add hand skeleton
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@@ -47,6 +47,8 @@
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#include "BlockWrapsRenderer.hpp"
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#include "ParticlesRenderer.hpp"
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#include "PrecipitationRenderer.hpp"
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#include "HandsRenderer.hpp"
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#include "NamedSkeletons.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "GuidesRenderer.hpp"
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@@ -107,6 +109,19 @@ WorldRenderer::WorldRenderer(
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settings.graphics.skyboxResolution.get(),
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assets->require<Shader>("skybox_gen")
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);
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const auto& content = level.content;
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skeletons = std::make_unique<NamedSkeletons>();
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const auto& skeletonConfig = content.requireSkeleton(
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content.getDefaults()["hand-skeleton"].asString()
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);
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hands = std::make_unique<HandsRenderer>(
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*assets,
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level,
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player,
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*modelBatch,
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skeletons->createSkeleton("hand", &skeletonConfig)
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);
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}
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WorldRenderer::~WorldRenderer() = default;
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@@ -273,70 +288,6 @@ void WorldRenderer::renderLines(
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}
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}
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void WorldRenderer::renderHands(
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const Camera& camera, float delta
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) {
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auto& entityShader = assets.require<Shader>("entity");
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auto indices = level.content.getIndices();
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// get current chosen item
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const auto& inventory = player.getInventory();
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int slot = player.getChosenSlot();
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const ItemStack& stack = inventory->getSlot(slot);
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const auto& def = indices->items.require(stack.getItemId());
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// prepare modified HUD camera
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Camera hudcam = camera;
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hudcam.far = 10.0f;
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hudcam.setFov(0.9f);
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hudcam.position = {};
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// configure model matrix
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const glm::vec3 itemOffset(0.06f, 0.035f, -0.1);
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static glm::mat4 prevRotation(1.0f);
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const float speed = 24.0f;
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glm::mat4 matrix = glm::translate(glm::mat4(1.0f), itemOffset);
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matrix = glm::scale(matrix, glm::vec3(0.1f));
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glm::mat4 rotation = camera.rotation;
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glm::quat rot0 = glm::quat_cast(prevRotation);
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glm::quat rot1 = glm::quat_cast(rotation);
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glm::quat finalRot =
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glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
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rotation = glm::mat4_cast(finalRot);
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matrix = rotation * matrix *
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glm::rotate(
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glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
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);
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prevRotation = rotation;
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glm::vec3 cameraRotation = player.getRotation();
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(cameraRotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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float newX = offset.x * cos - offset.z * sin;
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float newZ = offset.x * sin + offset.z * cos;
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offset = glm::vec3(newX, offset.y, newZ);
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matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
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// render
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modelBatch->setLightsOffset(camera.position);
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modelBatch->draw(
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matrix,
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glm::vec3(1.0f),
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assets.get<model::Model>(def.modelName),
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nullptr
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);
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display::clearDepth();
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setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
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skybox->bind();
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modelBatch->render();
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modelBatch->setLightsOffset(glm::vec3());
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skybox->unbind();
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}
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void WorldRenderer::generateShadowsMap(
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const Camera& camera,
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const DrawContext& pctx,
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@@ -568,7 +519,22 @@ void WorldRenderer::draw(
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderHands(camera, delta);
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// prepare modified HUD camera
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Camera hudcam = camera;
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hudcam.far = 10.0f;
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hudcam.setFov(0.9f);
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hudcam.position = {};
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hands->renderHands(camera, delta);
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display::clearDepth();
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setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
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skybox->bind();
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modelBatch->render();
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modelBatch->setLightsOffset(glm::vec3());
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skybox->unbind();
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}
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renderBlockOverlay(pctx);
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