#include "hud_render.h" #include #include #include "typedefs.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" #include "world/Level.h" #include "objects/Player.h" 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; uicamera->flipped = true; } HudRenderer::~HudRenderer() { // delete crosshair; delete batch; delete uicamera; } 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), 90, 30, STYLE_OUTLINE); font->draw(batch, std::to_wstring((int)player->camera->position.z), 170, 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()); // Chosen block preview Texture* blocks = assets->getTexture("block"); Texture* sprite = assets->getTexture("slot"); batch->texture(nullptr); batch->color = vec4(1.0f); if (Events::_cursor_locked && !level->player->debug) { glLineWidth(2); batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f); batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f); batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f); batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f); } // batch->texture(sprite); // batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f)); // batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8, // 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, // 0.55f, 0.55f, 0.55f, // 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2); batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8, 0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f, 0.7f, 0.7f, 0.7f, 0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4); batch->rect(Window::width/2-128, Window::height - 80, 256, 64, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4); batch->rect(Window::width/2-32+2, Window::height - 80+2, 60, 60, 0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f, 0.7f, 0.7f, 0.7f, 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2); batch->rect(Window::width/2-32+4, Window::height - 80+4, 56, 56, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 2); batch->texture(blocks); Player* player = level->player; { Block* cblock = Block::blocks[player->choosenBlock]; if (cblock->model == BLOCK_MODEL_CUBE){ batch->blockSprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f)); } else if (cblock->model == BLOCK_MODEL_X_SPRITE){ batch->sprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f)); } } if (!Events::_cursor_locked) { //inventory uint size = 48; uint step = 64; uint inv_wm = step*10; uint inv_hm = step*8; uint inv_w = inv_wm - (step - size); uint inv_h = inv_hm - (step - size); int inv_x = (Window::width - (inv_w)) / 2; int inv_y = (Window::height - (inv_h)) / 2; int xs = (Window::width - inv_w + step)/2; int ys = (Window::height - inv_h + step)/2; if (Window::width > inv_w*3){ inv_x = (Window::width + (inv_w)) / 2; inv_y = (Window::height - (inv_h)) / 2; xs = (Window::width + inv_w + step)/2; ys = (Window::height - inv_h + step)/2; } int x = 0; int y = 0; vec4 tint = vec4(1.0f); int mx = Events::x; int my = Events::y; uint count = (inv_w / step) * (inv_h / step) + 1; //back batch->texture(nullptr); batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f); batch->rect(0, 0, Window::width, Window::height); batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8, 0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f, 0.7f, 0.7f, 0.7f, 0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4); batch->rect(inv_x, inv_y, inv_w, inv_h, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4); batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f); for (uint i = 1; i < count; i++) { x = xs + step * ((i-1) % (inv_w / step)); y = ys + step * ((i-1) / (inv_w / step)); // batch->rect(x-2, y-2, size+4, size+4); batch->rect(x-2, y-2, size+4, size+4, 0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f, 0.7f, 0.7f, 0.7f, 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2); batch->rect(x, y, size, size, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2); } // batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f); // for (unsigned i = 1; i < count; i++) { // x = xs + step * ((i-1) % (inv_w / step)); // y = ys + step * ((i-1) / (inv_w / step)); // batch->rect(x, y, size, size); // } //front batch->texture(blocks); for (uint i = 1; i < count; i++) { Block* cblock = Block::blocks[i]; if (cblock == nullptr) break; x = xs + step * ((i-1) % (inv_w / step)); y = ys + step * ((i-1) / (inv_w / step)); if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) { tint.r *= 1.2f; tint.g *= 1.2f; tint.b *= 1.2f; if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) { player->choosenBlock = i; } // size = 50; } else { // size = 48; tint = vec4(1.0f); } if (cblock->model == BLOCK_MODEL_CUBE){ batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint); } else if (cblock->model == BLOCK_MODEL_X_SPRITE){ batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint); } } } // batch->render(); if (Events::_cursor_locked && !level->player->debug){ // 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)); // glLineWidth(2.0f); // crosshair->draw(GL_LINES); } }