refactor
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#include "BlocksPreview.h"
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#include <glm/ext.hpp>
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#include "../../assets/Assets.h"
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#include "../../constants.h"
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#include "../../content/Content.h"
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#include "../../frontend/ContentGfxCache.h"
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#include "../../voxels/Block.h"
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#include "../../window/Camera.h"
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#include "../../window/Window.h"
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#include "../core/Atlas.h"
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#include "../core/Batch3D.h"
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#include "../core/Framebuffer.h"
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#include "../core/GfxContext.h"
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#include "../core/Shader.h"
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#include "../core/Texture.h"
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#include "../core/Viewport.h"
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ImageData* BlocksPreview::draw(
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const ContentGfxCache* cache,
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Shader* shader,
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Framebuffer* fbo,
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Batch3D* batch,
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const Block* def,
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int size
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){
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Window::clear();
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blockid_t id = def->rt.id;
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const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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cache->getRegion(id, 4), cache->getRegion(id, 5)};
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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switch (def->model) {
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case BlockModel::none:
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// something went wrong...
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break;
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case BlockModel::block:
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->blockCube(glm::vec3(size * 0.63f), texfaces,
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glm::vec4(1.0f), !def->rt.emissive);
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batch->flush();
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break;
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case BlockModel::aabb:
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{
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glm::vec3 hitbox = glm::vec3();
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for (const auto& box : def->hitboxes)
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hitbox = glm::max(hitbox, box.size());
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->blockCube(hitbox * glm::vec3(size * 0.63f),
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texfaces, glm::vec4(1.0f), !def->rt.emissive);
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}
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batch->flush();
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break;
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case BlockModel::custom:
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{
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glm::vec3 hitbox = glm::vec3();
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for (const auto& box : def->modelBoxes)
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hitbox = glm::max(hitbox, box.size());
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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for (size_t i = 0; i < def->modelBoxes.size(); i++) {
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const UVRegion (&texfaces)[6] = {
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def->modelUVs[i * 6],
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def->modelUVs[i * 6 + 1],
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def->modelUVs[i * 6 + 2],
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def->modelUVs[i * 6 + 3],
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def->modelUVs[i * 6 + 4],
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def->modelUVs[i * 6 + 5]
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};
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batch->cube(def->modelBoxes[i].a * glm::vec3(1.0f, 1.0f, -1.0f) * glm::vec3(size * 0.63f), def->modelBoxes[i].size() * glm::vec3(size * 0.63f), texfaces, glm::vec4(1.0f), !def->rt.emissive);
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}
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for (size_t i = 0; i < def->modelExtraPoints.size() / 4; i++) {
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const UVRegion& reg = def->modelUVs[def->modelBoxes.size() * 6 + i];
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batch->point((def->modelExtraPoints[i * 4 + 0] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 1] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 2] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 0] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v1), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 2] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u2, reg.v2), glm::vec4(1.0));
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batch->point((def->modelExtraPoints[i * 4 + 3] - glm::vec3(0.0f, 0.0f, 1.0f)) * glm::vec3(size * 0.63f), glm::vec2(reg.u1, reg.v2), glm::vec4(1.0));
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}
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batch->flush();
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}
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break;
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case BlockModel::xsprite: {
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glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
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batch->sprite(right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
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glm::vec3(0.f, 1.f, 0.f),
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right,
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size*0.5f, size*0.6f,
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texfaces[0],
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glm::vec4(1.0f));
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batch->flush();
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break;
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}
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}
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return fbo->getTexture()->readData();
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}
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std::unique_ptr<Atlas> BlocksPreview::build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content
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) {
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auto indices = content->getIndices();
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size_t count = indices->countBlockDefs();
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size_t iconSize = ITEM_ICON_SIZE;
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Shader* shader = assets->getShader("ui3d");
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Atlas* atlas = assets->getAtlas("blocks");
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Viewport viewport(iconSize, iconSize);
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GfxContext pctx(nullptr, viewport, nullptr);
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GfxContext ctx = pctx.sub();
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ctx.setCullFace(true);
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ctx.setDepthTest(true);
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Framebuffer fbo(iconSize, iconSize, true);
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Batch3D batch(1024);
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batch.begin();
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shader->use();
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shader->uniformMatrix("u_projview",
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glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
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-100.0f, 100.0f) *
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glm::lookAt(glm::vec3(2, 2, 2),
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glm::vec3(0.0f),
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glm::vec3(0, 1, 0)));
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AtlasBuilder builder;
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Window::viewport(0, 0, iconSize, iconSize);
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Window::setBgColor(glm::vec4(0.0f));
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fbo.bind();
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for (size_t i = 0; i < count; i++) {
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auto def = indices->getBlockDef(i);
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atlas->getTexture()->bind();
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builder.add(def->name, draw(cache, shader, &fbo, &batch, def, iconSize));
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}
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fbo.unbind();
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Window::viewport(0, 0, Window::width, Window::height);
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return std::unique_ptr<Atlas>(builder.build(2));
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}
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