VoxelEngine/src/graphics/render/BlocksPreview.cpp

142 lines
4.9 KiB
C++

#include "BlocksPreview.hpp"
#include "assets/Assets.hpp"
#include "constants.hpp"
#include "content/Content.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "voxels/Block.hpp"
#include "window/Camera.hpp"
#include "window/Window.hpp"
#include "graphics/core/Atlas.hpp"
#include "graphics/core/Batch3D.hpp"
#include "graphics/core/Framebuffer.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/commons/Model.hpp"
#include <glm/ext.hpp>
std::unique_ptr<ImageData> BlocksPreview::draw(
const ContentGfxCache& cache,
Shader& shader,
const Framebuffer& fbo,
Batch3D& batch,
const Block& def,
int size
){
display::clear();
blockid_t id = def.rt.id;
const UVRegion texfaces[6] {
cache.getRegion(id, 0, 0, true), cache.getRegion(id, 0, 1, true),
cache.getRegion(id, 0, 2, true), cache.getRegion(id, 0, 3, true),
cache.getRegion(id, 0, 4, true), cache.getRegion(id, 0, 5, true)};
glm::vec3 offset(0.1f, 0.5f, 0.1f);
switch (def.defaults.model.type) {
case BlockModelType::NONE:
// something went wrong...
break;
case BlockModelType::BLOCK:
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
batch.blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def.rt.emissive);
batch.flush();
break;
case BlockModelType::AABB:
{
glm::vec3 hitbox {};
for (const auto& box : def.hitboxes) {
hitbox = glm::max(hitbox, box.size());
}
offset = glm::vec3(1, 1, 0.0f);
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 scaledSize = glm::vec3(size * 0.63f);
batch.cube(
-hitbox * scaledSize * 0.5f * glm::vec3(1,1,-1),
hitbox * scaledSize,
texfaces, glm::vec4(1.0f),
!def.rt.emissive
);
}
batch.flush();
break;
case BlockModelType::CUSTOM:{
glm::vec3 pmul = glm::vec3(size * 0.63f);
glm::vec3 hitbox = glm::vec3(1.0f);
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
offset.y += (1.0f - hitbox).y * 0.5f;
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
const auto& model = cache.getModel(def.rt.id, 0);
for (const auto& mesh : model.meshes) {
for (const auto& vertex : mesh.vertices) {
float d = glm::dot(glm::normalize(vertex.normal), glm::vec3(0.2, 0.8, 0.4));
d = 0.8f + d * 0.2f;
batch.vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
}
batch.flush();
}
break;
}
case BlockModelType::XSPRITE: {
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
batch.sprite(
right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
glm::vec3(0.f, 1.f, 0.f),
right,
size*0.5f, size*0.6f,
texfaces[0],
glm::vec4(1.0f)
);
batch.flush();
break;
}
}
return fbo.getTexture()->readData();
}
std::unique_ptr<Atlas> BlocksPreview::build(
Window& window,
const ContentGfxCache& cache,
const Assets& assets,
const ContentIndices& indices
) {
size_t count = indices.blocks.count();
size_t iconSize = ITEM_ICON_SIZE;
auto& shader = assets.require<Shader>("ui3d");
const auto& atlas = assets.require<Atlas>("blocks");
DrawContext pctx(nullptr, window, nullptr);
DrawContext ctx = pctx.sub();
ctx.setCullFace(true);
ctx.setDepthTest(true);
Framebuffer fbo(iconSize, iconSize, true);
Batch3D batch(1024);
batch.begin();
shader.use();
shader.uniformMatrix("u_projview",
glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(0.57735f),
glm::vec3(0.0f),
glm::vec3(0, 1, 0)));
AtlasBuilder builder;
ctx.setViewport({iconSize, iconSize});
display::setBgColor(glm::vec4(0.0f));
fbo.bind();
for (size_t i = 0; i < count; i++) {
auto& def = indices.blocks.require(i);
atlas.getTexture()->bind();
builder.add(def.name, draw(cache, shader, fbo, batch, def, iconSize));
}
fbo.unbind();
return builder.build(ATLAS_EXTRUSION);
}