block materials loading
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parent
90f3373f46
commit
f4cc413f61
3
res/content/base/block_materials/grass.json
Normal file
3
res/content/base/block_materials/grass.json
Normal file
@ -0,0 +1,3 @@
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{
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"steps-sound": "steps/grass"
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}
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3
res/content/base/block_materials/stone.json
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3
res/content/base/block_materials/stone.json
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@ -0,0 +1,3 @@
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{
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"steps-sound": "steps/stone"
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}
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3
res/content/base/block_materials/wood.json
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3
res/content/base/block_materials/wood.json
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@ -0,0 +1,3 @@
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{
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"steps-sound": "steps/wood"
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}
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@ -61,6 +61,14 @@ void addLayouts(int env, const std::string& prefix, const fs::path& folder, Asse
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}
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}
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void AssetsLoader::tryAddSound(std::string name) {
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if (name.empty()) {
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return;
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}
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fs::path file = SOUNDS_FOLDER"/"+name+".ogg";
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add(ASSET_SOUND, file, name);
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}
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void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
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loader.add(ASSET_FONT, FONTS_FOLDER"/font", "normal");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui", "ui");
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@ -81,12 +89,12 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/sun.png", "misc/sun");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/crosshair.png", "gui/crosshair");
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// (test code)
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// TODO: remove
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loader.add(ASSET_SOUND, SOUNDS_FOLDER"/steps/grass.ogg", "steps/grass");
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loader.add(ASSET_SOUND, SOUNDS_FOLDER"/steps/stone.ogg", "steps/stone");
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loader.add(ASSET_SOUND, SOUNDS_FOLDER"/steps/wood.ogg", "steps/wood");
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loader.add(ASSET_SOUND, SOUNDS_FOLDER"/steps/ground.ogg", "steps/ground");
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for (auto& entry : content->getBlockMaterials()) {
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auto& material = entry.second;
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loader.tryAddSound(material.stepsSound);
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loader.tryAddSound(material.placeSound);
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loader.tryAddSound(material.breakSound);
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}
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addLayouts(0, "core", loader.getPaths()->getMainRoot()/fs::path("layouts"), loader);
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for (auto& entry : content->getPacks()) {
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@ -49,6 +49,8 @@ class AssetsLoader {
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std::map<int, aloader_func> loaders;
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std::queue<aloader_entry> entries;
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const ResPaths* paths;
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void tryAddSound(std::string name);
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public:
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AssetsLoader(Assets* assets, const ResPaths* paths);
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void addLoader(int tag, aloader_func func);
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@ -28,6 +28,10 @@ void ContentBuilder::add(ContentPackRuntime* pack) {
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packs.emplace(pack->getId(), pack);
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}
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void ContentBuilder::add(BlockMaterial material) {
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blockMaterials.emplace(material.name, material);
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}
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Block& ContentBuilder::createBlock(std::string id) {
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auto found = blockDefs.find(id);
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if (found != blockDefs.end()) {
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@ -109,7 +113,12 @@ Content* ContentBuilder::build() {
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auto indices = new ContentIndices(blockDefsIndices, itemDefsIndices);
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auto content = std::make_unique<Content>(
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indices, std::move(groups), blockDefs, itemDefs, std::move(packs)
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indices,
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std::move(groups),
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blockDefs,
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itemDefs,
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std::move(packs),
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std::move(blockMaterials)
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);
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// Now, it's time to resolve foreign keys
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@ -136,11 +145,13 @@ Content::Content(
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std::unique_ptr<DrawGroups> drawGroups,
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std::unordered_map<std::string, Block*> blockDefs,
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std::unordered_map<std::string, ItemDef*> itemDefs,
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs,
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std::unordered_map<std::string, BlockMaterial> blockMaterials
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) : blockDefs(blockDefs),
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itemDefs(itemDefs),
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indices(indices),
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packs(std::move(packs)),
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blockMaterials(std::move(blockMaterials)),
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drawGroups(std::move(drawGroups))
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{}
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@ -178,6 +189,14 @@ ItemDef& Content::requireItem(std::string id) const {
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return *found->second;
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}
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const BlockMaterial* Content::findBlockMaterial(std::string id) const {
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auto found = blockMaterials.find(id);
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if (found == blockMaterials.end()) {
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return nullptr;
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}
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return &found->second;
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}
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const ContentPackRuntime* Content::getPackRuntime(std::string id) const {
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auto found = packs.find(id);
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if (found == packs.end()) {
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@ -186,6 +205,10 @@ const ContentPackRuntime* Content::getPackRuntime(std::string id) const {
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return found->second.get();
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}
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const std::unordered_map<std::string, BlockMaterial>& Content::getBlockMaterials() const {
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return blockMaterials;
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}
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const std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>>& Content::getPacks() const {
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return packs;
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}
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@ -8,10 +8,10 @@
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#include <unordered_map>
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#include <set>
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#include "../typedefs.h"
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#include "../voxels/Block.h"
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using DrawGroups = std::set<ubyte>;
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class Block;
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class ItemDef;
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class Content;
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class ContentPackRuntime;
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@ -48,6 +48,8 @@ class ContentBuilder {
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std::unordered_map<std::string, ItemDef*> itemDefs;
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std::vector<std::string> itemIds;
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std::unordered_map<std::string, BlockMaterial> blockMaterials;
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs;
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public:
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~ContentBuilder();
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@ -55,6 +57,7 @@ public:
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void add(Block* def);
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void add(ItemDef* def);
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void add(ContentPackRuntime* pack);
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void add(BlockMaterial material);
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Block& createBlock(std::string id);
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ItemDef& createItem(std::string id);
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@ -111,6 +114,7 @@ class Content {
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std::unordered_map<std::string, ItemDef*> itemDefs;
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std::unique_ptr<ContentIndices> indices;
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs;
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std::unordered_map<std::string, BlockMaterial> blockMaterials;
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public:
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std::unique_ptr<DrawGroups> const drawGroups;
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@ -119,7 +123,8 @@ public:
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std::unique_ptr<DrawGroups> drawGroups,
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std::unordered_map<std::string, Block*> blockDefs,
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std::unordered_map<std::string, ItemDef*> itemDefs,
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs
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std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>> packs,
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std::unordered_map<std::string, BlockMaterial> blockMaterials
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);
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~Content();
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@ -133,8 +138,11 @@ public:
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ItemDef* findItem(std::string id) const;
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ItemDef& requireItem(std::string id) const;
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const BlockMaterial* findBlockMaterial(std::string id) const;
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const ContentPackRuntime* getPackRuntime(std::string id) const;
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const std::unordered_map<std::string, BlockMaterial>& getBlockMaterials() const;
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const std::unordered_map<std::string, std::unique_ptr<ContentPackRuntime>>& getPacks() const;
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};
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@ -303,6 +303,15 @@ void ContentLoader::loadItem(ItemDef& def, std::string full, std::string name) {
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}
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}
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BlockMaterial ContentLoader::loadBlockMaterial(fs::path file, std::string full) {
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auto root = files::read_json(file);
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BlockMaterial material {full};
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root->str("steps-sound", material.stepsSound);
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root->str("place-sound", material.placeSound);
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root->str("break-sound", material.breakSound);
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return material;
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}
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void ContentLoader::load(ContentBuilder& builder) {
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std::cout << "-- loading pack [" << pack->id << "]" << std::endl;
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@ -363,4 +372,13 @@ void ContentLoader::load(ContentBuilder& builder) {
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stats.totalItems++;
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}
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}
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fs::path materialsDir = folder / fs::u8path("block_materials");
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if (fs::is_directory(materialsDir)) {
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for (auto entry : fs::directory_iterator(materialsDir)) {
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fs::path file = entry.path();
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std::string name = pack->id+":"+file.stem().u8string();
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builder.add(loadBlockMaterial(file, name));
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}
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}
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}
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@ -1,12 +1,13 @@
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#ifndef CONTENT_CONTENT_LOADER_H_
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#define CONTENT_CONTENT_LOADER_H_
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#include "../voxels/Block.h"
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#include <string>
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#include <filesystem>
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namespace fs = std::filesystem;
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class Block;
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class ItemDef;
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struct ContentPack;
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class ContentBuilder;
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@ -22,12 +23,15 @@ class ContentLoader {
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void loadBlock(Block& def, std::string full, std::string name);
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void loadCustomBlockModel(Block& def, dynamic::Map* primitives);
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void loadItem(ItemDef& def, std::string full, std::string name);
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BlockMaterial loadBlockMaterial(fs::path file, std::string full);
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public:
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ContentLoader(ContentPack* pack);
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bool fixPackIndices(std::filesystem::path folder,
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dynamic::Map* indicesRoot,
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std::string contentSection);
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bool fixPackIndices(
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fs::path folder,
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dynamic::Map* indicesRoot,
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std::string contentSection
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);
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void fixPackIndices();
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void loadBlock(Block& def, std::string name, fs::path file);
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void loadItem(ItemDef& def, std::string name, fs::path file);
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@ -8,16 +8,17 @@
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#include "../voxels/Block.h"
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#include "../assets/Assets.h"
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#include "../graphics/Atlas.h"
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#include "../content/Content.h"
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#include "../logic/LevelController.h"
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#include "../logic/PlayerController.h"
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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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blocksAtlas(BlocksPreview::build(contentCache.get(), assets, level->content)) {
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}
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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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blocksAtlas(BlocksPreview::build(contentCache.get(), assets, level->content))
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{}
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void LevelFrontend::observe(LevelController* controller) {
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controller->getPlayerController()->listenBlockInteraction(
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@ -25,9 +26,12 @@ void LevelFrontend::observe(LevelController* controller) {
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if (type != BlockInteraction::step) {
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return;
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}
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// (test code)
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// TODO: replace with BlockMaterial properties access
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auto sound = assets->getSound("steps/"+def->material.substr(def->material.find(':')+1));
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auto material = level->content->findBlockMaterial(def->material);
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if (material == nullptr) {
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return;
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}
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auto sound = assets->getSound(material->stepsSound);
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audio::play(
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sound,
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glm::vec3(),
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@ -18,6 +18,8 @@ inline constexpr uint FACE_PY = 3;
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inline constexpr uint FACE_MZ = 4;
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inline constexpr uint FACE_PZ = 5;
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/// @brief Grid size used for physics solver collision checking with
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/// complex hitboxes
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inline constexpr uint BLOCK_AABB_GRID = 16;
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inline std::string DEFAULT_MATERIAL = "base:stone";
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@ -37,7 +39,7 @@ struct CoordSystem {
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glm::ivec3 axisY;
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glm::ivec3 axisZ;
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// Grid 3d position fix offset (for negative vectors)
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/// @brief Grid 3d position fix offset (for negative vectors)
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glm::ivec3 fix;
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CoordSystem() = default;
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@ -57,6 +59,7 @@ struct BlockRotProfile {
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/// @brief Wood logs, pillars, pipes
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static const BlockRotProfile PIPE;
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/// @brief Doors, signs and other panes
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static const BlockRotProfile PANE;
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};
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@ -80,9 +83,9 @@ using BoxModel = AABB;
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/// @brief Common kit of block properties applied to groups of blocks
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struct BlockMaterial {
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std::string name;
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std::string stepsSound;
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std::string placeSound;
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std::string breakSound;
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std::string stepsSound {""};
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std::string placeSound {""};
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std::string breakSound {""};
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};
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/// @brief Block properties definition
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@ -90,7 +93,8 @@ class Block {
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public:
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/// @brief Block string id (with prefix included)
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std::string const name;
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/// @brief Textures set applied to block sides
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/// @brief Textures set applied to block sides
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std::string textureFaces[6]; // -x,x, -y,y, -z,z
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std::vector<std::string> modelTextures = {};
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@ -98,57 +102,81 @@ public:
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std::vector<glm::vec3> modelExtraPoints = {}; //initially made for tetragons
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std::vector<UVRegion> modelUVs = {}; // boxes' tex-UVs also there
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/// @brief id of used BlockMaterial, may specify non-existing material
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std::string material = DEFAULT_MATERIAL;
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/// @brief Light emission R, G, B, S (sky lights: sun, moon, radioactive clouds)
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uint8_t emission[4] {0, 0, 0, 0};
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/// @brief Influences visible block sides for transparent blocks
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uint8_t drawGroup = 0;
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/// @brief Block model type
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/// @brief Block model type
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BlockModel model = BlockModel::block;
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/// @brief Does the block passing lights into itself
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/// @brief Does the block passing lights into itself
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bool lightPassing = false;
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/// @brief Does the block passing top-down sky lights into itself
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/// @brief Does the block passing top-down sky lights into itself
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bool skyLightPassing = false;
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/// @brief Is the block a physical obstacle
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/// @brief Is the block a physical obstacle
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bool obstacle = true;
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/// @brief Can the block be selected
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/// @brief Can the block be selected
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bool selectable = true;
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/// @brief Can the block be replaced with other.
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/// @brief Can the block be replaced with other.
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/// Examples of replaceable blocks: air, flower, water
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bool replaceable = false;
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/// @brief Can player destroy the block
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/// @brief Can player destroy the block
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bool breakable = true;
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/// @brief Can the block be oriented different ways
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/// @brief Can the block be oriented different ways
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bool rotatable = false;
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/// @brief Can the block exist without physical support be a solid block below
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bool grounded = false;
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/// @brief Turns off block item generation
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bool hidden = false;
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/// @brief Set of block physical hitboxes
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std::vector<AABB> hitboxes;
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/// @brief Set of available block rotations (coord-systems)
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/// @brief Set of available block rotations (coord-systems)
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BlockRotProfile rotations;
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/// @brief Item will be picked on MMB click on the block
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std::string pickingItem = name+BLOCK_ITEM_SUFFIX;
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/// @brief Block script name in blocks/ without extension
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std::string scriptName = name.substr(name.find(':')+1);
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/// @brief Default block layout will be used by hud.open_block(...)
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/// @brief Default block layout will be used by hud.open_block(...)
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std::string uiLayout = name;
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/// @brief Block inventory size. 0 - no inventory
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uint inventorySize = 0;
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/// @brief Runtime indices (content indexing results)
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struct {
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/// @brief block runtime integer id
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blockid_t id;
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/// @brief is the block completely opaque for render and raycast
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/// @brief is the block completely opaque for render and raycast
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bool solid = true;
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/// @brief does the block emit any lights
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/// @brief does the block emit any lights
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bool emissive = false;
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/// @brief set of hitboxes sets with all coord-systems precalculated
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std::vector<AABB> hitboxes[BlockRotProfile::MAX_COUNT];
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/// @brief set of block callbacks flags
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/// @brief set of block callbacks flags
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block_funcs_set funcsset {};
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/// @brief picking item integer id
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itemid_t pickingItem = 0;
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} rt;
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