world-wide commit to ruin everything

This commit is contained in:
MihailRis
2022-10-28 22:44:32 +03:00
parent fbce36a05c
commit 8a073e4e8a
57 changed files with 1433 additions and 958 deletions
+93 -22
View File
@@ -1,12 +1,15 @@
#include "hud_render.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "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"
@@ -15,6 +18,19 @@
HudRenderer::HudRenderer() {
float vertices[] = {
// x y
-0.01f,-0.01f,
0.01f, 0.01f,
-0.01f, 0.01f,
0.01f,-0.01f,
};
int attrs[] = {
2, 0 //null terminator
};
crosshair = new Mesh(vertices, 4, attrs);
batch = new Batch2D(1024);
uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
uicamera->perspective = false;
@@ -22,48 +38,103 @@ HudRenderer::HudRenderer() {
}
HudRenderer::~HudRenderer() {
delete crosshair;
delete batch;
delete uicamera;
}
void HudRenderer::draw(World* world, Level* level, Assets* assets, bool devdata, int fps){
void HudRenderer::drawDebug(Level* level, Assets* assets, 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), 50, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 90, 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);
batch->render();
}
void HudRenderer::draw(Level* level, Assets* assets){
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());
// Draw debug info
Font* font = assets->getFont("normal");
batch->begin();
if (devdata){
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), 50, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 90, 30, STYLE_OUTLINE);
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 40, 42, STYLE_OUTLINE);
}
batch->render();
// Chosen block preview
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("sprite");
Texture* sprite = assets->getTexture("slot");
if (!Events::_cursor_locked) {
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, Window::width, Window::height);
}
batch->color = vec4(1.0f);
batch->texture(sprite);
batch->sprite(16, 640, 64, 64, 16, 0, vec4(1.0f));
batch->sprite(16, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
batch->texture(blocks);
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->model == BLOCK_MODEL_GRASS){
batch->sprite(24, 648, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
Player* player = level->player;
{
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->model == BLOCK_MODEL_GRASS){
batch->sprite(24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
}
if (!Events::_cursor_locked) {
for (unsigned i = 1; i < 256; i++) {
Block* cblock = Block::blocks[i];
if (cblock == nullptr)
break;
int size = 48;
int step = 70;
int x = 24 + (i-1) * step;
int y = uicamera->fov - 72 - 70;
y -= 72 * (x / (Window::width - step));
x %= (Window::width - step);
vec4 tint(1.0f);
int mx = Events::x;
int my = Events::y;
if (mx > x && mx < x + size && my > y && my < y + size) {
tint.r *= 2.0f;
tint.g *= 2.0f;
tint.b *= 2.0f;
if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
player->choosenBlock = i;
}
}
if (cblock->model == BLOCK_MODEL_CUBE){
batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
} else if (cblock->model == BLOCK_MODEL_GRASS){
batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
}
}
}
batch->render();
Shader* crosshairShader = assets->getShader("crosshair");
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
crosshair->draw(GL_LINES);
}