voxelcore/src/frontend/hud.cpp
2024-01-09 20:19:46 +03:00

339 lines
9.6 KiB
C++

#include "hud.h"
#include <iostream>
#include <sstream>
#include <memory>
#include <assert.h>
#include <stdexcept>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../typedefs.h"
#include "../content/Content.h"
#include "../util/stringutil.h"
#include "../util/timeutil.h"
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Font.h"
#include "../graphics/Atlas.h"
#include "../graphics/Mesh.h"
#include "../window/Camera.h"
#include "../window/Window.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../voxels/Chunks.h"
#include "../voxels/Block.h"
#include "../world/World.h"
#include "../world/Level.h"
#include "../objects/Player.h"
#include "../physics/Hitbox.h"
#include "../maths/voxmaths.h"
#include "gui/controls.h"
#include "gui/panels.h"
#include "gui/UINode.h"
#include "gui/GUI.h"
#include "ContentGfxCache.h"
#include "screens.h"
#include "WorldRenderer.h"
#include "BlocksPreview.h"
#include "InventoryView.h"
#include "LevelFrontend.h"
#include "../engine.h"
#include "../core_defs.h"
#include "../items/ItemDef.h"
using glm::vec2;
using glm::vec3;
using glm::vec4;
using namespace gui;
inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
auto label = std::make_shared<Label>(L"-");
label->textSupplier(supplier);
return label;
}
void HudRenderer::createDebugPanel(Engine* engine) {
auto level = frontend->getLevel();
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
debugPanel = std::shared_ptr<UINode>(panel);
panel->listenInterval(1.0f, [this]() {
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
fpsMin = fps;
fpsMax = fps;
});
panel->setCoord(vec2(10, 10));
panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
panel->add(create_label([this](){
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
}));
panel->add(create_label([=](){
auto& settings = engine->getSettings();
bool culling = settings.graphics.frustumCulling;
return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
}));
panel->add(create_label([=]() {
return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
L" visible: "+std::to_wstring(level->chunks->visible);
}));
panel->add(create_label([=](){
auto player = level->player;
auto indices = level->content->indices;
auto def = indices->getBlockDef(player->selectedVoxel.id);
std::wstringstream stream;
stream << std::hex << level->player->selectedVoxel.states;
if (def) {
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
}
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
L" "+stream.str();
}));
panel->add(create_label([=](){
return L"seed: "+std::to_wstring(level->world->seed);
}));
for (int ax = 0; ax < 3; ax++){
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
sub->orientation(Orientation::horizontal);
std::wstring str = L"x: ";
str[0] += ax;
Label* label = new Label(str);
label->margin(vec4(2, 3, 2, 3));
sub->add(label);
sub->color(vec4(0.0f));
// Coord input
TextBox* box = new TextBox(L"");
box->textSupplier([=]() {
Hitbox* hitbox = level->player->hitbox;
return std::to_wstring(hitbox->position[ax]);
});
box->textConsumer([=](std::wstring text) {
try {
vec3 position = level->player->hitbox->position;
position[ax] = std::stoi(text);
level->player->teleport(position);
} catch (std::invalid_argument& _){
}
});
sub->add(box);
panel->add(sub);
}
panel->add(create_label([=](){
int hour, minute, second;
timeutil::from_value(level->world->daytime, hour, minute, second);
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
}));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {
return level->world->daytime;
});
bar->consumer([=](double val) {
level->world->daytime = val;
});
panel->add(bar);
}
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->supplier([=]() {
return WorldRenderer::fog;
});
bar->consumer([=](double val) {
WorldRenderer::fog = val;
});
panel->add(bar);
}
{
Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
checkpanel->color(vec4(0.0f));
checkpanel->orientation(Orientation::horizontal);
CheckBox* checkbox = new CheckBox();
checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
checkbox->supplier([=]() {
return engine->getSettings().debug.showChunkBorders;
});
checkbox->consumer([=](bool checked) {
engine->getSettings().debug.showChunkBorders = checked;
});
checkpanel->add(checkbox);
checkpanel->add(new Label(L"Show Chunk Borders"));
panel->add(checkpanel);
}
panel->refresh();
}
HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
: assets(engine->getAssets()),
gui(engine->getGUI()),
frontend(frontend) {
auto level = frontend->getLevel();
auto menu = gui->getMenu();
auto content = level->content;
auto indices = content->indices;
std::vector<itemid_t> items;
for (itemid_t id = 1; id < indices->countItemDefs(); id++) {
items.push_back(id);
}
contentAccess.reset(new InventoryView(8, content, frontend, items));
contentAccess->setSlotConsumer([=](blockid_t id) {
level->player->chosenItem = id;
});
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
createDebugPanel(engine);
menu->reset();
gui->add(this->debugPanel);
}
HudRenderer::~HudRenderer() {
gui->remove(debugPanel);
delete uicamera;
}
void HudRenderer::drawDebug(int fps){
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
}
void HudRenderer::update() {
auto menu = gui->getMenu();
if (pause && menu->current().panel == nullptr) {
pause = false;
}
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
if (pause) {
pause = false;
menu->reset();
} else if (inventoryOpen) {
inventoryOpen = false;
} else {
pause = true;
menu->set("pause");
}
}
if (Events::jactive(BIND_HUD_INVENTORY)) {
if (!pause) {
inventoryOpen = !inventoryOpen;
}
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
}
void HudRenderer::draw(const GfxContext& ctx){
auto level = frontend->getLevel();
const Content* content = level->content;
const ContentIndices* contentIds = content->indices;
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
debugPanel->visible(level->player->debug);
uicamera->setFov(height);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
auto batch = ctx.getBatch2D();
batch->begin();
// Chosen block preview
batch->color = vec4(1.0f);
if (Events::_cursor_locked && !level->player->debug) {
batch->lineWidth(2);
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
Player* player = level->player;
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.75f);
batch->rect(width - 68, height - 68, 68, 68);
batch->color = vec4(1.0f);
batch->render();
{
Window::clearDepth();
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
ItemDef* item = contentIds->getItemDef(player->chosenItem);
switch (item->iconType) {
case item_icon_type::none:
break;
case item_icon_type::block: {
Block* cblock = content->findBlock(item->icon);
assert(cblock != nullptr);
auto blocksPreview = frontend->getBlocksPreview();
blocksPreview->begin(&ctx.getViewport());
blocksPreview->draw(cblock, width - 56, uicamera->getFov() - 56, 48, vec4(1.0f));
break;
}
case item_icon_type::sprite: {
size_t index = item->icon.find(':');
std::string name = item->icon.substr(index+1);
UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
if (index == std::string::npos) {
batch->texture(assets->getTexture(name));
} else {
std::string atlasname = item->icon.substr(0, index);
Atlas* atlas = assets->getAtlas(atlasname);
if (atlas && atlas->has(name)) {
region = atlas->get(name);
batch->texture(atlas->getTexture());
}
}
batch->rect(width - 56, uicamera->getFov() - 56, 48, 48, 0, 0, 0,
region, false, true, glm::vec4(1.0f));
batch->render();
}
}
}
uishader->use();
batch->begin();
if (pause) {
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, width, height);
}
if (inventoryOpen) {
contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
contentAccess->actAndDraw(&ctx);
}
batch->render();
}
bool HudRenderer::isInventoryOpen() const {
return inventoryOpen;
}
bool HudRenderer::isPause() const {
return pause;
}