73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
#include "BlocksPreview.h"
|
|
|
|
#include <glm/ext.hpp>
|
|
|
|
#include "../graphics/Viewport.h"
|
|
#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 "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);
|
|
}
|
|
|
|
BlocksPreview::~BlocksPreview() {
|
|
delete batch;
|
|
}
|
|
|
|
void BlocksPreview::begin(const Viewport* viewport) {
|
|
this->viewport = viewport;
|
|
shader->use();
|
|
shader->uniformMatrix("u_projview",
|
|
glm::ortho(0.0f, float(viewport->getWidth()),
|
|
0.0f, float(viewport->getHeight()),
|
|
-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) {
|
|
uint width = viewport->getWidth();
|
|
uint height = viewport->getHeight();
|
|
|
|
y = height - y - 1;
|
|
x += 2;
|
|
y -= 35;
|
|
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), vec3(x/float(width) * 2, y/float(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();
|
|
}
|