||
@ -12,7 +12,7 @@ public:
|
||||
uint width;
|
||||
uint height;
|
||||
Texture* texture;
|
||||
Framebuffer(uint width, uint height);
|
||||
Framebuffer(uint width, uint height, bool alpha=false);
|
||||
~Framebuffer();
|
||||
|
||||
void bind();
|
||||
|
||||
@ -179,6 +179,10 @@ void Window::setBgColor(glm::vec3 color) {
|
||||
glClearColor(color.r, color.g, color.b, 1.0f);
|
||||
}
|
||||
|
||||
void Window::setBgColor(glm::vec4 color) {
|
||||
glClearColor(color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
void Window::viewport(int x, int y, int width, int height){
|
||||
glViewport(x, y, width, height);
|
||||
}
|
||||
|
||||
@ -48,6 +48,7 @@ public:
|
||||
static void clear();
|
||||
static void clearDepth();
|
||||
static void setBgColor(glm::vec3 color);
|
||||
static void setBgColor(glm::vec4 color);
|
||||
static double time();
|
||||
static const char* getClipboardText();
|
||||
static DisplaySettings* getSettings();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user