@@ -63,6 +63,14 @@ const rigging::SkeletonConfig* Content::getSkeleton(const std::string& id
|
||||
return found->second.get();
|
||||
}
|
||||
|
||||
const rigging::SkeletonConfig& Content::requireSkeleton(const std::string& id) const {
|
||||
auto skeleton = getSkeleton(id);
|
||||
if (skeleton == nullptr) {
|
||||
throw std::runtime_error("skeleton '" + id + "' not loaded");
|
||||
}
|
||||
return *skeleton;
|
||||
}
|
||||
|
||||
const BlockMaterial* Content::findBlockMaterial(const std::string& id) const {
|
||||
auto found = blockMaterials.find(id);
|
||||
if (found == blockMaterials.end()) {
|
||||
|
||||
@@ -212,6 +212,7 @@ public:
|
||||
}
|
||||
|
||||
const rigging::SkeletonConfig* getSkeleton(const std::string& id) const;
|
||||
const rigging::SkeletonConfig& requireSkeleton(const std::string& id) const;
|
||||
const BlockMaterial* findBlockMaterial(const std::string& id) const;
|
||||
const ContentPackRuntime* getPackRuntime(const std::string& id) const;
|
||||
ContentPackRuntime* getPackRuntime(const std::string& id);
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
#include "HandsRenderer.hpp"
|
||||
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "ModelBatch.hpp"
|
||||
#include "content/Content.hpp"
|
||||
#include "graphics/commons/Model.hpp"
|
||||
#include "objects/rigging.hpp"
|
||||
#include "window/Camera.hpp"
|
||||
|
||||
using namespace rigging;
|
||||
|
||||
HandsRenderer::HandsRenderer(
|
||||
const Assets& assets,
|
||||
ModelBatch& modelBatch,
|
||||
std::shared_ptr<Skeleton> skeleton
|
||||
)
|
||||
: assets(assets),
|
||||
modelBatch(modelBatch),
|
||||
skeleton(std::move(skeleton)) {
|
||||
}
|
||||
|
||||
void HandsRenderer::renderHands(
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto& skeleton = *this->skeleton;
|
||||
const auto& config = *skeleton.config;
|
||||
|
||||
// render
|
||||
modelBatch.setLightsOffset(camera.position);
|
||||
config.update(skeleton, glm::mat4(1.0f), glm::vec3());
|
||||
config.render(assets, modelBatch, skeleton, glm::mat4(1.0f), glm::vec3());
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
class Assets;
|
||||
class Camera;
|
||||
class ModelBatch;
|
||||
|
||||
namespace rigging {
|
||||
struct Skeleton;
|
||||
}
|
||||
|
||||
class HandsRenderer {
|
||||
public:
|
||||
HandsRenderer(
|
||||
const Assets& assets,
|
||||
ModelBatch& modelBatch,
|
||||
std::shared_ptr<rigging::Skeleton> skeleton
|
||||
);
|
||||
|
||||
void renderHands(const Camera& camera, float delta);
|
||||
private:
|
||||
const Assets& assets;
|
||||
ModelBatch& modelBatch;
|
||||
std::shared_ptr<rigging::Skeleton> skeleton;
|
||||
};
|
||||
@@ -0,0 +1,23 @@
|
||||
#include "NamedSkeletons.hpp"
|
||||
|
||||
#include "objects/rigging.hpp"
|
||||
|
||||
using namespace rigging;
|
||||
|
||||
NamedSkeletons::NamedSkeletons() = default;
|
||||
|
||||
std::shared_ptr<rigging::Skeleton> NamedSkeletons::createSkeleton(
|
||||
const std::string& name, const SkeletonConfig* config
|
||||
) {
|
||||
auto skeleton = std::make_shared<Skeleton>(config);
|
||||
skeletons[name] = skeleton;
|
||||
return skeleton;
|
||||
}
|
||||
|
||||
rigging::Skeleton* NamedSkeletons::getSkeleton(const std::string& name) {
|
||||
const auto& found = skeletons.find(name);
|
||||
if (found == skeletons.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
return found->second.get();
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace rigging {
|
||||
struct Skeleton;
|
||||
class SkeletonConfig;
|
||||
}
|
||||
|
||||
class NamedSkeletons {
|
||||
public:
|
||||
NamedSkeletons();
|
||||
|
||||
std::shared_ptr<rigging::Skeleton> createSkeleton(
|
||||
const std::string& name, const rigging::SkeletonConfig* config
|
||||
);
|
||||
|
||||
rigging::Skeleton* getSkeleton(const std::string& name);
|
||||
private:
|
||||
std::unordered_map<std::string, std::shared_ptr<rigging::Skeleton>> skeletons;
|
||||
};
|
||||
@@ -47,6 +47,8 @@
|
||||
#include "BlockWrapsRenderer.hpp"
|
||||
#include "ParticlesRenderer.hpp"
|
||||
#include "PrecipitationRenderer.hpp"
|
||||
#include "HandsRenderer.hpp"
|
||||
#include "NamedSkeletons.hpp"
|
||||
#include "TextsRenderer.hpp"
|
||||
#include "ChunksRenderer.hpp"
|
||||
#include "GuidesRenderer.hpp"
|
||||
@@ -107,6 +109,15 @@ WorldRenderer::WorldRenderer(
|
||||
settings.graphics.skyboxResolution.get(),
|
||||
assets->require<Shader>("skybox_gen")
|
||||
);
|
||||
|
||||
const auto& content = level.content;
|
||||
skeletons = std::make_unique<NamedSkeletons>();
|
||||
const auto& skeletonConfig = content.requireSkeleton(
|
||||
content.getDefaults()["hand-skeleton"].asString()
|
||||
);
|
||||
hands = std::make_unique<HandsRenderer>(
|
||||
*assets, *modelBatch, skeletons->createSkeleton("hand", &skeletonConfig)
|
||||
);
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() = default;
|
||||
@@ -273,70 +284,6 @@ void WorldRenderer::renderLines(
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::renderHands(
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
auto indices = level.content.getIndices();
|
||||
|
||||
// get current chosen item
|
||||
const auto& inventory = player.getInventory();
|
||||
int slot = player.getChosenSlot();
|
||||
const ItemStack& stack = inventory->getSlot(slot);
|
||||
const auto& def = indices->items.require(stack.getItemId());
|
||||
|
||||
// prepare modified HUD camera
|
||||
Camera hudcam = camera;
|
||||
hudcam.far = 10.0f;
|
||||
hudcam.setFov(0.9f);
|
||||
hudcam.position = {};
|
||||
|
||||
// configure model matrix
|
||||
const glm::vec3 itemOffset(0.06f, 0.035f, -0.1);
|
||||
|
||||
static glm::mat4 prevRotation(1.0f);
|
||||
|
||||
const float speed = 24.0f;
|
||||
glm::mat4 matrix = glm::translate(glm::mat4(1.0f), itemOffset);
|
||||
matrix = glm::scale(matrix, glm::vec3(0.1f));
|
||||
glm::mat4 rotation = camera.rotation;
|
||||
glm::quat rot0 = glm::quat_cast(prevRotation);
|
||||
glm::quat rot1 = glm::quat_cast(rotation);
|
||||
glm::quat finalRot =
|
||||
glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
|
||||
rotation = glm::mat4_cast(finalRot);
|
||||
matrix = rotation * matrix *
|
||||
glm::rotate(
|
||||
glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
|
||||
);
|
||||
prevRotation = rotation;
|
||||
glm::vec3 cameraRotation = player.getRotation();
|
||||
auto offset = -(camera.position - player.getPosition());
|
||||
float angle = glm::radians(cameraRotation.x - 90);
|
||||
float cos = glm::cos(angle);
|
||||
float sin = glm::sin(angle);
|
||||
|
||||
float newX = offset.x * cos - offset.z * sin;
|
||||
float newZ = offset.x * sin + offset.z * cos;
|
||||
offset = glm::vec3(newX, offset.y, newZ);
|
||||
matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
|
||||
|
||||
// render
|
||||
modelBatch->setLightsOffset(camera.position);
|
||||
modelBatch->draw(
|
||||
matrix,
|
||||
glm::vec3(1.0f),
|
||||
assets.get<model::Model>(def.modelName),
|
||||
nullptr
|
||||
);
|
||||
display::clearDepth();
|
||||
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
|
||||
skybox->bind();
|
||||
modelBatch->render();
|
||||
modelBatch->setLightsOffset(glm::vec3());
|
||||
skybox->unbind();
|
||||
}
|
||||
|
||||
void WorldRenderer::generateShadowsMap(
|
||||
const Camera& camera,
|
||||
const DrawContext& pctx,
|
||||
@@ -568,7 +515,22 @@ void WorldRenderer::draw(
|
||||
DrawContext ctx = pctx.sub();
|
||||
ctx.setDepthTest(true);
|
||||
ctx.setCullFace(true);
|
||||
renderHands(camera, delta);
|
||||
|
||||
// prepare modified HUD camera
|
||||
Camera hudcam = camera;
|
||||
hudcam.far = 10.0f;
|
||||
hudcam.setFov(0.9f);
|
||||
hudcam.position = {};
|
||||
|
||||
hands->renderHands(camera, delta);
|
||||
|
||||
display::clearDepth();
|
||||
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
|
||||
|
||||
skybox->bind();
|
||||
modelBatch->render();
|
||||
modelBatch->setLightsOffset(glm::vec3());
|
||||
skybox->unbind();
|
||||
}
|
||||
renderBlockOverlay(pctx);
|
||||
|
||||
|
||||
@@ -20,6 +20,8 @@ class ChunksRenderer;
|
||||
class ParticlesRenderer;
|
||||
class BlockWrapsRenderer;
|
||||
class PrecipitationRenderer;
|
||||
class HandsRenderer;
|
||||
class NamedSkeletons;
|
||||
class GuidesRenderer;
|
||||
class TextsRenderer;
|
||||
class Shader;
|
||||
@@ -52,6 +54,7 @@ class WorldRenderer {
|
||||
std::unique_ptr<ModelBatch> modelBatch;
|
||||
std::unique_ptr<GuidesRenderer> guides;
|
||||
std::unique_ptr<ChunksRenderer> chunks;
|
||||
std::unique_ptr<HandsRenderer> hands;
|
||||
std::unique_ptr<Skybox> skybox;
|
||||
std::unique_ptr<ShadowMap> shadowMap;
|
||||
std::unique_ptr<ShadowMap> wideShadowMap;
|
||||
@@ -69,8 +72,6 @@ class WorldRenderer {
|
||||
|
||||
/// @brief Render block selection lines
|
||||
void renderBlockSelection();
|
||||
|
||||
void renderHands(const Camera& camera, float delta);
|
||||
|
||||
/// @brief Render lines (selection and debug)
|
||||
/// @param camera active camera
|
||||
@@ -100,6 +101,7 @@ public:
|
||||
std::unique_ptr<TextsRenderer> texts;
|
||||
std::unique_ptr<BlockWrapsRenderer> blockWraps;
|
||||
std::unique_ptr<PrecipitationRenderer> precipitation;
|
||||
std::unique_ptr<NamedSkeletons> skeletons;
|
||||
|
||||
static bool showChunkBorders;
|
||||
static bool showEntitiesDebug;
|
||||
|
||||
@@ -1,6 +1,13 @@
|
||||
#include "objects/rigging.hpp"
|
||||
#include "libentity.hpp"
|
||||
|
||||
#include "graphics/render/WorldRenderer.hpp"
|
||||
#include "graphics/render/NamedSkeletons.hpp"
|
||||
|
||||
namespace scripting {
|
||||
extern WorldRenderer* renderer;
|
||||
}
|
||||
|
||||
static int index_range_check(
|
||||
const rigging::Skeleton& skeleton, lua::Integer index
|
||||
) {
|
||||
@@ -13,25 +20,33 @@ static int index_range_check(
|
||||
return static_cast<int>(index);
|
||||
}
|
||||
|
||||
static int l_get_model(lua::State* L) {
|
||||
static rigging::Skeleton* get_skeleton(lua::State* L) {
|
||||
if (lua::isstring(L, 1)) {
|
||||
return scripting::renderer->skeletons->getSkeleton(lua::tostring(L, 1));
|
||||
}
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
auto* rigConfig = skeleton.config;
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
const auto& modelOverride = skeleton.modelOverrides[index];
|
||||
return &entity->getSkeleton();
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static int l_get_model(lua::State* L) {
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
auto& rigConfig = *skeleton->config;
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
const auto& modelOverride = skeleton->modelOverrides[index];
|
||||
if (!modelOverride.model) {
|
||||
return lua::pushstring(L, modelOverride.name);
|
||||
}
|
||||
return lua::pushstring(L, rigConfig->getBones()[index]->model.name);
|
||||
return lua::pushstring(L, rigConfig.getBones()[index]->model.name);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_model(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
auto& modelOverride = skeleton.modelOverrides[index];
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
auto& modelOverride = skeleton->modelOverrides[index];
|
||||
if (lua::isnoneornil(L, 3)) {
|
||||
modelOverride = {"", nullptr, true};
|
||||
} else {
|
||||
@@ -42,28 +57,25 @@ static int l_set_model(lua::State* L) {
|
||||
}
|
||||
|
||||
static int l_get_matrix(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushmat4(L, skeleton.pose.matrices[index]);
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushmat4(L, skeleton->pose.matrices[index]);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_matrix(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
skeleton.pose.matrices[index] = lua::tomat4(L, 3);
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
skeleton->pose.matrices[index] = lua::tomat4(L, 3);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_get_texture(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
const auto& found = skeleton.textures.find(lua::require_string(L, 2));
|
||||
if (found != skeleton.textures.end()) {
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
const auto& found = skeleton->textures.find(lua::require_string(L, 2));
|
||||
if (found != skeleton->textures.end()) {
|
||||
return lua::pushstring(L, found->second);
|
||||
}
|
||||
}
|
||||
@@ -71,18 +83,16 @@ static int l_get_texture(lua::State* L) {
|
||||
}
|
||||
|
||||
static int l_set_texture(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
skeleton.textures[lua::require_string(L, 2)] =
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
skeleton->textures[lua::require_string(L, 2)] =
|
||||
lua::require_string(L, 3);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_index(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
if (auto bone = skeleton.config->find(lua::require_string(L, 2))) {
|
||||
if (auto skeleton= get_skeleton(L)) {
|
||||
if (auto bone = skeleton->config->find(lua::require_string(L, 2))) {
|
||||
return lua::pushinteger(L, bone->getIndex());
|
||||
}
|
||||
}
|
||||
@@ -90,62 +100,60 @@ static int l_index(lua::State* L) {
|
||||
}
|
||||
|
||||
static int l_is_visible(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
if (!lua::isnoneornil(L, 2)) {
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushboolean(L, skeleton.flags.at(index).visible);
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
return lua::pushboolean(L, skeleton->flags.at(index).visible);
|
||||
}
|
||||
return lua::pushboolean(L, skeleton.visible);
|
||||
return lua::pushboolean(L, skeleton->visible);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_visible(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
if (!lua::isnoneornil(L, 3)) {
|
||||
auto index = index_range_check(skeleton, lua::tointeger(L, 2));
|
||||
skeleton.flags.at(index).visible = lua::toboolean(L, 3);
|
||||
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
|
||||
skeleton->flags.at(index).visible = lua::toboolean(L, 3);
|
||||
} else {
|
||||
skeleton.visible = lua::toboolean(L, 2);
|
||||
skeleton->visible = lua::toboolean(L, 2);
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_get_color(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
return lua::pushvec(L, skeleton.tint);
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
return lua::pushvec(L, skeleton->tint);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_color(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
skeleton.tint = lua::tovec3(L, 2);
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
skeleton->tint = lua::tovec3(L, 2);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_is_interpolated(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
return lua::pushboolean(L, skeleton.interpolation.isEnabled());
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
return lua::pushboolean(L, skeleton->interpolation.isEnabled());
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_set_interpolated(lua::State* L) {
|
||||
if (auto entity = get_entity(L, 1)) {
|
||||
auto& skeleton = entity->getSkeleton();
|
||||
skeleton.interpolation.setEnabled(lua::toboolean(L, 2));
|
||||
if (auto skeleton = get_skeleton(L)) {
|
||||
skeleton->interpolation.setEnabled(lua::toboolean(L, 2));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int l_exists(lua::State* L) {
|
||||
return lua::pushboolean(L, get_skeleton(L));
|
||||
}
|
||||
|
||||
const luaL_Reg skeletonlib[] = {
|
||||
{"get_model", lua::wrap<l_get_model>},
|
||||
{"set_model", lua::wrap<l_set_model>},
|
||||
@@ -160,4 +168,6 @@ const luaL_Reg skeletonlib[] = {
|
||||
{"set_color", lua::wrap<l_set_color>},
|
||||
{"is_interpolated", lua::wrap<l_is_interpolated>},
|
||||
{"set_interpolated", lua::wrap<l_set_interpolated>},
|
||||
{NULL, NULL}};
|
||||
{"exists", lua::wrap<l_exists>},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user