Actual 3D block icons

This commit is contained in:
MihailRis
2023-12-01 13:56:35 +03:00
parent cfda17e21d
commit 1fda002e0b
5 changed files with 81 additions and 61 deletions
+46 -34
View File
@@ -15,6 +15,7 @@
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Font.h"
#include "../graphics/Atlas.h"
#include "../graphics/Mesh.h"
@@ -36,6 +37,7 @@
#include "ContentGfxCache.h"
#include "screens.h"
#include "WorldRenderer.h"
#include "BlocksPreview.h"
#include "../engine.h"
#include "../core_defs.h"
@@ -58,11 +60,15 @@ HudRenderer::HudRenderer(Engine* engine,
WorldRenderer* renderer)
: level(level),
assets(engine->getAssets()),
batch(new Batch2D(1024)),
gui(engine->getGUI()),
cache(cache),
renderer(renderer) {
auto menu = gui->getMenu();
batch = new Batch2D(1024);
blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
assets->getAtlas("blocks"),
cache);
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
@@ -180,6 +186,7 @@ HudRenderer::HudRenderer(Engine* engine,
HudRenderer::~HudRenderer() {
gui->remove(debugPanel);
delete blocksPreview;
delete batch;
delete uicamera;
}
@@ -197,7 +204,7 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
Atlas* atlas = assets->getAtlas("blocks");
Shader* uiShader = assets->getShader("ui");
uint count = contentIds->countBlockDefs();
uint icon_size = 48;
@@ -221,37 +228,35 @@ void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(inv_x, inv_y, inv_w, inv_h);
batch->render();
// blocks & items
batch->texture(atlas->getTexture());
for (uint i = 0; i < count-1; i++) {
Block* cblock = contentIds->getBlockDef(i+1);
if (cblock == nullptr)
break;
int x = xs + (icon_size+interval) * (i % inv_cols);
int y = ys + (icon_size+interval) * (i / inv_cols);
if (mx > x && mx < x + (int)icon_size && my > y && my < y + (int)icon_size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(mousecode::BUTTON_1)) {
player->choosenBlock = i+1;
blocksPreview->begin();
{
Window::clearDepth();
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
for (uint i = 0; i < count-1; i++) {
Block* cblock = contentIds->getBlockDef(i+1);
if (cblock == nullptr)
break;
int x = xs + (icon_size+interval) * (i % inv_cols);
int y = ys + (icon_size+interval) * (i / inv_cols);
if (mx > x && mx < x + (int)icon_size && my > y && my < y + (int)icon_size) {
tint.r *= 1.2f;
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(mousecode::BUTTON_1)) {
player->choosenBlock = i+1;
}
} else {
tint = vec4(1.0f);
}
} else {
tint = vec4(1.0f);
blocksPreview->draw(cblock, x, y, icon_size, tint);
}
drawBlockPreview(cblock, x, y, icon_size, icon_size, tint);
}
}
void HudRenderer::drawBlockPreview(const Block* def, float x, float y, float w, float h, vec4 tint) {
if (def->model == BlockModel::block){
batch->blockSprite(x, y, w, h, &cache->getRegion(def->rt.id, 0), tint);
} else if (def->model == BlockModel::aabb) {
batch->blockSprite(x, y, w, h, &cache->getRegion(def->rt.id, 0), tint, def->hitbox.size());
} else if (def->model == BlockModel::xsprite){
batch->sprite(x, y, w, h, cache->getRegion(def->rt.id, 3), tint);
}
uiShader->use();
}
void HudRenderer::update() {
@@ -288,8 +293,6 @@ void HudRenderer::draw(const GfxContext& ctx){
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
Atlas* atlas = assets->getAtlas("blocks");
debugPanel->visible(level->player->debug);
uicamera->fov = height;
@@ -312,16 +315,25 @@ void HudRenderer::draw(const GfxContext& ctx){
Player* player = level->player;
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.75f);
batch->rect(width - 68, height - 68, 68, 68);
batch->color = vec4(1.0f);
batch->texture(atlas->getTexture());
batch->render();
blocksPreview->begin();
{
Window::clearDepth();
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
Block* cblock = contentIds->getBlockDef(player->choosenBlock);
assert(cblock != nullptr);
drawBlockPreview(cblock, width - 56, uicamera->fov - 56, 48, 48, vec4(1.0f));
blocksPreview->draw(cblock, width - 56, uicamera->fov - 56, 48, vec4(1.0f));
//drawBlockPreview(cblock, width - 56, uicamera->fov - 56, 48, 48, vec4(1.0f));
}
uishader->use();
batch->begin();
if (pause) {
batch->texture(nullptr);