Merge branch 'MihailRis:main' into main

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Astazium 2026-08-16 16:35:30 +03:00 • committed by GitHub
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119 changed files with 1501 additions and 957 deletions

3
.gitignore vendored
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@ -49,3 +49,6 @@ appimage-build/
# libs
/libs/
/vcpkg_installed/
# vcstudio
.vcstudio

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@ -18,7 +18,7 @@ Installing last version that supports C++17.
```sh
git clone --branch v3.16.0 https://github.com/skypjack/entt.git
cd entt
mkdir build && cd build
mkdir -p build && cd build
cmake -DCMAKE_BUILD_TYPE=Release -DENTT_INSTALL=ON ..
sudo make install
```

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@ -69,6 +69,7 @@ Rotation profile (set of available block rotations and behaviour of placing bloc
- "pipe" - wood logs, pipes, pillars
- "pane" - panels, doors, signs
- "stairs" - "pane" + flipped variants
- "ladder" - like a "pipe", but on horizontal surfaces it is installed like "pane"
### *particles*

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@ -12,7 +12,7 @@ Content-pack folder must contain file **package.json** with following contents:
{
"id": "pack_id",
"title": "pack name will be displayed in the content menu",
"version": "content-pack version - major.minor",
"version": "content-pack version - major.minor.[patch])",
"creator": "content-pack creator",
"description": "short description",
"dependencies": [
@ -26,6 +26,7 @@ Dependency levels are indicated by prefixes in the name:
- '!' - required dependency
- '?' - optional dependency
- '~' - weak dependency
If prefix is not specified, '!' level will be used.
Example: '~randutil' - weak dependency 'randutil'.

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@ -139,7 +139,7 @@ gui.confirm(
## Documents and templates
```lua
-- Loads a UI document with its script, returns the name of the document if successfully loaded.
-- Loads a UI document with its script. Returns document environment table
gui.load_document(
-- Path to the xml file of the page. Example: `core:layouts/pages/main.xml`
path: str,
@ -147,7 +147,7 @@ gui.load_document(
name: str
-- Table of parameters passed to the on_open event
args: table
) -> str
) -> table
-- Loads and processes layout template from file
gui.template(

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@ -57,6 +57,10 @@ hud.get_block_inventory() -> int
-- Gives the ID of the second open inventory (block, virtual inventory...) or 0.
hud.get_second_inventory() -> int
-- Get the inventory ID of exchange item (grabbed item in inventory) or 0.
-- It has only one slot - 0
hud.get_exchange_inventory() -> int
-- Gives the ID of the player that the UI is bound to.
hud.get_player() -> int

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@ -2,14 +2,36 @@
Quaternions manipulation library.
## Quaternion from matrix - *mat4.from_quat(...)*
Quaternions can be created as a table of 4 numbers:
`{w, x, y, z}`
## Quaternion from matrix - *quat.from_mat4(...)*
```lua
-- creates a quaternion based on the rotation matrix
quat.from_mat4(m: matrix)
quat.from_mat4(m: matrix, [optional] dst: quat) -> quat
```
-- writes a quaternion from the rotation matrix to dst
quat.from_mat4(m: matrix, dst: quat)
## Quaternion of Euler angles - *quat.from_euler(...)*
```lua
-- creates quaternion from euler angles passed as XYZ (pitch, yaw, roll)
-- angles in degrees
quat.from_euler(euler: vec3, [optional] dst: quat) -> quat
```
## Quaternion composition - quat.mul(...)
```lua
-- multiplies quaternions
quat.mul(a: quat, b: quat, [optional] dst: quat) -> quat
```
## 3D vector rotation - quat.mul_vec3(...)
```lua
-- rotates vector by quaternion
quat.mul_vec3(a: quat, b: vec3, [optional] dst: vec3) -> vec3
```
## Spherical linear interpolation - *quat.slerp(...)*
@ -19,16 +41,12 @@ The interpolation always take the short path and the rotation is performed at co
```lua
-- creates a quaternion as an interpolation between a and b,
-- where t is interpolation factor
quat.slerp(a: quat, b: quat, t: number)
-- writes a quaternion as an interpolation between a and b to dst,
-- where t is interpolation factor
quat.slerp(a: quat, b: quat, t: number, dst: quat)
quat.slerp(a: quat, b: quat, t: number, [optional] dst: quat) -> quat
```
## Casting to string - *quat.tostring(...)*
```lua
-- returns a string representing the contents of the quaternion
quat.tostring(q: quat)
quat.tostring(q: quat) -> string
```

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@ -24,7 +24,7 @@ Called on block broken by player
function on_replaced(x, y, z, playerid)
```
Called on block replaced with other by player
Called before a player replaces a block
```lua
function on_interact(x, y, z, playerid) -> bool

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@ -53,7 +53,7 @@ Properties that apply to all elements:
| contentOffset | vec2 | yes | *no* | element content offset |
| cursor | string | yes | yes | cursor displayed on hover |
| parent | Element | yes | *no* | parent element or nil |
| zIndex | bool | yes | *no* | z-index value. In panel, it determines the order |
| zIndex | int | yes | *no* | z-index value. In panel, it determines the order |
Common element methods:

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@ -212,10 +212,27 @@ local map = Heightmap(width, height)
Operations apply to all height values.
```lua
-- Convert to absolute values
map:abs()
```
Casts height values ​​to absolute.
-- Round down
map:floor()
-- Round up
map:ceil()
-- Round to the nearest integer
map:round()
-- Sine of height values ​​(in radians)
map:sin()
-- Cosine of height values ​​(in radians)
map:cos()
-- Tangent of height values ​​(in radians)
map:tan()
```
### Binary Operations

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@ -39,6 +39,8 @@ Examples:
- `position-func` - position supplier for an element (two numbers), called on every parent container size update or on element adding on a container. May be called before *on_hud_open*
- `size-func` - element size provider (two numbers), called when the size of the container in which the element is located changes, or when an element is added to the container. Can be called before on_hud_open is called.
- `onclick` - lua function called when an element is clicked.
- `onrightclick` - lua function called when the right mouse button is pressed on an element.
- `onmiddleclick` - lua function called when the middle mouse button is pressed on an element.
- `ondoubleclick` - lua function called when you double click on an element.
- `onfocus` - lua function called when focusing on an element.
- `ondefocus` - lua function called when the element loses focus.
@ -192,6 +194,9 @@ Example of list description:
- `width` - minimum content width. Default: 100.
- `selected` - initially selected value. Default: "".
- `onselect` - function to which the user-selected value is passed
- `mode` - behaviour / display mode:
- `select` - default mode.
- `button` - button mode: the text is not replaced with the selected option; the element rendered as a regular button.
## *bindbox*

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@ -70,6 +70,7 @@
- "pipe" - профиль "труба". Примеры блоков: бревно, труба, лампочка
- "pane" - профиль "панель". Примеры блоков: панель, дверь, табличка
- "stairs" - профиль "ступеньки" ("pane" + перевернутые варианты)
- "ladder" - профиль "лестница" (как "pipe", но на горизонтальных поверхностях как "pane")
### Испускаемые частицы - *particles*

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@ -12,7 +12,7 @@
{
"id": "выбранное_имя_пака",
"title": "имя контент-пака для отображения в меню контента",
"version": "версия контент-пака в формате major.minor",
"version": "версия контент-пака в формате major.minor.[patch]",
"creator": "создатель контент-пака",
"description": "краткое описание",
"dependencies": [
@ -28,6 +28,7 @@
- '!' - обязательная зависимость
- '?' - опциональная зависимость
- '~' - слабая зависимость
Отсутствие префикса интерпретируется как '!'.
Пример: '~randutil' - слабая зависимость 'randutil'.

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@ -140,12 +140,12 @@ gui.confirm(
## Документы и шаблоны
```lua
-- Загружает UI документ и его скрипт. Возвращает имя документа.
-- Загружает UI документ и его скрипт. Возвращает пространство имён документа
gui.load_document(
path: string, -- путь к xml файлу, например: core:layouts/pages/main.xml
name: string, -- id документа, например: core:pages/main
args: table -- параметры для события on_open
) -> string
) -> table
-- Обрабатывает xml шаблон макета из файла
gui.template(

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@ -58,6 +58,11 @@ hud.get_block_inventory() -> int
-- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0.
hud.get_second_inventory() -> int
-- Получить ID инвентаря, в котором находится предмет во время
-- его перемещения в инвентаре, или 0 если его не существует.
-- Имеет единственный слот - 0
hud.get_exchange_inventory() -> int
-- Дает ID игрока, к которому привязан пользовательский интерфейс.
hud.get_player() -> int
@ -81,4 +86,4 @@ hud.set_allow_pause(flag: boolean)
-- Функция, управляющая именованным скелетом 'hand' (см. gfx.skeletons)
hud.hand_controller: function()
```
```

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@ -2,14 +2,14 @@
Библиотека для работы с кватернионами.
Кватернионы задаюся таблицей, состоящей из 4 компонентов:
`{w, x, y, z}`
## Кватернион из матрицы - *quat.from_mat4(...)*
```lua
-- создаёт кватернион на основе матрицы вращения
quat.from_mat4(m: matrix) -> quat
-- записывает кватернион по матрице вращения в dst
quat.from_mat4(m: matrix, dst: quat)
quat.from_mat4(m: matrix, [опционально] dst: quat) -> quat
```
## Кватернион из углов Эйлера - *quat.from_euler(...)*
@ -17,11 +17,21 @@ quat.from_mat4(m: matrix, dst: quat)
```lua
-- создаёт кватернион на основе вектора, содержащего углы Эйлера в порядке XYZ (pitch, yaw, roll)
-- (значения углов строго в градусах)
quat.from_euler(euler: vec3) -> quat
quat.from_euler(euler: vec3, [опционально] dst: quat) -> quat
```
-- записывает кватернион в dst на основе вектора, содержащего углы Эйлера в порядке XYZ (pitch, yaw, roll)
-- (значения углов строго в градусах)
quat.from_euler(euler: vec3, dst: quat)
## Композиция кватернионов - quat.mul(...)
```lua
-- Умножает два кватерниона (композиция поворотов)
quat.mul(a: quat, b: quat, [опционально] dst: quat) -> quat
```
## Поворот 3д вектора на кватернион - quat.mul_vec3(...)
```lua
-- Поворачивает вектор на заданный кватернион
quat.mul_vec3(a: quat, b: vec3, [опционально] dst: vec3) -> vec3
```
## Сферическая линейная интерполяция - *quat.slerp(...)*
@ -31,11 +41,7 @@ quat.from_euler(euler: vec3, dst: quat)
```lua
-- создаёт кватернион как интерполяцию между a и b,
-- где t - фактор интерполяции
quat.slerp(a: quat, b: quat, t: number) -> quat
-- записывает кватернион как интерполяцию между a и b в dst,
-- где t - фактор интерполяции
quat.slerp(a: quat, b: quat, t: number, dst: quat)
quat.slerp(a: quat, b: quat, t: number, [опционально] dst: quat) -> quat
```
## Перевод в строку - *quat.tostring(...)*

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@ -34,7 +34,7 @@ function on_broken(x, y, z, playerid)
function on_replaced(x, y, z, playerid)
```
Вызывается после замены блока игроком
Вызывается перед заменой блока игроком
```lua
function on_interact(x, y, z, playerid) -> bool

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@ -53,7 +53,7 @@ document["worlds-panel"]:clear()
| contentOffset | vec2 | да | *нет* | смещение содержимого |
| cursor | string | да | да | курсор, отображаемый при наведении |
| parent | Element | да | *нет* | родительский элемент или nil |
| zIndex | bool | да | *нет* | значение z-индекса. В panel определяет порядок |
| zIndex | int | да | *нет* | значение z-индекса. В panel определяет порядок |
Общие методы элементов:

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@ -215,12 +215,28 @@ local map = Heightmap(ширина, высота)
Операции применяются ко всем значениям высоты.
```lua
-- Приведение значений высот к абсолютным
map:abs()
-- Округление к меньшему целому
map:floor()
-- Округление к большему целому
map:ceil()
-- Округление к ближайшему целому
map:round()
-- Синус от значений высот (в радианах)
map:sin()
-- Косинус от значений высот (в радианах)
map:cos()
-- Тангенс от значений высот (в радианах)
map:tan()
```
Приводит значения высот к абсолютным.
### Бинарные операции
Операции с применением второй карты или скаляра.

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@ -43,6 +43,8 @@
- `position-func` - поставщик позиции элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open.
- `size-func` - поставщик размера элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open.
- `onclick` - lua функция вызываемая при нажатии на элемент.
- `onrightclick` - lua функция вызываемая при нажатии правой кнопки мыши на элемент.
- `onmiddleclick` - lua функция вызываемая при нажатии средней кнопки мыши на элемент.
- `ondoubleclick` - lua функция вызываемая при двойном нажатии на элемент.
- `onfocus` - lua функция вызываемая при фокусировке на элемент.
- `ondefocus` - lua функция вызываемая при потере фокуса элеметом.
@ -193,6 +195,9 @@
- `width` - минимальная ширина содержимого. По-умолчанию: 100.
- `selected` - изначально выбранное значение. По-умолчанию: "".
- `onselect` - функция, в которую передаётся выбранное пользователем значение
- `mode` - режим работы:
- `select` - режим по-умолчанию.
- `button` - режим кнопки: текст не заменяется на выбранную опцию, а элемент выглядит как обычная кнопка.
## Привязка ввода - *bindbox*

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@ -86,12 +86,27 @@ function generate_heightmap(x, y, w, h, s, inputs)
local rivermap = Heightmap(w, h)
rivermap.noiseSeed = SEED
rivermap:noise({x+21, y+12}, 0.1*s, 4)
rivermap:abs()
rivermap:mul(2.0)
rivermap:pow(0.15)
rivermap:max(0.5)
map:mul(rivermap)
rivermap:noise({ x + 21, y + 12 }, 0.1 * s, 4)
rivermap:pow(4)
rivermap:mul(3500)
rivermap:add(1)
rivermap:pow(-1)
rivermap:mul(-1)
rivermap:add(1)
local rivermap_bottom = Heightmap(w, h)
rivermap_bottom:add(0.23)
rivermap_bottom:noise({ x, y }, 2 * s, 4, 0.005)
map:sub(rivermap_bottom)
local map_multiplied = Heightmap(w, h)
map_multiplied:add(map)
map_multiplied:mul(rivermap)
map:min(map_multiplied)
map:add(rivermap_bottom)
local desertmap = Heightmap(w, h)
desertmap.noiseSeed = SEED

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@ -1,5 +1,44 @@
local util = {}
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
function util.drop_from_slot(invid, slot, mode)
if invid == 0 then
return
end
local pid = hud.get_player()
if mode == 2 and not player.is_infinite_items(pid) then
return
end
local itemid, itemcount = inventory.get(invid, slot)
if itemid == 0 then
return
end
local drop_itemcount = 1
if mode == 0 then
drop_itemcount = itemcount
end
if mode == 2 then
drop_itemcount = item.stack_size(itemid)
else
inventory.set(invid, slot, itemid, itemcount - drop_itemcount)
end
local data = inventory.get_all_data(invid, slot)
local pvel = { player.get_vel(pid) }
local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
if not drop then
return
end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity)
end
function util.drop(ppos, itemid, count, data, pickup_delay)
if itemid == 0 or not itemid then
return nil

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@ -1,30 +1,21 @@
local base_util = require "util"
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
function on_hud_open()
input.add_callback("player.drop", function ()
events.on("core:drop_outside_inventory", function(mode)
local invid = hud.get_exchange_inventory()
base_util.drop_from_slot(invid, 0, mode)
end)
input.add_callback("player.drop", function()
if hud.is_paused() or hud.is_inventory_open() then
return
end
local pid = hud.get_player()
local invid, slot = player.get_inventory(pid)
local itemid, itemcount = inventory.get(invid, slot)
if itemid == 0 then
return
local mode = 1
if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
mode = 0
end
local data = inventory.get_all_data(invid, slot)
inventory.set(invid, slot, itemid, itemcount-1)
local pvel = {player.get_vel(pid)}
local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
local drop = base_util.drop(ppos, itemid, 1, data, 1.5)
if not drop then
return
end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity)
base_util.drop_from_slot(invid, slot, mode)
end)
rules.create("do-loot-non-player", true)
end

View file

@ -16,6 +16,4 @@ function on_block_broken(id, x, y, z, playerid)
spawn_spread=vec3.mul(size, 0.4)
})
end
rules.create("do-loot-non-player", true)
end

View file

@ -1,4 +1,4 @@
<inventory>
<slots-grid pos="0, 164" rows="1" count="10" sharefunc="inventory_share_func"/>
<slots-grid rows="3" start-index="10" count="30" sharefunc="inventory_share_func"/>
<slots-grid pos="0, 164" rows="1" count="10" sharefunc="share_func"/>
<slots-grid rows="3" start-index="10" count="30" sharefunc="share_func"/>
</inventory>

View file

@ -1,12 +1 @@
function inventory_share_func(invid, slotid)
local blockinv = hud.get_block_inventory()
if blockinv ~= 0 then
inventory.move(invid, slotid, blockinv)
elseif rules.get("allow-content-access") then
inventory.set(invid, slotid, 0, 0)
elseif slotid < 10 then
inventory.move_range(invid, slotid, invid, 10)
else
inventory.move_range(invid, slotid, invid, 0, 9)
end
end
share_func = require("core:inventory_utils").share_default_func

View file

@ -1,6 +1,6 @@
<container id='pack_%{id}' onclick='%{callback}' size='0,80' color='#00000040' hover-color='#00000080' position-func="%{position_func}" z-index="%{index}">
<label color='#FFFFFF80' size='300,25' align='right' gravity='top-right'>
[%{id_verbose}]
<label color='#FFFFFF80' size='340,25' align='right' gravity='top-right'>
[%{id_verbose} %{version}]
</label>
<label pos='78,6'>%{title}</label>
<label if='%{creator}' color='#CCFFE5B2' size='300,20' align='right'

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@ -192,13 +192,15 @@ function gui.ask(text, on_yes, on_no, yes_text, no_text)
<container id='%s' color='#00000080' size-func='-1,-1' z-index='10'>
<panel color='#507090E0' size='600' padding='16'
gravity='center-center' interval='4'>
<label margin='4'>%s</label>
<label margin='4' markup='md'>%s</label>
<button onclick='DATA.on_yes()'>@%s</button>
<button onclick='DATA.on_no()'>@%s</button>
</panel>
</container>
]], id, string.escape_xml(text)), {on_yes=yes_callback, on_no=no_callback},
string.escape_xml(yes_text), string.escape_xml(no_text))
]], id,
string.escape_xml(text),
string.escape_xml(yes_text),
string.escape_xml(no_text)), {on_yes=yes_callback, on_no=no_callback})
input.add_callback("key:escape", no_callback, gui.root[id])
end

View file

@ -129,7 +129,7 @@ return {
goto continue
end
for _, component in pairs(entity.components) do
local callback = component.on_update
local callback = rawget(component, "on_update")
if not component.__disabled and callback then
local result, err = pcall(callback, tps)
if err then
@ -143,7 +143,7 @@ return {
physics_update = function(delta)
for uid, entity in pairs(entities) do
for _, component in pairs(entity.components) do
local callback = component.on_physics_update
local callback = rawget(component, "on_physics_update")
if not component.__disabled and callback then
local result, err = pcall(callback, delta)
if err then
@ -156,7 +156,7 @@ return {
render = function(delta)
for _,entity in pairs(entities) do
for _, component in pairs(entity.components) do
local callback = component.on_render
local callback = rawget(component, "on_render")
if not component.__disabled and callback then
local result, err = pcall(callback, delta)
if err then

View file

@ -0,0 +1,21 @@
local M = {}
function M.share_default_func(invid, slotid)
local blockinv = hud.get_block_inventory()
local playerinv = player.get_inventory(hud.get_player())
if blockinv ~= 0 then
if invid == blockinv then
inventory.move(blockinv, slotid, playerinv)
else
inventory.move(invid, slotid, blockinv)
end
elseif rules.get("allow-content-access") then
inventory.set(invid, slotid, 0, 0)
elseif slotid < 10 then
inventory.move_range(invid, slotid, invid, 10)
else
inventory.move_range(invid, slotid, invid, 0, 9)
end
end
return M

View file

@ -1,6 +1,9 @@
#include <shadows>
#include <fog>
#define CLOUDS_FOG_FACTOR_MUL 0.3f
#define CLOUDS_FOG_CURVE_MUL 0.4f
vec4 effect() {
vec4 pos = texture(u_position, v_uv);
float light = 1.0;
@ -32,6 +35,10 @@ vec4 effect() {
light = pow(light, u_gamma);
vec3 fogColor = texture(u_skybox, dir).rgb;
float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
float fog = calc_fog(
length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0,
mix(1.0, CLOUDS_FOG_FACTOR_MUL, emission),
mix(1.0, CLOUDS_FOG_CURVE_MUL, emission)
);
return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
}

View file

@ -15,11 +15,33 @@ uniform float u_fogCurve;
uniform bool u_alphaClip;
uniform vec3 u_sunDir;
const float BAYER_MATRIX[64] = float[](
0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
);
float calc_bayer(vec2 pos){
ivec2 p = ivec2(mod(pos, 8.0));
return BAYER_MATRIX[p.y * 8 + p.x] / 64.0;
}
void main() {
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
// anyway it's any alpha-test alternative required
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
if (u_alphaClip) {
float bayer = calc_bayer(gl_FragCoord.xy);
if (alpha - bayer < 0.01f) {
discard;
}
alpha = 1.0;
} else if (alpha < 0.05f) {
discard;
}
f_color = a_color * texColor;

View file

@ -7,13 +7,17 @@ uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
float calc_fog(float depth) {
float calc_fog(float depth, float fogFactor, float fogCurve) {
return min(
1.0,
max(pow(depth * u_fogFactor, u_fogCurve),
max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity))
);
}
float calc_fog(float depth) {
return calc_fog(depth, 1.0, 1.0);
}
#endif // FOG_GLSL_

View file

@ -151,6 +151,8 @@ template<> void ContentUnitLoader<Block>::loadUnit(
def.rotations = BlockRotProfile::PANE;
} else if (profile == BlockRotProfile::STAIRS_NAME) {
def.rotations = BlockRotProfile::STAIRS;
} else if (profile == BlockRotProfile::LADDER_NAME) {
def.rotations = BlockRotProfile::LADDER;
} else if (profile != "none") {
logger.error() << "unknown rotation profile " << profile;
def.rotatable = false;

View file

@ -48,7 +48,7 @@ void ServerMainloop::run() {
delta = time.getDelta();
}
if (controller) {
controller->getLevel()->getWorld()->updateTimers(delta);
controller->getLevel()->getWorld().updateTimers(delta);
controller->update(glm::min(delta, 0.2), false);
}
engine.applicationTick();

View file

@ -147,3 +147,7 @@ const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
LevelController& LevelFrontend::getController() const {
return controller;
}
Weather& LevelFrontend::getWeather() {
return weather;
}

View file

@ -1,5 +1,7 @@
#pragma once
#include "world/Weather.hpp"
#include <memory>
class Assets;
@ -15,6 +17,7 @@ class LevelFrontend {
LevelController& controller;
Assets& assets;
std::unique_ptr<ContentGfxCache> contentCache;
Weather weather {};
public:
LevelFrontend(
Engine& engine,
@ -28,4 +31,5 @@ public:
const ContentGfxCache& getContentGfxCache() const;
ContentGfxCache& getContentGfxCache();
LevelController& getController() const;
Weather& getWeather();
};

View file

@ -254,7 +254,7 @@ std::shared_ptr<UINode> create_debug_panel(
}
}));
panel->add(create_label(gui, [&]() {
return L"seed: " + std::to_wstring(level.getWorld()->getSeed());
return L"seed: " + std::to_wstring(level.getWorld().getSeed());
}));
for (int ax = 0; ax < 3; ax++) {
@ -294,7 +294,7 @@ std::shared_ptr<UINode> create_debug_panel(
sub->add(box, glm::vec2(20, 0));
panel->add(sub);
}
auto& worldInfo = level.getWorld()->getInfo();
auto& worldInfo = level.getWorld().getInfo();
panel->add(create_label(gui, [&]() {
int hour, minute, second;
timeutil::from_value(worldInfo.daytime, hour, minute, second);
@ -310,12 +310,6 @@ std::shared_ptr<UINode> create_debug_panel(
bar->setConsumer([&](double val) { worldInfo.daytime = val; });
panel->add(bar);
}
if (allowDebugCheats) {
auto bar = std::make_shared<TrackBar>(gui, 0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->setSupplier([&]() { return worldInfo.fog; });
bar->setConsumer([&](double val) { worldInfo.fog = val; });
panel->add(bar);
}
{
auto checkbox = std::make_shared<FullCheckBox>(
gui, L"Show Chunk Borders", glm::vec2(400, 24)

View file

@ -106,6 +106,7 @@ std::shared_ptr<UINode> HudElement::getNode() const {
std::shared_ptr<InventoryView> Hud::createContentAccess() {
auto& content = frontend.getLevel().content;
auto& indices = *content.getIndices();
auto& input = this->input;
auto inventory = player.getInventory();
size_t itemsCount = indices.items.count();
@ -115,12 +116,19 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
}
SlotLayout slotLayout(-1, glm::vec2(), false, true, nullptr,
[inventory, &indices](uint, ItemStack& item) {
[inventory, &indices, &input](uint, ItemStack& item) {
auto copy = ItemStack(item);
if (input.pressed(Keycode::LEFT_CONTROL)) {
copy.maximizeCount(indices);
}
inventory->move(copy, indices);
},
[this, inventory](uint, ItemStack& item) {
inventory->getSlot(player.getChosenSlot()).set(item);
[this, inventory, &indices, &input](uint, ItemStack& item) {
auto copy = ItemStack(item);
if (input.pressed(Keycode::LEFT_CONTROL)) {
copy.maximizeCount(indices);
}
inventory->getSlot(player.getChosenSlot()).set(copy);
});
InventoryBuilder builder(gui);
@ -174,6 +182,15 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
gui,
"<container size='4000' color='#00000080' z-index='-1' visible='false'/>"
);
inventoryDropArea = guiutil::create(
gui,
R"(<container size='4000' color='#00000000' z-index='-1' visible='false'
onclick='events.emit(\"core:drop_outside_inventory\", 0)'
onrightclick='events.emit(\"core:drop_outside_inventory\", 1)'
onmiddleclick='events.emit(\"core:drop_outside_inventory\", 2)'
/>)"
);
uicamera = std::make_unique<Camera>(glm::vec3(), 1);
uicamera->perspective = false;
@ -188,6 +205,7 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
gui.add(debugPanel);
gui.add(darkOverlay);
gui.add(inventoryDropArea);
gui.add(hotbarView);
gui.add(contentAccessPanel);
@ -213,6 +231,7 @@ Hud::~Hud() {
}
gui.remove(hotbarView);
gui.remove(darkOverlay);
gui.remove(inventoryDropArea);
gui.remove(contentAccessPanel);
gui.remove(debugPanel);
}
@ -358,6 +377,7 @@ void Hud::update(bool visible) {
contentAccess->setMinSize(glm::vec2(1, windowSize.y));
hotbarView->setVisible(visible && !(secondUI && !inventoryView));
darkOverlay->setVisible(isMenuOpen);
inventoryDropArea->setVisible(inventoryOpen);
menu.setVisible(isMenuOpen);
if (visible) {
@ -739,6 +759,10 @@ std::shared_ptr<Inventory> Hud::getSecondInventory() {
return nullptr;
}
std::shared_ptr<Inventory> Hud::getExchangeInventory() {
return exchangeSlotInv;
}
bool Hud::isContentAccess() const {
return showContentPanel;
}

View file

@ -93,6 +93,8 @@ class Hud : public util::ObjectsKeeper {
std::shared_ptr<gui::UINode> debugPanel;
/// @brief Overlay used in pause mode
std::shared_ptr<gui::UINode> darkOverlay;
/// @brief Overlay used in inventory
std::shared_ptr<gui::UINode> inventoryDropArea;
/// @brief Inventories interaction agent (grabbed item)
std::shared_ptr<gui::SlotView> exchangeSlot;
/// @brief Exchange slot inventory (1 slot only)
@ -207,6 +209,8 @@ public:
std::shared_ptr<Inventory> getSecondInventory();
std::shared_ptr<Inventory> getExchangeInventory();
bool isContentAccess() const;
void setContentAccess(bool flag);

View file

@ -43,7 +43,7 @@ LevelScreen::LevelScreen(
Engine& engine, std::unique_ptr<Level> levelPtr, int64_t localPlayer
)
: Screen(engine),
world(*levelPtr->getWorld()),
world(levelPtr->getWorld()),
postProcessing(std::make_unique<PostProcessing>(
levelPtr->content.getIndices(ResourceType::POST_EFFECT_SLOT).size()
)),
@ -81,7 +81,7 @@ LevelScreen::LevelScreen(
auto resetChunks = [=](bool) {
player->chunks->saveAndClear();
renderer->clear();
renderer->resetCache();
};
keepAlive(settings.graphics.backlight.observe(resetChunks));
keepAlive(settings.graphics.softLighting.observe(resetChunks));
@ -94,11 +94,11 @@ LevelScreen::LevelScreen(
}));
keepAlive(input.addCallback(BIND_CHUNKS_RELOAD, [=]() {
player->chunks->saveAndClear();
renderer->clear();
renderer->resetCache();
return false;
}));
controller->preQuitCallbacks.listen([this]() {
if (!controller->getLevel()->getWorld()->isNameless()) {
if (!controller->getLevel()->getWorld().isNameless()) {
saveWorldPreview();
}
});
@ -109,7 +109,7 @@ LevelScreen::LevelScreen(
}
LevelScreen::~LevelScreen() {
if (!controller->getLevel()->getWorld()->isNameless()) {
if (!controller->getLevel()->getWorld().isNameless()) {
saveDecorations();
}
scripting::on_frontend_close();
@ -153,7 +153,7 @@ void LevelScreen::loadDecorations() {
}
auto data = io::read_object(CLIENT_FILE);
if (data.has("weather")) {
renderer->getWeather().deserialize(data["weather"]);
frontend->getWeather().deserialize(data["weather"]);
}
}
@ -161,7 +161,7 @@ void LevelScreen::saveDecorations() {
io::create_directory("world:client");
auto data = dv::object();
data["weather"] = renderer->getWeather().serialize();
data["weather"] = frontend->getWeather().serialize();
io::write_json(CLIENT_FILE, data, true);
}
@ -257,7 +257,7 @@ void LevelScreen::update(float delta) {
hud->update(hudVisible);
const Weather& weather = renderer->getWeather();
const Weather& weather = frontend->getWeather();
const Player& player = playerController->getPlayer();
const Camera& camera = *player.currentCamera;
decorator->update(paused ? 0.0f : delta, camera, weather);

View file

@ -372,7 +372,7 @@ void Batch2D::sprite(
void Batch2D::flush() {
if (index == 0)
return;
mesh->reload(buffer.get(), index);
mesh->reload(buffer.get(), index, true);
mesh->draw(gl::to_glenum(primitive));
index = 0;
}

View file

@ -292,13 +292,13 @@ void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
}
void Batch3D::flush() {
mesh->reload(buffer.get(), index);
mesh->reload(buffer.get(), index, true);
mesh->draw();
index = 0;
}
void Batch3D::flushPoints() {
mesh->reload(buffer.get(), index);
mesh->reload(buffer.get(), index, true);
mesh->draw(GL_POINTS);
index = 0;
}

View file

@ -57,7 +57,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d,
void LineBatch::flush(){
if (index == 0)
return;
mesh->reload(buffer.get(), index);
mesh->reload(buffer.get(), index, true);
mesh->draw(GL_LINES);
index = 0;
}

View file

@ -47,12 +47,15 @@ public:
void reload(
const VertexStructure* vertexBuffer,
size_t vertexCount,
const std::vector<IndexBufferData>& indices
const std::vector<IndexBufferData>& indices,
bool streaming
);
void reload(const VertexStructure* vertexBuffer, size_t vertexCount) {
void reload(
const VertexStructure* vertexBuffer, size_t vertexCount, bool streaming
) {
static const std::vector<IndexBufferData> indices {};
reload(vertexBuffer, vertexCount, indices);
reload(vertexBuffer, vertexCount, indices, streaming);
}
/// @brief Draw mesh with specified primitives type
@ -61,6 +64,8 @@ public:
/// @brief Draw mesh as triangles
void draw() const;
private:
};
#include "graphics/core/Mesh.inl"

View file

@ -46,9 +46,9 @@ Mesh<VertexStructure>::Mesh(
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
reload(vertexBuffer, vertices, std::move(indices));
glBindVertexArray(vao);
reload(vertexBuffer, vertices, std::move(indices), false);
// attributes
int offset = 0;
for (int i = 0; attrs[i].count; i++) {
@ -82,20 +82,22 @@ template <typename VertexStructure>
void Mesh<VertexStructure>::reload(
const VertexStructure* vertexBuffer,
size_t vertexCount,
const std::vector<IndexBufferData>& indices
const std::vector<IndexBufferData>& indices,
bool streaming
) {
this->vertexCount = vertexCount;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertexCount != 0) {
glBufferData(
GL_ARRAY_BUFFER,
vertexCount * sizeof(VertexStructure),
vertexBuffer,
GL_STREAM_DRAW
streaming ? GL_STREAM_DRAW : GL_STATIC_DRAW
);
} else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
glBufferData(
GL_ARRAY_BUFFER, 0, {}, streaming ? GL_STREAM_DRAW : GL_STATIC_DRAW
);
}
for (int i = 0; i < ibos.size(); i++) {
@ -116,7 +118,6 @@ void Mesh<VertexStructure>::reload(
GL_STATIC_DRAW
);
}
glBindVertexArray(0);
}
template <typename VertexStructure>

View file

@ -186,7 +186,8 @@ void Shader::recompile(const std::vector<std::string>& defines) {
glDeleteProgram(id);
id = newProgram;
uniformLocations.clear();
logger.info() << "shader " << id << " has been recompiled";
logger.debug() << "shader program (" << vertexSource.file << ", "
<< fragmentSource.file << ") has been recompiled";
}
std::unique_ptr<Shader> Shader::create(

View file

@ -99,8 +99,8 @@ void Shadows::setup(Shader& shader, const Weather& weather) {
if (!shadows) {
return;
}
const auto& worldInfo = level.getWorld()->getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds());
const auto& worldInfo = level.getWorld().getInfo();
float cloudsIntensity = weather.clouds();
float shadowsOpacity = 1.0f - cloudsIntensity;
shadowsOpacity *= glm::sqrt(glm::abs(
glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f
@ -158,8 +158,8 @@ void Shadows::generateShadowsMap(
float scale,
const std::function<void(Camera&)>& renderShadowPass
) {
auto world = level.getWorld();
const auto& worldInfo = world->getInfo();
const auto& world = level.getWorld();
const auto& worldInfo = world.getInfo();
int resolution = shadowMap.getResolution();
float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale;

View file

@ -10,15 +10,14 @@
#include "frontend/ContentGfxCache.hpp"
const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
constexpr float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
BlocksRenderer::BlocksRenderer(
size_t capacity,
const Content& content,
const Block* const* blockDefs,
const ContentGfxCache& cache,
const EngineSettings& settings
) : content(content),
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
) : vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
indexBuffer(std::make_unique<uint32_t[]>(capacity)),
denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
vertexCount(0),
@ -28,7 +27,7 @@ BlocksRenderer::BlocksRenderer(
cache(cache),
settings(settings)
{
blockDefsCache = content.getIndices()->blocks.getDefs();
blockDefsCache = blockDefs;
}
BlocksRenderer::~BlocksRenderer() = default;
@ -482,83 +481,78 @@ glm::vec4 BlocksRenderer::pickSoftLight(
}
void BlocksRenderer::render(
const voxel* voxels, const int beginEnds[256][2]
const voxel* voxels, int totalBegin, int totalEnd
) {
bool denseRender = this->denseRender;
bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
const auto& variant = def.getVariant(variantId);
if (id == 0 || state.segment) {
continue;
}
int end = beginEnds[drawGroup][1];
for (int i = begin-1; i <= end; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
const auto& variant = def.getVariant(variantId);
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
continue;
if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
continue;
}
if (def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
continue;
case BlockModelType::AABB: {
if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion && enableAO);
break;
}
if (def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion && enableAO);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (overflow) {
return;
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (overflow) {
return;
}
}
}
SortingMeshData BlocksRenderer::renderTranslucent(
const voxel* voxels, int beginEnds[256][2]
const voxel* voxels, int totalBegin, int totalEnd
) {
SortingMeshData sortingMesh {{}};
@ -568,106 +562,98 @@ SortingMeshData BlocksRenderer::renderTranslucent(
bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
if (id == 0 || state.segment) {
continue;
}
int end = beginEnds[drawGroup][1];
for (int i = begin-1; i <= end; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
const auto& variant = def.getVariant(variantId);
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
continue;
}
if (!def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
blockAABB(
{x, y, z},
texfaces,
&def,
vox.state.rotation,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (vertexCount == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<ChunkVertex>(indexCount), 0};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexCount; j++) {
std::memcpy(
entry.vertexData.data() + j,
vertexBuffer.get() + indexBuffer[j],
sizeof(ChunkVertex)
);
ChunkVertex& vertex = entry.vertexData[j];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = vertex.position;
} else {
aabb.addPoint(vertex.position);
}
vertex.position.x += chunk->x * CHUNK_W + 0.5f;
vertex.position.y += 0.5f;
vertex.position.z += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexCount = 0;
vertexOffset = indexCount = 0;
if (!def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
blockAABB(
{x, y, z},
texfaces,
&def,
vox.state.rotation,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (vertexCount == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<ChunkVertex>(indexCount), 0};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexCount; j++) {
std::memcpy(
entry.vertexData.data() + j,
vertexBuffer.get() + indexBuffer[j],
sizeof(ChunkVertex)
);
ChunkVertex& vertex = entry.vertexData[j];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = vertex.position;
} else {
aabb.addPoint(vertex.position);
}
vertex.position.x += chunk->x * CHUNK_W + 0.5f;
vertex.position.y += 0.5f;
vertex.position.z += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexCount = 0;
vertexOffset = indexCount = 0;
}
// additional powerful optimization
@ -709,19 +695,16 @@ void BlocksRenderer::build(
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
bool hasTranslucent = false;
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
const auto& def = *blockDefsCache[id];
const auto& variant = def.getVariantByBits(vox.state.userbits);
hasTranslucent = def.translucent || hasTranslucent;
if (beginEnds[variant.drawGroup][0] == 0) {
beginEnds[variant.drawGroup][0] = i + 1;
if (def.translucent) {
hasTranslucent = true;
break;
}
beginEnds[variant.drawGroup][1] = i;
}
cancelled = false;
@ -733,7 +716,7 @@ void BlocksRenderer::build(
densePass = false;
if (hasTranslucent) {
sortingMesh = renderTranslucent(voxels, beginEnds);
sortingMesh = renderTranslucent(voxels, totalBegin, totalEnd);
} else {
sortingMesh = {};
}
@ -746,13 +729,13 @@ void BlocksRenderer::build(
denseRender = false;
densePass = false;
render(voxels, beginEnds);
render(voxels, totalBegin, totalEnd);
size_t endIndex = indexCount;
denseRender = true;
densePass = settings.graphics.denseRender.get();
render(voxels, beginEnds);
render(voxels, totalBegin, totalEnd);
denseIndexCount = indexCount;
for (size_t i = 0; i < denseIndexCount; i++) {
@ -761,7 +744,7 @@ void BlocksRenderer::build(
indexCount = endIndex;
densePass = false;
render(voxels, beginEnds);
render(voxels, totalBegin, totalEnd);
}
ChunkMeshData BlocksRenderer::createMesh() {

View file

@ -25,7 +25,7 @@ class BlocksRenderer final {
public:
BlocksRenderer(
size_t capacity,
const Content& content,
const Block* const* blockDefs,
const ContentGfxCache& cache,
const EngineSettings& settings
);
@ -44,7 +44,6 @@ public:
}
private:
static const glm::vec3 SUN_VECTOR;
const Content& content;
std::unique_ptr<ChunkVertex[]> vertexBuffer;
std::unique_ptr<uint32_t[]> indexBuffer;
std::unique_ptr<uint32_t[]> denseIndexBuffer;
@ -145,13 +144,16 @@ private:
);
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
const auto& vox = voxelsBuffer->pickBlock(
chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
);
if (vox.id == BLOCK_VOID) {
return false;
}
if (def.rt.id == vox.id && def.rt.solid && variant.culling == CullingMode::DEFAULT) {
return false;
}
const auto& block = *blockDefsCache[vox.id];
const auto& blockVariant = block.getVariantByBits(vox.state.userbits);
uint8_t otherDrawGroup = blockVariant.drawGroup;
@ -178,6 +180,6 @@ private:
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
) const;
void render(const voxel* voxels, const int beginEnds[256][2]);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
void render(const voxel* voxels, int totalBegin, int totalEnd);
SortingMeshData renderTranslucent(const voxel* voxels, int totalBegin, int totalEnd);
};

View file

@ -11,9 +11,12 @@
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp"
#include "maths/util.hpp"
#include "util/listutil.hpp"
#include "util/ObjectsPool.hpp"
#include "util/timeutil.hpp"
#include "settings.hpp"
#include "content/Content.hpp"
static debug::Logger logger("chunks-render");
@ -33,7 +36,7 @@ public:
settings.graphics.denseRender.get()
? settings.graphics.chunkMaxVerticesDense.get()
: settings.graphics.chunkMaxVertices.get(),
level.content,
level.content.getIndices()->blocks.getDefs(),
cache,
settings
) {
@ -92,7 +95,7 @@ ChunksRenderer::ChunksRenderer(
threadPool.setStopOnFail(false);
renderer = std::make_unique<BlocksRenderer>(
settings.graphics.chunkMaxVertices.get(),
level.content, cache, settings
level.content.getIndices()->blocks.getDefs(), cache, settings
);
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
logger.info() << "memory consumption is "
@ -122,30 +125,30 @@ std::shared_ptr<VoxelsRenderVolume> ChunksRenderer::prepareVoxelsVolume(
return voxelsBuffer;
}
const ChunkMesh* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
void ChunksRenderer::renderBlocking(const std::shared_ptr<Chunk>& chunk) {
glm::ivec2 key(chunk->x, chunk->z);
ChunkMesh mesh {};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[key] = std::move(mesh);
chunk->flags.modified = false;
}
void ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool lowPriority
) {
glm::ivec2 key(chunk->x, chunk->z);
if (important) {
ChunkMesh mesh {};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[key] = std::move(mesh);
chunk->flags.modified = false;
return &meshes[key];
}
if (inwork.find(key) != inwork.end() ||
((inwork.size() >= threadPool.getWorkersCount() ||
enqueuedInFrame >= MAX_CHUNKS_ENQUEUED_IN_FRAME) &&
lowPriority)) {
return nullptr;
return;
}
chunk->flags.modified = false;
enqueuedInFrame++;
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
threadPool.enqueueJob({chunk, std::move(voxelsBuffer)});
inwork[key] = true;
return nullptr;
}
void ChunksRenderer::unload(const Chunk* chunk) {
@ -161,76 +164,69 @@ void ChunksRenderer::clear() {
threadPool.clearQueue();
}
const ChunkMesh* ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important, lowPriority);
}
if (chunk->flags.modified && chunk->flags.lighted) {
render(chunk, important, lowPriority);
}
return &found->second;
}
void ChunksRenderer::update() {
threadPool.pullResults();
enqueuedInFrame = 0;
}
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
size_t index, const Camera& camera, bool culling
) {
auto chunk = chunks.getChunks()[index];
if (chunk == nullptr) {
return nullptr;
}
if (!chunk->flags.lighted) {
const auto& found = meshes.find({chunk->x, chunk->z});
if (found == meshes.end()) {
return nullptr;
} else {
return found->second.mesh.get();
int width = chunks.getWidth();
int halfWidth = width / 2;
int halfHeight = chunks.getHeight() / 2;
int centerX = chunks.getOffsetX() + halfWidth;
int centerY = chunks.getOffsetY() + halfHeight;
meshBuildQueue.clear();
auto& chunksArray = chunks.getChunks();
for (int index = 0; index < chunks.getVolume(); index++) {
const auto& chunk = chunks.getChunks()[index];
if (chunk == nullptr || !chunk->flags.lighted) {
continue;
}
int x = chunk->x;
int z = chunk->z;
if (chunk->flags.modified || meshes.find({x, z}) == meshes.end()) {
meshBuildQueue.emplace_back(x - centerX, z - centerY);
}
}
float distance = glm::distance(
camera.position,
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
camera.position.y,
(chunk->z + 0.5f) * CHUNK_D
)
std::sort(
meshBuildQueue.begin(),
meshBuildQueue.end(),
[](const glm::ivec2& a, const glm::ivec2& b) {
return util::length2(a) < util::length2(b);
}
);
auto mesh = getOrRender(
chunk,
distance < CHUNK_W * 1.5f,
distance > CHUNK_W * settings.chunks.loadDistance.get() * 0.5
);
if (mesh == nullptr) {
return nullptr;
}
if (chunk->flags.dirtyHeights) {
chunk->updateHeights();
}
if (culling) {
const auto& meshAABB = mesh->meshAABB;
auto aabbMin = meshAABB.min();
auto aabbMax = meshAABB.max();
glm::vec3 min(
chunk->x * CHUNK_W + std::min(0.0f, aabbMin.x),
chunk->bottom,
chunk->z * CHUNK_D + std::min(0.0f, aabbMin.z)
);
glm::vec3 max(
chunk->x * CHUNK_W + aabbMax.x,
chunk->top,
chunk->z * CHUNK_D + aabbMax.z
);
if (!frustum.isBoxVisible(min, max)) return nullptr;
int loadDistance = settings.chunks.loadDistance.get();
const int topN = 10;
int top = std::min<int>(meshBuildQueue.size(), topN);
for (int i = 0; i < top; i++) {
glm::ivec2 offset = meshBuildQueue[i];
size_t index =
(offset.y + halfHeight) * width + offset.x + halfWidth;
auto& chunk = chunksArray[index];
assert(chunk != nullptr);
float distance = glm::distance(
glm::vec3 (centerX, 0.0f, centerY),
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
0,
(chunk->z + 0.5f) * CHUNK_D
)
);
bool important = distance < CHUNK_W * 1.5f;
bool lowPriority = distance > CHUNK_W * loadDistance * 0.5;
if (chunk->flags.dirtyHeights) {
chunk->updateHeights();
}
if (important) {
renderBlocking(chunk);
} else {
render(chunk, lowPriority);
}
}
return mesh->mesh.get();
}
void ChunksRenderer::drawShadowsPass(
@ -317,16 +313,43 @@ void ChunksRenderer::drawChunks(
// TODO: minimize draw calls number
for (int i = indices.size()-1; i >= 0; i--) {
auto& chunk = chunks.getChunks()[indices[i].index];
auto mesh = retrieveChunk(indices[i].index, camera, culling);
if (mesh == nullptr) {
if (chunk == nullptr) {
continue;
}
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
continue;
}
auto& mesh = found->second;
if (mesh.mesh == nullptr) {
continue;
}
if (culling) {
const auto& meshAABB = mesh.meshAABB;
auto aabbMin = meshAABB.min();
auto aabbMax = meshAABB.max();
glm::vec3 min(
chunk->x * CHUNK_W + std::min(0.0f, aabbMin.x),
chunk->bottom,
chunk->z * CHUNK_D + std::min(0.0f, aabbMin.z)
);
glm::vec3 max(
chunk->x * CHUNK_W + aabbMax.x,
chunk->top,
chunk->z * CHUNK_D + aabbMax.z
);
if (!frustum.isBoxVisible(min, max)) {
continue;
}
}
glm::vec3 coord(
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
mesh.mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2);
visibleChunks++;
}

View file

@ -1,16 +1,17 @@
#pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include "util/ThreadPool.hpp"
#include "commons.hpp"
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp>
#include "util/ThreadPool.hpp"
#include "commons.hpp"
template<typename VertexStructure> class Mesh;
class Chunk;
class Level;
@ -44,22 +45,6 @@ struct RendererJob {
};
class ChunksRenderer {
const Chunks& chunks;
const Assets& assets;
const Frustum& frustum;
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<RendererJob, RendererResult> threadPool;
const Mesh<ChunkVertex>* retrieveChunk(
size_t index, const Camera& camera, bool culling
);
std::shared_ptr<VoxelsRenderVolume> prepareVoxelsVolume(const Chunk& chunk);
size_t enqueuedInFrame = 0;
public:
ChunksRenderer(
const Level& level,
@ -69,18 +54,11 @@ public:
const ContentGfxCache& cache,
const EngineSettings& settings
);
virtual ~ChunksRenderer();
~ChunksRenderer();
const ChunkMesh* render(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void unload(const Chunk* chunk);
void clear();
const ChunkMesh* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void drawShadowsPass(
const Camera& camera, Shader& shader, const Camera& playerCamera
);
@ -92,4 +70,25 @@ public:
void update();
static size_t visibleChunks;
private:
const Chunks& chunks;
const Assets& assets;
const Frustum& frustum;
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<RendererJob, RendererResult> threadPool;
std::vector<glm::ivec2> meshBuildQueue;
size_t enqueuedInFrame = 0;
std::shared_ptr<VoxelsRenderVolume> prepareVoxelsVolume(const Chunk& chunk);
void render(const std::shared_ptr<Chunk>& chunk, bool lowPriority);
void renderBlocking(const std::shared_ptr<Chunk>& chunk);
};

View file

@ -329,7 +329,7 @@ void CloudsRenderer::draw(
shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f));
shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
shader.uniform1f("u_fogCurve", 0.7f - 0.3f);
shader.uniform1f("u_fogCurve", 0.4f);
for (int i = 0; i < std::min<int>(quality, layers.size()); i++) {
draw(layers[i], frustum, shader, camera, timer, i);

View file

@ -93,7 +93,7 @@ void DebugLinesRenderer::drawCoordSystem(
}
void DebugLinesRenderer::render(
DrawContext& pctx,
const DrawContext& pctx,
const Camera& camera,
LineBatch& linesBatch,
Shader& linesShader,

View file

@ -20,7 +20,7 @@ public:
/// @param linesShader Shader used for rendering lines
/// @param showChunkBorders Whether to show chunk borders
void render(
DrawContext& ctx,
const DrawContext& ctx,
const Camera& camera,
LineBatch& linesBatch,
Shader& linesShader,

View file

@ -25,6 +25,7 @@
#include "voxels/blocks_agent.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
#include "world/Weather.hpp"
#include "WorldRenderer.hpp"
namespace fs = std::filesystem;

View file

@ -46,7 +46,7 @@ void MainBatch::flush() {
texture = blank.get();
}
texture->bind();
mesh->reload(buffer.get(), index);
mesh->reload(buffer.get(), index, true);
mesh->draw();
index = 0;
}

View file

@ -51,7 +51,9 @@
#include "window/Window.hpp"
#include "world/Level.hpp"
#include "world/LevelEvents.hpp"
#include "world/Weather.hpp"
#include "world/World.hpp"
#include "debug/Logger.hpp"
#include <assert.h>
#include <algorithm>
@ -62,9 +64,20 @@
inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
static debug::Logger logger("world-renderer");
bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false;
template <typename T>
static ObserverHandler observe_setting(
ObservableSetting<T>& setting, bool& dirtySettings
) {
return setting.observe([&dirtySettings](auto const&) {
dirtySettings = true;
});
}
WorldRenderer::WorldRenderer(
Engine& engine, LevelFrontend& frontend, Player& player
)
@ -72,6 +85,7 @@ WorldRenderer::WorldRenderer(
level(frontend.getLevel()),
player(player),
assets(*engine.getAssets()),
weather(frontend.getWeather()),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>()),
batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
@ -120,10 +134,41 @@ WorldRenderer::WorldRenderer(
shadowMapping = std::make_unique<Shadows>(level);
debugLines = std::make_unique<DebugLinesRenderer>(level);
cloudsRenderer = std::make_unique<CloudsRenderer>();
keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
}
WorldRenderer::~WorldRenderer() = default;
void WorldRenderer::refreshSettings() {
Shader* affectedShaders[] {
&assets.require<Shader>("main"),
&assets.require<Shader>("entity"),
&assets.require<Shader>("clouds"),
&assets.require<Shader>("translucent"),
&assets.require<PostEffect>("deferred_lighting").getShader(),
nullptr
};
const auto& graphics = engine.getSettings().graphics;
gbufferPipeline = graphics.advancedRender.get();
int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
shadowMapping->setQuality(shadowsQuality);
std::vector<std::string> defines;
if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");
logger.info() << "recompiling shaders due to settings change";
for (size_t i = 0; affectedShaders[i]; i++) {
affectedShaders[i]->recompile(defines);
}
}
static void setup_weather(Shader& shader, const Weather& weather) {
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
@ -156,7 +201,7 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader.uniform1i("u_debugLights", lightsDebug);
shader.uniform1i("u_debugNormals", false);
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
shader.uniform1f("u_dayTime", level.getWorld().getInfo().daytime);
shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform1i("u_skybox", advanced_pipeline::TARGET_SKYBOX);
@ -188,8 +233,6 @@ void WorldRenderer::renderOpaque(
const EngineSettings& settings,
bool hudVisible
) {
texts->render(ctx, camera, settings, hudVisible, false);
float fogFactor = calcFogFactor();
auto& entityShader = assets.require<Shader>("entity");
@ -212,12 +255,12 @@ void WorldRenderer::renderOpaque(
modelBatch->render();
particles->render(camera);
auto& shader = assets.require<Shader>("main");
auto& mainShader = assets.require<Shader>("main");
auto& cloudsShader = assets.require<Shader>("clouds");
setupWorldShader(shader, camera, settings, fogFactor);
setupWorldShader(mainShader, camera, settings, fogFactor);
chunksRenderer->drawChunks(camera, shader);
chunksRenderer->drawChunks(camera, mainShader);
blockWraps->draw(ctx);
if (level.environment.sky.clouds) {
@ -232,7 +275,7 @@ void WorldRenderer::renderOpaque(
if (hudVisible) {
auto& linesShader = assets.require<Shader>("lines");
renderLines(camera, linesShader, ctx);
renderInWorldLines(camera, linesShader, ctx);
}
}
@ -265,7 +308,7 @@ void WorldRenderer::renderBlockSelection() {
lineBatch->flush();
}
void WorldRenderer::renderLines(
void WorldRenderer::renderInWorldLines(
const Camera& camera, Shader& linesShader, const DrawContext& pctx
) {
linesShader.use();
@ -283,193 +326,144 @@ void WorldRenderer::renderLines(
}
}
void WorldRenderer::refreshSettings(Shader** shaders) {
const auto& graphics = engine.getSettings().graphics;
gbufferPipeline = graphics.advancedRender.get();
int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
shadowMapping->setQuality(shadowsQuality);
CompileTimeShaderSettings currentSettings {
gbufferPipeline,
shadowsQuality != 0,
graphics.ssao.get() && gbufferPipeline};
if (prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
prevCTShaderSettings.shadows != currentSettings.shadows ||
prevCTShaderSettings.ssao != currentSettings.ssao) {
std::vector<std::string> defines;
if (currentSettings.shadows) defines.emplace_back("ENABLE_SHADOWS");
if (currentSettings.ssao) defines.emplace_back("ENABLE_SSAO");
if (currentSettings.advancedRender)
defines.emplace_back("ADVANCED_RENDER");
for (size_t i = 0; shaders[i]; i++) {
shaders[i]->recompile(defines);
}
prevCTShaderSettings = currentSettings;
}
}
void WorldRenderer::update(const Camera& camera, float delta) {
timer += delta;
chunksRenderer->update();
weather.update(delta);
precipitation->update(delta);
particles->update(camera, delta);
}
void WorldRenderer::renderFrameClassic(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
const auto& worldInfo = level.getWorld().getInfo();
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
ctx.setFramebuffer(postProcessing.getFramebuffer());
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
);
texts->render(ctx, camera, settings, hudVisible, false);
if (debug && hudVisible) {
renderDebugLines(ctx, camera);
}
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
const auto& settings = engine.getSettings();
auto& translucentShader = assets.require<Shader>("translucent");
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, calcFogFactor());
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
renderWeatherEffects(camera);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void WorldRenderer::renderFrameAdvanced(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
const auto& worldInfo = level.getWorld().getInfo();
float fogFactor = calcFogFactor();
shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
auto& shader = assets.require<Shader>("shadows");
setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
});
auto& deferredShader =
assets.require<PostEffect>("deferred_lighting").getShader();
deferredShader.use();
setupWorldShader(deferredShader, camera, settings, fogFactor);
postProcessing.renderDeferredShading(pctx, assets, timer, camera);
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
postProcessing.bindDepthBuffer();
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
);
texts->render(ctx, camera, settings, hudVisible, false);
if (debug && hudVisible) {
renderDebugLines(ctx, camera);
}
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
const auto& settings = engine.getSettings();
auto& translucentShader = assets.require<Shader>("translucent");
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, fogFactor);
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
renderWeatherEffects(camera);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void WorldRenderer::renderFrame(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
auto projView = camera.getProjView();
auto world = level.getWorld();
const auto& vp = pctx.getViewport();
camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
if (dirtySettings) {
refreshSettings();
dirtySettings = false;
}
auto& mainShader = assets.require<Shader>("main");
auto& entityShader = assets.require<Shader>("entity");
auto& cloudsShader = assets.require<Shader>("clouds");
auto& translucentShader = assets.require<Shader>("translucent");
auto& deferredShader =
assets.require<PostEffect>("deferred_lighting").getShader();
const auto& settings = engine.getSettings();
Shader* affectedShaders[] {
&mainShader,
&entityShader,
&cloudsShader,
&translucentShader,
&deferredShader,
nullptr};
refreshSettings(affectedShaders);
const auto& worldInfo = world->getInfo();
const auto& worldInfo = level.getWorld().getInfo();
float clouds = weather.clouds();
clouds = glm::max(worldInfo.fog, clouds);
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
float random = rand() / static_cast<float>(RAND_MAX);
skybox->refresh(
level.environment,
pctx,
worldInfo.daytime,
mie,
1.0f + clouds,
weather.skyTint(),
weather.highlight * random,
4
);
chunksRenderer->update();
shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
auto& shader = assets.require<Shader>("shadows");
setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
});
{
DrawContext wctx = pctx.sub();
postProcessing.use(wctx, gbufferPipeline);
display::clearDepth();
/* Main opaque pass (GBuffer pass) */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
renderOpaque(ctx, camera, settings, hudVisible);
}
texts->render(pctx, camera, settings, hudVisible, true);
}
float fogFactor = calcFogFactor();
renderOpaquePass(pctx, camera, hudVisible, postProcessing);
if (gbufferPipeline) {
deferredShader.use();
setupWorldShader(deferredShader, camera, settings, fogFactor);
postProcessing.renderDeferredShading(pctx, assets, timer, camera);
}
{
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
if (gbufferPipeline) {
postProcessing.bindDepthBuffer();
} else {
ctx.setFramebuffer(postProcessing.getFramebuffer());
}
// Background sky plane
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, clouds
);
auto& linesShader = assets.require<Shader>("lines");
linesShader.use();
if (debug && hudVisible) {
debugLines->render(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
linesShader.uniformMatrix("u_projview", projView);
lineBatch->flush();
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, fogFactor);
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
// Weather effects
entityShader.use();
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {
&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f(
"u_opacity", weather->fall.opaque ? t * t : t
);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, *weather);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
renderFrameAdvanced(pctx, camera, hudVisible, postProcessing);
} else {
renderFrameClassic(pctx, camera, hudVisible, postProcessing);
}
postProcessing.render(pctx, assets, timer, camera);
if (player.currentCamera == player.fpCamera) {
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
display::clearDepth();
// prepare modified HUD camera
Camera hudcam = camera;
hudcam.far = 10.0f;
hudcam.setFov(0.9f);
hudcam.position = {};
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
hands->render(camera);
renderHandsPass(pctx, camera);
}
{
auto bctx = pctx.sub();
@ -479,6 +473,85 @@ void WorldRenderer::renderFrame(
glActiveTexture(GL_TEXTURE0);
}
void WorldRenderer::renderOpaquePass(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
DrawContext wctx = pctx.sub();
postProcessing.use(wctx, gbufferPipeline);
display::clearDepth();
/* Main opaque pass (GBuffer pass) */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
renderOpaque(ctx, camera, settings, hudVisible);
ctx.setDepthMask(false);
texts->render(wctx, camera, settings, hudVisible, true);
}
}
void WorldRenderer::renderWeatherEffects(Camera& camera) {
const auto& settings = engine.getSettings();
auto& entityShader = assets.require<Shader>("entity");
entityShader.use();
setupWorldShader(entityShader, camera, settings, calcFogFactor());
std::array<const WeatherPreset*, 2> weatherInstances {
&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f(
"u_opacity", weather->fall.opaque ? t * t : t
);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, *weather);
}
}
}
void WorldRenderer::renderDebugLines(const DrawContext& ctx, Camera& camera) {
auto& linesShader = assets.require<Shader>("lines");
linesShader.use();
debugLines->render(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
linesShader.uniformMatrix("u_projview", camera.getProjView());
lineBatch->flush();
}
void WorldRenderer::renderHandsPass(const DrawContext& pctx, Camera& camera) {
auto& entityShader = assets.require<Shader>("entity");
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
display::clearDepth();
// prepare modified HUD camera
Camera hudcam = camera;
hudcam.far = 10.0f;
hudcam.setFov(0.9f);
hudcam.position = {};
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
hands->render(camera);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
int x = std::floor(player.currentCamera->position.x);
int y = std::floor(player.currentCamera->position.y);
@ -524,7 +597,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
batch3d->flush();
}
void WorldRenderer::clear() {
void WorldRenderer::resetCache() {
chunksRenderer->clear();
}

View file

@ -4,12 +4,11 @@
#include "typedefs.hpp"
#include "presets/WeatherPreset.hpp"
#include "world/Weather.hpp"
#include "window/Camera.hpp"
#include "util/ObjectsKeeper.hpp"
#include <vector>
#include <memory>
#include <algorithm>
#include <string>
class Assets;
@ -36,18 +35,38 @@ class Skybox;
class TextsRenderer;
class CloudsRenderer;
struct EngineSettings;
struct Weather;
struct CompileTimeShaderSettings {
bool advancedRender = false;
bool shadows = false;
bool ssao = false;
};
class WorldRenderer final : public util::ObjectsKeeper {
public:
static bool showChunkBorders;
static bool showEntitiesDebug;
class WorldRenderer {
WorldRenderer(Engine& engine, LevelFrontend& frontend, Player& player);
~WorldRenderer();
void update(const Camera& camera, float delta);
void renderFrame(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void resetCache();
void setDebug(bool flag);
void toggleLightsDebug();
Weather& getWeather();
private:
Engine& engine;
const Level& level;
Player& player;
const Assets& assets;
Weather& weather;
std::unique_ptr<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<Batch3D> batch3d;
@ -59,14 +78,12 @@ class WorldRenderer {
std::unique_ptr<DebugLinesRenderer> debugLines;
std::unique_ptr<PrecipitationRenderer> precipitation;
std::unique_ptr<CloudsRenderer> cloudsRenderer;
Weather weather {};
float timer = 0.0f;
bool debug = false;
bool lightsDebug = false;
bool gbufferPipeline = false;
CompileTimeShaderSettings prevCTShaderSettings {};
bool dirtySettings = true;
/// @brief Render block selection lines
void renderBlockSelection();
@ -74,7 +91,7 @@ class WorldRenderer {
/// @brief Render lines (selection and debug)
/// @param camera active camera
/// @param linesShader shader used
void renderLines(
void renderInWorldLines(
const Camera& camera, Shader& linesShader, const DrawContext& pctx
);
@ -98,7 +115,34 @@ class WorldRenderer {
bool hudVisible
);
void refreshSettings(Shader** shaders);
void renderOpaquePass(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void renderWeatherEffects(Camera& camera);
void renderHandsPass(const DrawContext& pctx, Camera& camera);
void renderDebugLines(const DrawContext& context, Camera& camera);
void renderFrameClassic(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void renderFrameAdvanced(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void refreshSettings();
float calcFogFactor() const;
public:
@ -106,27 +150,4 @@ public:
std::unique_ptr<TextsRenderer> texts;
std::unique_ptr<BlockWrapsRenderer> blockWraps;
std::unique_ptr<NamedSkeletons> skeletons;
static bool showChunkBorders;
static bool showEntitiesDebug;
WorldRenderer(Engine& engine, LevelFrontend& frontend, Player& player);
~WorldRenderer();
void update(const Camera& camera, float delta);
void renderFrame(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void clear();
void setDebug(bool flag);
void toggleLightsDebug();
Weather& getWeather();
};

View file

@ -14,7 +14,6 @@
#include "frontend/UiDocument.hpp"
#include "frontend/locale.hpp"
#include "graphics/core/Batch2D.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Font.hpp"
#include "graphics/core/DrawContext.hpp"
@ -188,8 +187,8 @@ void GUI::actMouse(Frame& frame, float delta, const CursorState& cursor) {
doubleClicked = true;
} else {
pressed->click(cursorPos.x, cursorPos.y);
doubleClickTimer = 0.0f;
}
doubleClickTimer = 0.0f;
if (focus && focus != pressed) {
focus->defocus();
}
@ -260,7 +259,7 @@ void GUI::act(float delta, const glm::uvec2& vp) {
hover = nullptr;
}
}
if (focus) {
if (focus && focusedOnStart == focus.get()) {
actFocused();
}
if (focus && !focus->isFocused()) {
@ -274,6 +273,7 @@ void GUI::postAct() {
postRunnables.pop();
callback();
}
focusedOnStart = focus.get();
}
void GUI::draw(const DrawContext& pctx, Assets& assets) {

View file

@ -72,6 +72,7 @@ namespace gui {
std::shared_ptr<UINode> hover;
std::shared_ptr<UINode> pressed;
std::shared_ptr<UINode> focus;
const UINode* focusedOnStart = nullptr;
std::shared_ptr<UINode> tooltip;
std::shared_ptr<UiDocument> rootDocument;
std::unique_ptr<FontStylesScheme> syntaxColorScheme;

View file

@ -6,7 +6,7 @@
#include "Panel.hpp"
namespace gui {
class CheckBox : public UINode {
class CheckBox final : public UINode {
protected:
glm::vec4 checkColor {1.0f, 1.0f, 1.0f, 0.4f};
boolsupplier supplier = nullptr;
@ -15,23 +15,22 @@ namespace gui {
public:
explicit CheckBox(GUI& gui, bool checked = false);
virtual void draw(const DrawContext& pctx, const Assets& assets)
override;
void draw(const DrawContext& pctx, const Assets& assets) override;
virtual void mouseRelease(int x, int y) override;
void mouseRelease(int x, int y) override;
virtual void setSupplier(boolsupplier supplier);
virtual void setConsumer(boolconsumer consumer);
void setSupplier(boolsupplier supplier);
void setConsumer(boolconsumer consumer);
virtual CheckBox* setChecked(bool flag);
CheckBox* setChecked(bool flag);
virtual bool isChecked() const {
bool isChecked() const {
if (supplier) return supplier();
return checked;
}
};
class FullCheckBox : public Panel {
class FullCheckBox final : public Panel {
protected:
std::shared_ptr<CheckBox> checkbox;
std::shared_ptr<Label> label;
@ -43,28 +42,28 @@ namespace gui {
bool checked = false
);
virtual void setSupplier(boolsupplier supplier) {
void setSupplier(boolsupplier supplier) {
checkbox->setSupplier(std::move(supplier));
}
virtual void setConsumer(boolconsumer consumer) {
void setConsumer(boolconsumer consumer) {
checkbox->setConsumer(std::move(consumer));
}
virtual void setChecked(bool flag) {
void setChecked(bool flag) {
checkbox->setChecked(flag);
}
virtual bool isChecked() const {
bool isChecked() const {
return checkbox->isChecked();
}
virtual void setTooltip(const std::wstring& text) override {
void setTooltip(const std::wstring& text) override {
Panel::setTooltip(text);
checkbox->setTooltip(text);
}
virtual void setSize(const glm::vec2& new_size) override {
void setSize(const glm::vec2& new_size) override {
Panel::setSize(new_size);
checkbox->setSize(glm::vec2(size.y, size.y));
}

View file

@ -1,9 +1,9 @@
#include "Container.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Batch2D.hpp"
#include "window/Window.hpp"
#include "../GUI.hpp"
#include "graphics/core/Batch2D.hpp"
#include "graphics/core/DrawContext.hpp"
#include "window/Window.hpp"
#include <algorithm>
#include <utility>
@ -11,7 +11,7 @@
using namespace gui;
Container::Container(GUI& gui, glm::vec2 size) : UINode(gui, size) {
actualLength = size.y;
actualLengthY = size.y;
setColor(glm::vec4());
}
@ -26,15 +26,15 @@ std::shared_ptr<UINode> Container::getAt(const glm::vec2& pos) {
if (!isInside(pos)) {
return nullptr;
}
int diff = (actualLength-size.y);
if (scrollable && diff > 0 && pos.x > calcPos().x + getSize().x - scrollBarWidth) {
int diff = (actualLengthY - size.y);
if (scrollable && diff > 0 &&
pos.x > calcPos().x + getSize().x - scrollBarWidth) {
return UINode::getAt(pos);
}
for (int i = nodes.size()-1; i >= 0; i--) {
for (int i = nodes.size() - 1; i >= 0; i--) {
auto& node = nodes[i];
if (!node->isVisible())
continue;
if (!node->isVisible()) continue;
auto hover = node->getAt(pos);
if (hover != nullptr) {
return hover;
@ -45,7 +45,7 @@ std::shared_ptr<UINode> Container::getAt(const glm::vec2& pos) {
void Container::click(int x, int y) {
UINode::click(x, y);
if (scrollable) {
auto pos = calcPos();
x -= pos.x;
@ -65,11 +65,12 @@ void Container::mouseMove(int x, int y) {
auto pos = calcPos();
x -= pos.x;
y -= pos.y;
int diff = (actualLength-size.y);
int diff = (actualLengthY - size.y);
if (diff > 0) {
scroll -= (y - prevScrollY) / static_cast<float>(size.y) * actualLength;
scroll = -glm::min(
glm::max(static_cast<float>(-scroll), 0.0f), actualLength - size.y
scrollY -=
(y - prevScrollY) / static_cast<float>(size.y) * actualLengthY;
scrollY = -glm::min(
glm::max(static_cast<float>(-scrollY), 0.0f), actualLengthY - size.y
);
}
prevScrollY = y;
@ -101,23 +102,28 @@ void Container::act(float delta) {
}
}
}
intervalEvents.erase(std::remove_if(
intervalEvents.begin(), intervalEvents.end(),
[](const IntervalEvent& event) {
return event.repeat == 0;
}
), intervalEvents.end());
intervalEvents.erase(
std::remove_if(
intervalEvents.begin(),
intervalEvents.end(),
[](const IntervalEvent& event) { return event.repeat == 0; }
),
intervalEvents.end()
);
}
void Container::scrolled(int value) {
int diff = (actualLength-getSize().y);
auto size = getSize();
bool isVertical = actualLengthY > size.y;
int diff = (isVertical ? actualLengthY - size.y : actualLengthX - size.x);
int& scroll = (isVertical ? scrollY : scrollX);
if (scroll < 0 && diff <= 0) {
scroll = 0;
}
if (diff > 0 && scrollable) {
scroll += value * scrollStep;
if (scroll > 0)
scroll = 0;
if (scroll > 0) scroll = 0;
if (-scroll > diff) {
scroll = -diff;
}
@ -140,21 +146,25 @@ void Container::draw(const DrawContext& pctx, const Assets& assets) {
if (!nodes.empty()) {
batch->flush();
DrawContext ctx = pctx.sub();
ctx.setScissors(glm::vec4(pos.x, pos.y, glm::ceil(size.x), glm::ceil(size.y)));
ctx.setScissors(
glm::vec4(pos.x, pos.y, glm::ceil(size.x), glm::ceil(size.y))
);
for (const auto& node : nodes) {
if (node->isVisible())
node->draw(pctx, assets);
if (node->isVisible()) node->draw(pctx, assets);
}
int diff = (actualLength-size.y);
int diff = (actualLengthY - size.y);
if (scrollable && diff > 0) {
int h = glm::max(size.y / actualLength * size.y, scrollBarWidth / 2.0f);
int h = glm::max(
size.y / actualLengthY * size.y, scrollBarWidth / 2.0f
);
batch->untexture();
batch->setColor(glm::vec4(1, 1, 1, 0.3f));
batch->rect(
pos.x + size.x - scrollBarWidth,
pos.y - scroll / static_cast<float>(diff) * (size.y - h),
scrollBarWidth, h
pos.y - scrollY / static_cast<float>(diff) * (size.y - h),
scrollBarWidth,
h
);
}
batch->flush();
@ -163,8 +173,7 @@ void Container::draw(const DrawContext& pctx, const Assets& assets) {
void Container::drawBackground(const DrawContext& pctx, const Assets&) {
glm::vec4 color = calcColor();
if (color.a <= 0.001f)
return;
if (color.a <= 0.001f) return;
glm::vec2 pos = calcPos();
auto batch = pctx.getBatch2D();
@ -194,11 +203,16 @@ void Container::add(const std::shared_ptr<UINode>& node, glm::vec2 pos) {
void Container::remove(UINode* selected) {
selected->setParent(nullptr);
nodes.erase(std::remove_if(nodes.begin(), nodes.end(),
[selected](const std::shared_ptr<UINode>& node) {
return node.get() == selected;
}
), nodes.end());
nodes.erase(
std::remove_if(
nodes.begin(),
nodes.end(),
[selected](const std::shared_ptr<UINode>& node) {
return node.get() == selected;
}
),
nodes.end()
);
refresh();
}
@ -242,13 +256,17 @@ void Container::setScrollStep(int step) {
}
void Container::refresh() {
std::stable_sort(nodes.begin(), nodes.end(), [](const auto& a, const auto& b) {
return a->getZIndex() < b->getZIndex();
});
std::stable_sort(
nodes.begin(),
nodes.end(),
[](const auto& a, const auto& b) {
return a->getZIndex() < b->getZIndex();
}
);
}
void Container::setScroll(int scroll) {
this->scroll = scroll;
this->scrollY = scroll;
}
const std::vector<std::shared_ptr<UINode>>& Container::getNodes() const {

View file

@ -13,10 +13,12 @@ namespace gui {
protected:
std::vector<std::shared_ptr<UINode>> nodes;
std::vector<IntervalEvent> intervalEvents;
int scroll = 0;
int scrollY = 0;
int scrollX = 0;
int scrollStep = 40;
int scrollBarWidth = 10;
int actualLength = 0;
int actualLengthY = 0;
int actualLengthX = 0;
bool scrollable = true;
bool isScrolling() const {
@ -40,7 +42,7 @@ namespace gui {
virtual void setScrollable(bool flag);
void listenInterval(float interval, OnTimeOut callback, int repeat=-1);
virtual glm::vec2 getContentOffset() const override {
return glm::vec2(0.0f, scroll);
return glm::vec2(scrollX, scrollY);
};
virtual void setSize(const glm::vec2& size) override;
virtual int getScrollStep() const;

View file

@ -9,7 +9,7 @@ namespace gui {
class Frame final : public Container {
public:
Frame(GUI& gui, std::string id, std::string outputTexture);
virtual ~Frame();
~Frame();
void draw(const DrawContext& pctx, const Assets& assets) override;

View file

@ -14,6 +14,7 @@ void InlineFrame::setSrc(const std::string& src) {
this->src = src;
if (document) {
scripting::on_ui_close(*document, nullptr);
clear();
document = nullptr;
root = nullptr;
}

View file

@ -12,11 +12,8 @@
#include "graphics/core/Batch2D.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Font.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/render/BlocksPreview.hpp"
#include "graphics/ui/GUI.hpp"
#include "items/Inventories.hpp"
#include "items/Inventory.hpp"
#include "items/ItemDef.hpp"
#include "logic/scripting/scripting.hpp"
@ -369,28 +366,12 @@ void SlotView::performLeftClick(ItemStack& stack, ItemStack& grabbed) {
);
return;
}
auto indices = *content->getIndices();
if (!layout.itemSource && stack.accepts(grabbed) && layout.placing) {
action = InteractionAction::PUT;
stack.move(grabbed, *content->getIndices());
stack.move(grabbed, indices);
} else {
if (layout.itemSource) {
if (grabbed.isEmpty()) {
action = InteractionAction::TAKE;
grabbed.set(stack);
} else {
action = InteractionAction::PUT;
grabbed.clear();
}
} else if (grabbed.isEmpty()) {
if (layout.taking) {
action = InteractionAction::TAKE;
std::swap(grabbed, stack);
}
} else if (layout.taking && layout.placing) {
action = InteractionAction::PUT;
std::swap(grabbed, stack);
}
actIfCannotPut(stack, grabbed, action);
}
if (action != InteractionAction::UNDEFINED) {
@ -403,6 +384,39 @@ void SlotView::performLeftClick(ItemStack& stack, ItemStack& grabbed) {
}
}
void SlotView::actIfCannotPut(ItemStack& stack, ItemStack& grabbed, InteractionAction& action) {
const auto& input = gui.getInput();
auto indices = *content->getIndices();
if (layout.itemSource) {
if (grabbed.isEmpty()) {
action = InteractionAction::TAKE;
grabbed.set(stack);
if (input.pressed(Keycode::LEFT_CONTROL)) {
grabbed.maximizeCount(*content->getIndices());
}
} else {
if (grabbed.accepts(stack)) {
auto& def = indices.items.require(stack.getItemId());
if (grabbed.getCount() < def.stackSize) {
action = InteractionAction::TAKE;
grabbed.setCount(grabbed.getCount() + 1);
}
} else {
action = InteractionAction::PUT;
grabbed.clear();
}
}
} else if (grabbed.isEmpty()) {
if (layout.taking) {
action = InteractionAction::TAKE;
std::swap(grabbed, stack);
}
} else if (layout.taking && layout.placing) {
action = InteractionAction::PUT;
std::swap(grabbed, stack);
}
}
void SlotView::performRightClick(ItemStack& stack, ItemStack& grabbed) {
if (layout.rightClick) {
layout.rightClick(inventoryId, stack);

View file

@ -51,7 +51,7 @@ namespace gui {
);
};
class SlotView : public gui::UINode {
class SlotView final : public gui::UINode {
struct {
ItemStack stack {};
std::wstring countStr;
@ -89,14 +89,14 @@ namespace gui {
public:
SlotView(GUI& gui, SlotLayout layout);
virtual void draw(const DrawContext& pctx, const Assets& assets) override;
void draw(const DrawContext& pctx, const Assets& assets) override;
void setHighlighted(bool flag);
bool isHighlighted() const;
virtual void clicked(Mousecode) override;
virtual void onFocus() override;
virtual const std::wstring& getTooltip() const override;
void clicked(Mousecode) override;
void onFocus() override;
const std::wstring& getTooltip() const override;
void bind(
int64_t inventoryid,
@ -123,6 +123,8 @@ namespace gui {
SHARE = 2,
UNDEFINED,
};
private:
void actIfCannotPut(ItemStack& stack, ItemStack& grabbed, InteractionAction& action);
};
class InventoryView final : public gui::Container {

View file

@ -30,7 +30,7 @@ namespace gui {
uint getLineByTextIndex(size_t index) const;
};
class Label : public UINode {
class Label final : public UINode {
LabelCache cache;
glm::vec2 calcSize();
@ -69,64 +69,64 @@ namespace gui {
Label(GUI& gui, const std::string& text, std::string fontName="normal");
Label(GUI& gui, const std::wstring& text, std::string fontName="normal");
virtual ~Label();
~Label();
virtual void setText(std::wstring text);
void setText(std::wstring text);
const std::wstring& getText() const;
virtual void setFontName(std::string name);
virtual const std::string& getFontName() const;
void setFontName(std::string name);
const std::string& getFontName() const;
/// @brief Set text vertical alignment (default value: center)
/// @param align Align::top / Align::center / Align::bottom
virtual void setVerticalAlign(Align align);
virtual Align getVerticalAlign() const;
void setVerticalAlign(Align align);
Align getVerticalAlign() const;
/// @brief Get line height multiplier used for multiline labels
/// (default value: 1.5)
virtual float getLineInterval() const;
float getLineInterval() const;
/// @brief Set line height multiplier used for multiline labels
virtual void setLineInterval(float interval);
void setLineInterval(float interval);
/// @brief Get Y position of the text relative to label position
/// @return Y offset
virtual int getTextYOffset() const;
int getTextYOffset() const;
/// @brief Get Y position of the line relative to label position
/// @param line target line index
/// @return Y offset
virtual int getLineYOffset(uint line) const;
int getLineYOffset(uint line) const;
/// @brief Get position of line start in the text
/// @param line target line index
/// @return position in the text [0..length]
virtual size_t getTextLineOffset(size_t line) const;
size_t getTextLineOffset(size_t line) const;
/// @brief Get line index by its Y offset relative to label position
/// @param offset target Y offset
/// @return line index [0..+]
virtual uint getLineByYOffset(int offset) const;
virtual uint getLineByTextIndex(size_t index) const;
virtual uint getLinesNumber() const;
virtual bool isFakeLine(size_t line) const;
uint getLineByYOffset(int offset) const;
uint getLineByTextIndex(size_t index) const;
uint getLinesNumber() const;
bool isFakeLine(size_t line) const;
virtual void draw(const DrawContext& pctx, const Assets& assets) override;
void draw(const DrawContext& pctx, const Assets& assets) override;
virtual void textSupplier(wstringsupplier supplier);
void textSupplier(wstringsupplier supplier);
virtual void setAutoResize(bool flag);
virtual bool isAutoResize() const;
void setAutoResize(bool flag);
bool isAutoResize() const;
virtual void setMultiline(bool multiline);
virtual bool isMultiline() const;
void setMultiline(bool multiline);
bool isMultiline() const;
virtual void setTextWrapping(bool flag);
virtual bool isTextWrapping() const;
void setTextWrapping(bool flag);
bool isTextWrapping() const;
virtual void setMarkup(std::string_view lang);
virtual const std::string& getMarkup() const;
void setMarkup(std::string_view lang);
const std::string& getMarkup() const;
virtual void setStyles(std::unique_ptr<FontStylesScheme> styles);
void setStyles(std::unique_ptr<FontStylesScheme> styles);
};
}

View file

@ -13,7 +13,7 @@ namespace gui {
using PageLoaderFunc = std::function<std::shared_ptr<UINode>(const std::string&)>;
class Menu : public Container {
class Menu final : public Container {
protected:
std::unordered_map<std::string, Page> pages;
std::stack<Page> pageStack;

View file

@ -13,6 +13,7 @@
#include "window/Window.hpp"
#include "../GUI.hpp"
// TODO: remove
// TODO: remove
#include <GL/glew.h>
@ -24,8 +25,7 @@ ModelViewer::ModelViewer(
: Container(gui, size),
modelName(modelName),
camera(),
batch(std::make_unique<Batch3D>(1024)),
fbo(std::make_unique<Framebuffer>(size.x, size.y)) {
batch(std::make_unique<Batch3D>(1024)) {
camera.perspective = true;
camera.position = glm::vec3(2, 2, 2);
}
@ -115,7 +115,13 @@ void ModelViewer::draw(const DrawContext& pctx, const Assets& assets) {
return;
}
auto& prevShader = Shader::getUsed();
if (!fbo) {
if (size.x <= 0 || size.y <= 0) {
return;
}
fbo = std::make_unique<Framebuffer>(size.x, size.y);
}
fbo->resize(size.x, size.y);
{
glDisable(GL_SCISSOR_TEST);
@ -154,6 +160,13 @@ void ModelViewer::draw(const DrawContext& pctx, const Assets& assets) {
Container::draw(pctx, assets);
}
void ModelViewer::setVisible(bool flag) {
if (!flag && fbo) {
fbo.reset();
}
Container::setVisible(flag);
}
void ModelViewer::setCenter(const glm::vec3& center) {
this->center = center;
}

View file

@ -1,15 +1,16 @@
#pragma once
#include "Container.hpp"
#include "window/Camera.hpp"
#include <memory>
#include <string>
#include "Container.hpp"
#include "window/Camera.hpp"
class Batch3D;
class Framebuffer;
namespace gui {
class ModelViewer : public Container {
class ModelViewer final : public Container {
private:
std::string modelName;
Camera camera;
@ -22,7 +23,6 @@ namespace gui {
bool grabbing = false;
public:
ModelViewer(GUI& gui, const glm::vec2& size, const std::string& modelName);
~ModelViewer();
void setModel(const std::string& modelName);
@ -33,6 +33,7 @@ namespace gui {
void act(float delta) override;
void draw(const DrawContext& pctx, const Assets& assets) override;
void setVisible(bool flag) override;
void setRotation(const glm::vec3& euler);
void setCenter(const glm::vec3& center);

View file

@ -41,10 +41,14 @@ glm::vec2 Panel::getContentSize() const {
void Panel::cropToContent() {
if (maxLength > 0.0f) {
setSize(glm::vec2(
getSize().x, glm::max(minLength, glm::min(maxLength, actualLength))
glm::max(minLength, glm::min(maxLength, actualLengthX)),
glm::max(minLength, glm::min(maxLength, actualLengthY))
));
} else {
setSize(glm::vec2(getSize().x, glm::max(minLength, actualLength)));
setSize(glm::vec2(
glm::max(minLength, actualLengthX),
glm::max(minLength, actualLengthY)
));
}
}
@ -93,21 +97,30 @@ void Panel::refresh() {
y += nodeSize.y + margin.w + interval;
maxw = fmax(maxw, ex + nodeSize.x + margin.z + padding.z);
}
actualLength = y + padding.w;
actualLengthX = size.x;
actualLengthY = y + padding.w;
} else {
float maxh = size.y;
for (auto& node : nodes) {
glm::vec2 nodesize = node->getSize();
const glm::vec4 margin = node->getMargin();
x += margin.x;
node->setPos(glm::vec2(x, y + margin.y));
x += nodesize.x + margin.z + interval;
node->refresh();
maxh = fmax(
maxh, y + margin.y + node->getSize().y + margin.w + padding.w
float ey = y + margin.y;
node->setPos(glm::vec2(x, ey));
int height = glm::floor(
size.y - padding.y - padding.w - margin.y - margin.w
);
if (node->isResizing()) {
node->setMaxSize({node->getMaxSize().x, height});
node->setSize(glm::vec2(node->getSize().x, height));
}
node->refresh();
glm::vec2 nodesize = node->getSize();
x += nodesize.x + margin.z + interval;
maxh = fmax(maxh, ey + nodesize.y + margin.w + padding.w);
}
actualLength = size.y;
actualLengthY = size.y;
actualLengthX = x + padding.z;
}
}

View file

@ -10,7 +10,7 @@ class Assets;
class DrawContext;
namespace gui {
class Plotter : public UINode {
class Plotter final : public UINode {
std::unique_ptr<int[]> points;
float multiplier;
int index = 0;

View file

@ -13,14 +13,21 @@ SelectBox::SelectBox(
GUI& gui,
std::vector<Option>&& options,
Option selected,
Mode mode,
int contentWidth,
const glm::vec4& padding
)
: Button(gui, selected.text, padding, nullptr, glm::vec2(contentWidth, -1)),
options(std::move(options)) {
listenAction(UIAction::CLICK, [this](GUI& gui) {
auto panel = std::make_shared<Panel>(gui, getSize());
: Button(gui, selected.text, padding, nullptr, glm::vec2(-1, -1)),
options(std::move(options)), mode(mode) {
listenAction(UIAction::CLICK, [this, contentWidth](GUI& gui) {
auto panel = std::make_shared<Panel>(
gui,
getMode() == Mode::BUTTON ? glm::vec2 {contentWidth, contentWidth}
: getSize(),
glm::vec4 {2.0f},
0.0f
);
panel->setColor({});
panel->setPadding(glm::vec4(0, size.y, 0, 0));
panel->setPos(calcPos() + glm::vec2(0, 0));
for (const auto& option : this->options) {
@ -51,7 +58,9 @@ void SelectBox::listenChange(OnStringChange&& callback) {
void SelectBox::setSelected(const Option& selected) {
this->selected = selected;
this->label->setText(selected.text);
if (mode == Mode::SELECT) {
this->label->setText(selected.text);
}
}
const SelectBox::Option& SelectBox::getSelected() const {
@ -66,6 +75,14 @@ void SelectBox::setOptions(std::vector<Option>&& options) {
this->options = std::move(options);
}
SelectBox::Mode SelectBox::getMode() const {
return mode;
}
void SelectBox::setMode(SelectBox::Mode mode) {
this->mode = mode;
}
void SelectBox::drawBackground(const DrawContext& pctx, const Assets&) {
glm::vec2 pos = calcPos();
auto batch = pctx.getBatch2D();
@ -73,6 +90,10 @@ void SelectBox::drawBackground(const DrawContext& pctx, const Assets&) {
batch->setColor(calcColor());
batch->rect(pos.x, pos.y, size.x, size.y);
batch->setColor({1.0f, 1.0f, 1.0f, 0.333f});
if (mode != Mode::SELECT) {
return;
}
int paddingRight = padding.w;
int widthHalf = 8;

View file

@ -11,15 +11,21 @@ namespace gui {
std::string value;
std::wstring text;
};
enum class Mode {
SELECT,
BUTTON,
};
private:
std::vector<Option> options;
Option selected {};
StringCallbacksSet changeCallbacks;
Mode mode;
public:
SelectBox(
GUI& gui,
std::vector<Option>&& elements,
Option selected,
Mode mode,
int contentWidth,
const glm::vec4& padding
);
@ -34,8 +40,13 @@ namespace gui {
void setOptions(std::vector<Option>&& options);
Mode getMode() const;
void setMode(Mode mode);
void drawBackground(const DrawContext& pctx, const Assets&) override;
std::shared_ptr<Label> getLabel() const;
};
}

View file

@ -452,7 +452,7 @@ void TextBox::refreshLabel() {
uint height = label->getLinesNumber() * rawTextCache.metrics.lineHeight *
label->getLineInterval();
label->setSize(glm::vec2(label->getSize().x, height));
actualLength = height;
actualLengthY = height;
} else {
setScrollable(false);
}
@ -1133,10 +1133,10 @@ void TextBox::setOnControlCombination(key_handler handler) {
}
void TextBox::setFocusedColor(glm::vec4 color) {
this->focusedColor = color;
this->focusedColor = std::move(color);
}
glm::vec4 TextBox::getFocusedColor() const {
const glm::vec4& TextBox::getFocusedColor() const {
return focusedColor;
}
@ -1144,7 +1144,7 @@ void TextBox::setTextColor(glm::vec4 color) {
this->textColor = color;
}
glm::vec4 TextBox::getTextColor() const {
const glm::vec4& TextBox::getTextColor() const {
return textColor;
}
@ -1248,7 +1248,7 @@ void TextBox::setPadding(glm::vec4 padding) {
refresh();
}
glm::vec4 TextBox::getPadding() const {
const glm::vec4& TextBox::getPadding() const {
return padding;
}

View file

@ -8,7 +8,7 @@ class ActionsHistory;
namespace gui {
class TextBoxHistorian;
class TextBox : public Container {
class TextBox final : public Container {
const Input& inputEvents;
LabelCache rawTextCache;
std::shared_ptr<ActionsHistory> history;
@ -100,124 +100,124 @@ namespace gui {
glm::vec4 padding=glm::vec4(4.0f)
);
virtual ~TextBox();
~TextBox();
void paste(const std::wstring& text, bool history=true);
void erase(size_t start, size_t length);
void resetSelection();
virtual void setTextSupplier(wstringsupplier supplier);
void setTextSupplier(wstringsupplier supplier);
/// @brief Consumer called on stop editing text (textbox defocus)
/// @param consumer std::wstring consumer function
virtual void setTextConsumer(wstringconsumer consumer);
void setTextConsumer(wstringconsumer consumer);
/// @brief Sub-consumer called while editing text
/// @param consumer std::wstring consumer function
virtual void setTextSubConsumer(wstringconsumer consumer);
void setTextSubConsumer(wstringconsumer consumer);
/// @brief Text validator called while text editing and returns true if
/// text is valid
/// @param validator std::wstring consumer returning boolean
virtual void setTextValidator(wstringchecker validator);
void setTextValidator(wstringchecker validator);
virtual void setOnControlCombination(key_handler handler);
void setOnControlCombination(key_handler handler);
virtual void setFocusedColor(glm::vec4 color);
virtual glm::vec4 getFocusedColor() const;
void setFocusedColor(glm::vec4 color);
const glm::vec4& getFocusedColor() const;
virtual void setTextColor(glm::vec4 color);
virtual glm::vec4 getTextColor() const;
void setTextColor(glm::vec4 color);
const glm::vec4& getTextColor() const;
/// @brief Set color of textbox marked by validator as invalid
virtual void setErrorColor(glm::vec4 color);
void setErrorColor(glm::vec4 color);
/// @brief Get color of textbox marked by validator as invalid
virtual glm::vec4 getErrorColor() const;
glm::vec4 getErrorColor() const;
/// @brief Get TextBox content text or placeholder if empty
virtual const std::wstring& getText() const;
const std::wstring& getText() const;
/// @brief Set TextBox content text
virtual void setText(const std::wstring &value);
void setText(const std::wstring &value);
/// @brief Get text placeholder
virtual const std::wstring& getPlaceholder() const;
const std::wstring& getPlaceholder() const;
/// @brief Set text placeholder
/// @param text will be used instead of empty
virtual void setPlaceholder(const std::wstring& text);
void setPlaceholder(const std::wstring& text);
/// @brief Get textbox hint
virtual const std::wstring& getHint() const;
const std::wstring& getHint() const;
/// @brief Set textbox hint
/// @param text will be shown instead of empty
virtual void setHint(const std::wstring& text);
void setHint(const std::wstring& text);
/// @brief Get selected text
virtual std::wstring getSelection() const;
std::wstring getSelection() const;
/// @brief Get current caret position in text
/// @return integer in range [0, text.length()]
virtual size_t getCaret() const;
size_t getCaret() const;
/// @brief Set caret position in the text
/// @param position integer in range [0, text.length()]
virtual void setCaret(size_t position);
void setCaret(size_t position);
/// @brief Set caret position in the text
/// @param position integer in range [-text.length(), text.length()]
virtual void setCaret(ptrdiff_t position);
void setCaret(ptrdiff_t position);
/// @brief Select part of the text
/// @param start index of the first selected character
/// @param end index of the last selected character + 1
virtual void select(int start, int end);
void select(int start, int end);
/// @brief Get number of line at specific position in text
/// @param position target position
/// @return line number
virtual uint getLineAt(size_t position) const;
uint getLineAt(size_t position) const;
/// @brief Get specific line text position
/// @param line target line
/// @return line position in text
virtual size_t getLinePos(uint line) const;
size_t getLinePos(uint line) const;
int calcIndexAt(int x, int y) const;
int getLineYOffset(int line) const;
/// @brief Check text with validator set with setTextValidator
/// @return true if text is valid
virtual bool validate();
bool validate();
virtual void setValid(bool valid);
virtual bool isValid() const;
void setValid(bool valid);
bool isValid() const;
/// @brief Enable/disable multiline mode
virtual void setMultiline(bool multiline);
void setMultiline(bool multiline);
/// @brief Check if multiline mode is enabled
virtual bool isMultiline() const;
bool isMultiline() const;
/// @brief Enable/disable text wrapping
virtual void setTextWrapping(bool flag);
void setTextWrapping(bool flag);
/// @brief Check if text wrapping is enabled
virtual bool isTextWrapping() const;
bool isTextWrapping() const;
/// @brief Enable/disable text editing feature
virtual void setEditable(bool editable);
void setEditable(bool editable);
/// @brief Check if text editing feature is enabled
virtual bool isEditable() const;
bool isEditable() const;
virtual bool isEdited() const;
virtual void setUnedited();
bool isEdited() const;
void setUnedited();
virtual void setPadding(glm::vec4 padding);
glm::vec4 getPadding() const;
void setPadding(glm::vec4 padding);
const glm::vec4& getPadding() const;
size_t getSelectionStart() const;
size_t getSelectionEnd() const;
@ -226,34 +226,34 @@ namespace gui {
bool isKeepLineSelection() const;
/// @brief Set runnable called on textbox focus
virtual void setOnEditStart(runnable oneditstart);
void setOnEditStart(runnable oneditstart);
virtual void setAutoResize(bool flag);
virtual bool isAutoResize() const;
void setAutoResize(bool flag);
bool isAutoResize() const;
virtual void setShowLineNumbers(bool flag);
virtual bool isShowLineNumbers() const;
void setShowLineNumbers(bool flag);
bool isShowLineNumbers() const;
virtual void reposition() override;
virtual void onFocus() override;
virtual void refresh() override;
virtual void doubleClick(int x, int y) override;
virtual void click(int, int) override;
virtual void mouseMove(int x, int y) override;
virtual bool isFocuskeeper() const override {return true;}
virtual void draw(const DrawContext& pctx, const Assets& assets) override;
virtual void drawBackground(const DrawContext& pctx, const Assets& assets) override;
virtual void typed(unsigned int codepoint) override;
virtual void keyPressed(Keycode key) override;
virtual std::shared_ptr<UINode> getAt(const glm::vec2& pos) override;
virtual void setOnUpPressed(const runnable &callback);
virtual void setOnDownPressed(const runnable &callback);
void reposition() override;
void onFocus() override;
void refresh() override;
void doubleClick(int x, int y) override;
void click(int, int) override;
void mouseMove(int x, int y) override;
bool isFocuskeeper() const override {return true;}
void draw(const DrawContext& pctx, const Assets& assets) override;
void drawBackground(const DrawContext& pctx, const Assets& assets) override;
void typed(unsigned int codepoint) override;
void keyPressed(Keycode key) override;
std::shared_ptr<UINode> getAt(const glm::vec2& pos) override;
void setOnUpPressed(const runnable& callback);
void setOnDownPressed(const runnable& callback);
virtual void setSyntax(std::string_view lang);
virtual const std::string& getSyntax() const;
void setSyntax(std::string_view lang);
const std::string& getSyntax() const;
virtual void setMarkup(std::string_view lang);
virtual const std::string& getMarkup() const;
void setMarkup(std::string_view lang);
const std::string& getMarkup() const;
std::shared_ptr<Label> getLabel() const;
};

View file

@ -99,7 +99,7 @@ int TrackBar::getTrackWidth() const {
return trackWidth;
}
glm::vec4 TrackBar::getTrackColor() const {
const glm::vec4& TrackBar::getTrackColor() const {
return trackColor;
}

View file

@ -3,7 +3,7 @@
#include "UINode.hpp"
namespace gui {
class TrackBar : public UINode {
class TrackBar final : public UINode {
protected:
glm::vec4 trackColor {1.0f, 1.0f, 1.0f, 0.4f};
doublesupplier supplier = nullptr;
@ -24,29 +24,29 @@ namespace gui {
double step = 1.0,
int trackWidth = 12
);
virtual void draw(const DrawContext& pctx, const Assets& assets) override;
void draw(const DrawContext& pctx, const Assets& assets) override;
virtual void setSupplier(doublesupplier);
virtual void setConsumer(doubleconsumer);
virtual void setSubConsumer(doubleconsumer);
void setSupplier(doublesupplier);
void setConsumer(doubleconsumer);
void setSubConsumer(doubleconsumer);
virtual void mouseMove(int x, int y) override;
virtual void mouseRelease(int x, int y) override;
void mouseMove(int x, int y) override;
void mouseRelease(int x, int y) override;
virtual double getValue() const;
virtual double getMin() const;
virtual double getMax() const;
virtual double getStep() const;
virtual int getTrackWidth() const;
virtual glm::vec4 getTrackColor() const;
virtual bool isChangeOnRelease() const;
double getValue() const;
double getMin() const;
double getMax() const;
double getStep() const;
int getTrackWidth() const;
const glm::vec4& getTrackColor() const;
bool isChangeOnRelease() const;
virtual void setValue(double);
virtual void setMin(double);
virtual void setMax(double);
virtual void setStep(double);
virtual void setTrackWidth(int);
virtual void setTrackColor(glm::vec4);
virtual void setChangeOnRelease(bool);
void setValue(double);
void setMin(double);
void setMax(double);
void setStep(double);
void setTrackWidth(int);
void setTrackColor(glm::vec4);
void setChangeOnRelease(bool);
};
}

View file

@ -79,6 +79,8 @@ void UINode::click(int, int) {
void UINode::clicked(Mousecode button) {
if (button == Mousecode::BUTTON_2) {
actions.notify(UIAction::RIGHT_CLICK, gui);
} else if (button == Mousecode::BUTTON_3) {
actions.notify(UIAction::MIDDLE_CLICK, gui);
}
}

View file

@ -58,6 +58,7 @@ namespace gui {
FOCUS,
DEFOCUS,
RIGHT_CLICK,
MIDDLE_CLICK,
MOUSE_OVER,
MOUSE_OUT,
MOUSE_ENTER,

View file

@ -181,6 +181,7 @@ static void read_uinode(
register_action(node, reader, element, "onclick", UIAction::CLICK);
register_action(node, reader, element, "onrightclick", UIAction::RIGHT_CLICK);
register_action(node, reader, element, "onmiddleclick", UIAction::MIDDLE_CLICK);
register_action(node, reader, element, "onfocus", UIAction::FOCUS);
register_action(node, reader, element, "ondefocus", UIAction::DEFOCUS);
register_action(node, reader, element, "ondoubleclick", UIAction::DOUBLE_CLICK);
@ -458,8 +459,7 @@ static std::shared_ptr<UINode> read_select(
}
auto value = elem->attr("value").getText();
auto text = parse_inner_text(*elem, reader.getContext());
options.push_back(SelectBox::Option {std::move(value), std::move(text)}
);
options.push_back(SelectBox::Option {std::move(value), std::move(text)});
}
if (element.has("selected")) {
@ -481,10 +481,19 @@ static std::shared_ptr<UINode> read_select(
selected.text = innerText;
}
SelectBox::Mode mode = SelectBox::Mode::SELECT;
if (element.has("mode")) {
auto modeName = element.attr("mode").getText();
if (modeName == "button") {
mode = SelectBox::Mode::BUTTON;
}
}
auto selectBox = std::make_shared<SelectBox>(
gui,
std::move(options),
std::move(selected),
mode,
contentWidth,
std::move(padding)
);

View file

@ -2,7 +2,7 @@
#include <string>
#include <memory>
#include <iostream>
#include <iosfwd>
#include <filesystem>
#include "../path.hpp"

View file

@ -12,7 +12,7 @@ Inventories::Inventories(Level& level) : level(level) {
Inventories::~Inventories() = default;
std::shared_ptr<Inventory> Inventories::create(size_t size) {
int64_t id = level.getWorld()->getNextInventoryId();
int64_t id = level.getWorld().getNextInventoryId();
auto inv = std::make_shared<Inventory>(id, size);
store(inv);
return inv;
@ -52,7 +52,7 @@ std::shared_ptr<Inventory> Inventories::clone(int64_t id) {
auto original = get(id);
if (original == nullptr) return nullptr;
auto clone = std::make_shared<Inventory>(*original);
clone->setId(level.getWorld()->getNextInventoryId());
clone->setId(level.getWorld().getNextInventoryId());
store(clone);
return clone;
}

View file

@ -48,6 +48,14 @@ void ItemStack::setCount(itemcount_t count) {
}
}
void ItemStack::maximizeCount(const ContentIndices& indices) {
auto& def = indices.items.require(getItemId());
this->count = def.stackSize;
if (count == 0) {
clear();
}
}
void ItemStack::setField(std::string_view name, dv::value value) {
if (fields == nullptr) {
if (value == nullptr) {

View file

@ -18,6 +18,7 @@ public:
void set(const ItemStack& item);
void set(ItemStack&& item);
void setCount(itemcount_t count);
void maximizeCount(const ContentIndices& indices);
/// @brief Set a field in the item stack data.
void setField(std::string_view name, dv::value value);

View file

@ -27,7 +27,7 @@ ChunksController::ChunksController(Level& level)
generator(std::make_unique<WorldGenerator>(
level.content.generators.require(level.environment.generator),
level.content,
level.getWorld()->getSeed()
level.getWorld().getSeed()
)) {}
ChunksController::~ChunksController() = default;

View file

@ -283,7 +283,7 @@ void EngineController::createWorld(
// generator-based environments must die in 1.0
bool genBasedEnv = false;
if (auto genDef = generators.find(environment)) {
if (generators.find(environment)) {
genBasedEnv = true;
}
@ -314,8 +314,8 @@ void EngineController::setLocalPlayer(int64_t player) {
localPlayer = player;
}
void EngineController::reopenWorld(World* world) {
std::string name = world->wfile->getFolder().name();
void EngineController::reopenWorld(World& world) {
std::string name = world.wfile->getFolder().name();
engine.onWorldClosed();
openWorld(name, true);
}
@ -384,16 +384,16 @@ void EngineController::reconfigPacks(
}
} else {
auto level = controller->getLevel();
auto world = level->getWorld();
auto& world = level->getWorld();
controller->processBeforeQuit();
controller->saveWorld();
auto names = PacksManager::getNames(world->getPacks());
auto names = PacksManager::getNames(world.getPacks());
auto& manager = contentControl.scan();
reconfig_packs_inside(manager, names, packsToAdd, packsToRemove);
const auto& settings = engine.getSettings();
auto& wfile = *world->wfile;
auto& wfile = *world.wfile;
if (!settings.debug.generatorTestMode.get()) {
wfile.removeIndices(packsToRemove);
}

View file

@ -41,5 +41,5 @@ public:
void setLocalPlayer(int64_t player);
void reopenWorld(World* world);
void reopenWorld(World& world);
};

View file

@ -140,16 +140,16 @@ void LevelController::processBeforeQuit() {
}
void LevelController::saveWorld() {
auto world = level->getWorld();
if (world->isNameless()) {
auto& world = level->getWorld();
if (world.isNameless()) {
logger.info() << "nameless world will not be saved";
return;
}
logger.info() << "writing world '" << world->getName() << "'";
world->wfile->createDirectories();
logger.info() << "writing world '" << world.getName() << "'";
world.wfile->createDirectories();
scripting::on_world_save();
level->onSave();
level->getWorld()->write(*level);
level->getWorld().write(*level);
}
void LevelController::onWorldQuit() {

View file

@ -340,6 +340,19 @@ static int determine_rotation(
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH | verticalBit;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH | verticalBit;
}
} else if (name == "ladder") {
if (norm.x < 0.0f) return BLOCK_DIR_EAST;
if (norm.x > 0.0f) return BLOCK_DIR_WEST;
if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
if (abs(camDir.x) > abs(camDir.z)) {
if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
}
if (abs(camDir.x) < abs(camDir.z)) {
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
}
}
}
return 0;

View file

@ -42,7 +42,7 @@ static int l_get_model(lua::State* L) {
auto& rigConfig = *skeleton->config;
auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
const auto& modelOverride = skeleton->modelOverrides[index];
if (!modelOverride.model) {
if (modelOverride.model) {
return lua::pushstring(L, modelOverride.name);
}
return lua::pushstring(L, rigConfig.getBones()[index]->model.name);

View file

@ -1127,6 +1127,7 @@ static int l_gui_load_document(lua::State* L) {
}
auto env = scripting::create_doc_environment(parentEnv, alias);
auto envId = *env;
// namespace extension
if (lua::istable(L, 4)) {
if (lua::get_from(L, "table", "extend")) {
@ -1148,7 +1149,7 @@ static int l_gui_load_document(lua::State* L) {
engine->requireAssets().store(std::move(documentPtr), alias);
scripting::on_ui_open(*document, {args});
return 0;
return lua::pushenv(L, envId);
}
static int l_set_syntax_styles(lua::State* L) {

View file

@ -149,6 +149,15 @@ static int l_get_second_inventory(lua::State* L) {
}
}
static int l_get_exchange_inventory(lua::State* L) {
auto inventory = hud->getExchangeInventory();
if (inventory == nullptr) {
return lua::pushinteger(L, 0);
} else {
return lua::pushinteger(L, inventory->getId());
}
}
static int l_get_player(lua::State* L) {
auto player = hud->getPlayer();
return lua::pushinteger(L, player->getId());
@ -216,6 +225,7 @@ const luaL_Reg hudlib[] = {
{"show_overlay", wrap_hud<l_show_overlay>},
{"get_block_inventory", wrap_hud<l_get_block_inventory>},
{"get_second_inventory", wrap_hud<l_get_second_inventory>},
{"get_exchange_inventory", wrap_hud<l_get_exchange_inventory>},
{"close", wrap_hud<l_close>},
{"pause", wrap_hud<l_pause>},
{"resume", wrap_hud<l_resume>},

View file

@ -2,6 +2,7 @@
#include "items/Inventories.hpp"
#include "items/ItemStack.hpp"
#include "logic/BlocksController.hpp"
#include "logic/scripting/lua/lua_util.hpp"
#include "world/Level.hpp"
#include "api_lua.hpp"
@ -180,7 +181,7 @@ static int l_move(lua::State* L) {
validate_slotid(slotAid, invA);
auto invBid = lua::tointeger(L, 3);
auto slotBid = lua::isnil(L, 4) ? -1 : lua::tointeger(L, 4);
auto slotBid = lua::isnoneornil(L, 4) ? -1 : lua::tointeger(L, 4);
auto& invB = get_inventory(invBid, 3);
auto& slot = invA.getSlot(slotAid);
if (slotBid == -1) {

View file

@ -1,6 +1,8 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <iostream>
#include <glm/gtx/string_cast.hpp>
#include "api_lua.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include <sstream>
@ -31,14 +33,14 @@ static int l_tostring(lua::State* L) {
lua::check_argc(L, 1);
auto quat = lua::toquat(L, 1);
float components[4] = {quat.w, quat.x, quat.y, quat.z};
std::stringstream ss;
ss << "quat"
<< "{";
ss << "quat {";
for (int i = 0; i < 4; i++) {
if (i > 0) {
ss << ", ";
}
ss << quat[i];
ss << components[i];
}
ss << "}";
return lua::pushstring(L, ss.str());
@ -52,10 +54,42 @@ static int l_from_euler(lua::State *L) {
return lua::pushquat(L, glm::quat(euler));
}
static int l_mul(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
glm::quat a = lua::toquat(L, 1);
glm::quat b = lua::toquat(L, 2);
glm::quat result = a * b;
if (argc == 3) {
lua::setquat(L, 3, result);
return 0;
}
return lua::pushquat(L, result);
}
static int l_mul_vec3(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
glm::quat q = lua::toquat(L, 1);
glm::vec3 v = lua::tovec3(L, 2);
glm::vec3 result = q * v;
if (argc == 3) {
lua::setvec(L, 3, result);
return 0;
}
return lua::pushvec3(L, result);
}
const luaL_Reg quatlib[] = {
{"from_mat4", lua::wrap<l_from_mat4>},
{"from_euler", lua::wrap<l_from_euler>},
{"slerp", lua::wrap<l_slerp>},
{"tostring", lua::wrap<l_tostring>},
{"mul", lua::wrap<l_mul>},
{"mul_vec3", lua::wrap<l_mul_vec3>},
{nullptr, nullptr}
};

View file

@ -2,6 +2,7 @@
#include "world/Level.hpp"
#include "world/World.hpp"
#include "world/Weather.hpp"
using namespace scripting;
@ -9,6 +10,11 @@ static Weather& require_weather() {
if (level == nullptr) {
throw std::runtime_error("world is not open");
}
if (renderer == nullptr) {
throw std::runtime_error(
"world frontend is not initialized yet (wait for on_hud_open event)"
);
}
return renderer->getWeather();
}

View file

@ -33,7 +33,7 @@ static Level& require_level() {
}
static WorldInfo& require_world_info() {
return require_level().getWorld()->getInfo();
return require_level().getWorld().getInfo();
}
static int l_is_open(lua::State* L) {
@ -139,7 +139,7 @@ static int l_get_chunk_data(lua::State* L) {
auto voxelData = std::make_unique<ubyte[]>(CHUNK_DATA_LEN);
std::vector<ubyte> chunkData;
if (chunk == nullptr) {
auto& regions = level->getWorld()->wfile->getRegions();
auto& regions = level->getWorld().wfile->getRegions();
if (!regions.getVoxels(x, z, voxelData.get())) {
return 0;
}
@ -218,7 +218,7 @@ static int l_save_chunk_data(lua::State* L) {
reinterpret_cast<const ubyte*>(buffer.data()),
reinterpret_cast<const ubyte*>(buffer.data()) + buffer.size()
),
level->getWorld()->wfile->getRegions()
level->getWorld().wfile->getRegions()
);
return 0;
}

View file

@ -264,6 +264,12 @@ static std::unordered_map<std::string, lua_CFunction> methods {
{"min", lua::wrap<l_binop_func<util::min>>},
{"max", lua::wrap<l_binop_func<util::max>>},
{"abs", lua::wrap<l_unaryop_func<util::abs>>},
{"floor", lua::wrap<l_unaryop_func<util::floor>>},
{"round", lua::wrap<l_unaryop_func<util::round>>},
{"ceil", lua::wrap<l_unaryop_func<util::ceil>>},
{"sin", lua::wrap<l_unaryop_func<util::sin>>},
{"cos", lua::wrap<l_unaryop_func<util::cos>>},
{"tan", lua::wrap<l_unaryop_func<util::tan>>},
{"resize", lua::wrap<l_resize>},
{"crop", lua::wrap<l_crop>},
{"at", lua::wrap<l_at>},

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