#include "HUD.hpp"
#include "Interface.hpp"
+#include "../app/Assets.hpp"
#include "../app/init.hpp"
+#include "../graphics/BlendedSprite.hpp"
#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/Font.hpp"
#include "../model/shapes.hpp"
#include "../world/World.hpp"
+#include <algorithm>
+#include <cmath>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/io.hpp>
namespace blank {
-HUD::HUD(const BlockTypeRegistry &types)
+HUD::HUD(const BlockTypeRegistry &types, const Font &font)
: types(types)
+, font(font)
, block()
, block_buf()
, block_transform(1.0f)
+, block_label()
+, label_sprite()
+, label_transform(1.0f)
+, label_color{0xFF, 0xFF, 0xFF, 0xFF}
, block_visible(false)
, crosshair()
, crosshair_transform(1.0f)
, near(100.0f)
, far(-100.0f)
, projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far))
-, view(glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0))) {
+, view(1.0f) {
block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
block_transform = glm::scale(block_transform, glm::vec3(50.0f));
block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
void HUD::Viewport(float x, float y, float width, float height) noexcept {
projection = glm::ortho(x, width, height, y, near, far);
- crosshair_transform = glm::translate(glm::mat4(1.0f), glm::vec3(width * 0.5f, height * 0.5f, 0.0f));
+ crosshair_transform = glm::translate(glm::vec3(width * 0.5f, height * 0.5f, 0.0f));
}
block_buf.Clear();
type.FillModel(block_buf, b.Transform());
block.Update(block_buf);
+
+ font.Render(type.label.c_str(), label_color, block_label);
+ glm::vec2 size(font.TextSize(type.label.c_str()));
+ label_sprite.LoadRect(size.x, size.y);
+ label_transform = glm::translate(glm::vec3(
+ std::max(5.0f, 50.0f - std::round(size.x * 0.5f)),
+ 70.0f + size.y,
+ 0.75f
+ ));
+
block_visible = type.visible;
}
-void HUD::Render(DirectionalLighting &program) noexcept {
- program.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+void HUD::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept {
+ world_prog.Activate();
+ world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
// disable distance fog
- program.SetFogDensity(0.0f);
+ world_prog.SetFogDensity(0.0f);
GLContext::ClearDepthBuffer();
- program.SetVP(view, projection);
+ world_prog.SetMVP(crosshair_transform, view, projection);
+ crosshair.Draw();
if (block_visible) {
- program.SetM(block_transform);
+ world_prog.SetM(block_transform);
block.Draw();
- }
- program.SetM(crosshair_transform);
- crosshair.Draw();
+ sprite_prog.Activate();
+ sprite_prog.SetMVP(label_transform, view, projection);
+ sprite_prog.SetTexture(block_label);
+ label_sprite.Draw();
+ }
}
-Interface::Interface(const Config &config, World &world)
+Interface::Interface(const Config &config, const Assets &assets, World &world)
: world(world)
, ctrl(world.Player())
-, hud(world.BlockTypes())
+, font(assets.LoadFont("DejaVuSans", 16))
+, hud(world.BlockTypes(), font)
, aim{{ 0, 0, 0 }, { 0, 0, -1 }}
, aim_chunk(nullptr)
, aim_block(0)
}
-void Interface::Render(DirectionalLighting &program) noexcept {
+void Interface::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept {
if (config.visual_disabled) return;
if (aim_chunk) {
- program.SetM(outline_transform);
+ world_prog.Activate();
+ world_prog.SetM(outline_transform);
outline.Draw();
}
- hud.Render(program);
+ hud.Render(world_prog, sprite_prog);
}
}