VoxelEngine/src/frontend/hud_render.cpp
2023-11-06 02:49:05 +03:00

202 lines
6.6 KiB
C++

#include "hud_render.h"
#include <sstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../typedefs.h"
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/Font.h"
#include "../graphics/Mesh.h"
#include "../window/Camera.h"
#include "../window/Window.h"
#include "../window/Events.h"
#include "../voxels/Chunks.h"
#include "../voxels/Block.h"
#include "../world/World.h"
#include "../world/Level.h"
#include "../objects/Player.h"
HudRenderer::HudRenderer(Assets* assets) : assets(assets) {
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height);
uicamera->perspective = false;
uicamera->flipped = true;
}
HudRenderer::~HudRenderer() {
delete batch;
delete uicamera;
}
void HudRenderer::drawDebug(Level* level, int fps, bool occlusion){
Chunks* chunks = level->chunks;
Player* player = level->player;
Font* font = assets->getFont("normal");
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
batch->color = vec4(1.0f);
batch->begin();
font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.y), 90, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 170, 30, STYLE_OUTLINE);
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 44, 42, STYLE_OUTLINE);
font->draw(batch, L"occlusion: "+std::to_wstring(occlusion), 16, 54, STYLE_OUTLINE);
std::wstringstream stream;
stream << std::hex << player->selectedVoxel.states;
font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
batch->render();
}
void HudRenderer::drawInventory(Player* player) {
Texture* blocks = assets->getTexture("block");
uint size = 48;
uint step = 64;
uint inv_wm = step*10;
uint inv_hm = step*8;
uint inv_w = inv_wm - (step - size);
uint inv_h = inv_hm - (step - size);
int inv_x = (Window::width - (inv_w)) / 2;
int inv_y = (Window::height - (inv_h)) / 2;
int xs = (Window::width - inv_w + step)/2;
int ys = (Window::height - inv_h + step)/2;
if (Window::width > inv_w*3){
inv_x = (Window::width + (inv_w)) / 2;
inv_y = (Window::height - (inv_h)) / 2;
xs = (Window::width + inv_w + step)/2;
ys = (Window::height - inv_h + step)/2;
}
int x = 0;
int y = 0;
vec4 tint = vec4(1.0f);
int mx = Events::x;
int my = Events::y;
uint count = (inv_w / step) * (inv_h / step) + 1;
//back
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
batch->rect(0, 0, Window::width, Window::height);
batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(inv_x, inv_y, inv_w, inv_h,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
for (uint i = 1; i < count; i++) {
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
batch->rect(x-2, y-2, size+4, size+4,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(x, y, size, size,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f,
0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
}
//front
batch->texture(blocks);
for (uint i = 1; i < count; i++) {
Block* cblock = Block::blocks[i];
if (cblock == nullptr)
break;
x = xs + step * ((i-1) % (inv_w / step));
y = ys + step * ((i-1) / (inv_w / step));
if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
player->choosenBlock = i;
}
} else
{
tint = vec4(1.0f);
}
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
}
}
}
void HudRenderer::draw(Level* level){
glDisable(GL_MULTISAMPLE);
uicamera->fov = Window::height;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
// Chosen block preview
Texture* blocks = assets->getTexture("block");
batch->texture(nullptr);
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !level->player->debug) {
glLineWidth(2);
const uint width = Window::width;
const uint height = Window::height;
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);
}
batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
0.7f, 0.7f, 0.7f,
0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
batch->rect(Window::width/2-128, Window::height - 80, 256, 64,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
batch->rect(Window::width/2-32+2, Window::height - 80+2, 60, 60,
0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
0.7f, 0.7f, 0.7f,
0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
batch->rect(Window::width/2-32+4, Window::height - 80+4, 56, 56,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f,
0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 2);
batch->texture(blocks);
Player* player = level->player;
{
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
batch->sprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
}
if (!Events::_cursor_locked) {
drawInventory(player);
}
batch->render();
glEnable(GL_MULTISAMPLE);
}