#include "Interface.hpp"
#include "../app/Assets.hpp"
+#include "../app/Environment.hpp"
#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
-#include "../graphics/BlendedSprite.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "../audio/Audio.hpp"
#include "../graphics/Font.hpp"
+#include "../graphics/Viewport.hpp"
#include "../model/shapes.hpp"
#include "../world/World.hpp"
, 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(1.0f) {
+, crosshair() {
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));
block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
- crosshair.vertices = std::vector<glm::vec3>({
+ OutlineModel::Buffer buf;
+ buf.vertices = std::vector<glm::vec3>({
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
- crosshair.indices = std::vector<OutlineModel::Index>({
+ buf.indices = std::vector<OutlineModel::Index>({
0, 1, 2, 3
});
- crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
- crosshair.Invalidate();
-}
-
+ buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+ crosshair.Update(buf);
-void HUD::Viewport(float width, float height) noexcept {
- Viewport(0, 0, width, height);
-}
-
-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::vec3(width * 0.5f, height * 0.5f, 0.0f));
+ block_label.Position(
+ glm::vec3(50.0f, 85.0f, 0.0f),
+ Gravity::NORTH_WEST,
+ Gravity::NORTH
+ );
+ block_label.Foreground(glm::vec4(1.0f));
+ block_label.Background(glm::vec4(0.5f));
}
const BlockType &type = types.Get(b.type);
block_buf.Clear();
- type.FillModel(block_buf, b.Transform());
+ type.FillEntityModel(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_label.Set(font, type.label);
block_visible = type.visible;
}
-void HUD::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept {
- world_prog.Activate();
+void HUD::Render(Viewport &viewport) noexcept {
+ viewport.ClearDepth();
+
+ DirectionalLighting &world_prog = viewport.HUDProgram();
world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
// disable distance fog
world_prog.SetFogDensity(0.0f);
- GLContext::ClearDepthBuffer();
- GLContext::EnableInvertBlending();
- world_prog.SetMVP(crosshair_transform, view, projection);
+ viewport.EnableInvertBlending();
+ viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
+ world_prog.SetM(viewport.Cursor());
crosshair.Draw();
if (block_visible) {
- GLContext::DisableBlending();
+ viewport.DisableBlending();
world_prog.SetM(block_transform);
block.Draw();
-
- sprite_prog.Activate();
- sprite_prog.SetMVP(label_transform, view, projection);
- sprite_prog.SetTexture(block_label);
- label_sprite.Draw();
+ block_label.Render(viewport);
}
}
Interface::Interface(
const Config &config,
- const Assets &assets,
- const FrameCounter &counter,
+ Environment &env,
World &world)
-: counter(counter)
+: env(env)
, world(world)
, ctrl(world.Player())
-, font(assets.LoadFont("DejaVuSans", 16))
+, font(env.assets.LoadFont("DejaVuSans", 16))
, hud(world.BlockTypes(), font)
, aim{{ 0, 0, 0 }, { 0, 0, -1 }}
, aim_chunk(nullptr)
, aim_normal()
, outline()
, outline_transform(1.0f)
-, show_counter(false)
-, counter_tex()
-, counter_sprite()
-, counter_transform(1.0f)
-, counter_color{0xFF, 0xFF, 0xFF, 0xFF}
+, counter_text()
+, messages(font)
+, msg_timer(5000)
, config(config)
, place_timer(256)
, remove_timer(256)
, remove(0)
, selection(1)
+, place_sound(env.assets.LoadSound("thump"))
+, remove_sound(env.assets.LoadSound("plop"))
, fwd(0)
, rev(0) {
- hud.Viewport(960, 600);
+ counter_text.Hide();
+ counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
+ counter_text.Foreground(glm::vec4(1.0f));
+ counter_text.Background(glm::vec4(0.5f));
+ position_text.Hide();
+ position_text.Position(glm::vec3(-25.0f, 25.0f + font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ position_text.Foreground(glm::vec4(1.0f));
+ position_text.Background(glm::vec4(0.5f));
+ messages.Position(glm::vec3(25.0f, -25.0f, 0.0f), Gravity::SOUTH_WEST);
+ messages.Foreground(glm::vec4(1.0f));
+ messages.Background(glm::vec4(0.5f));
hud.Display(selection);
}
PrintSelectionInfo();
break;
+ case SDLK_F1:
+ ToggleVisual();
+ break;
case SDLK_F3:
- ToggleCounter();
+ ToggleDebug();
+ break;
+ case SDLK_F4:
+ ToggleAudio();
break;
}
}
void Interface::ToggleCollision() {
ctrl.Controlled().WorldCollidable(!ctrl.Controlled().WorldCollidable());
- std::cout << "collision " << (ctrl.Controlled().WorldCollidable() ? "on" : "off") << std::endl;
+ if (ctrl.Controlled().WorldCollidable()) {
+ PostMessage("collision on");
+ } else {
+ PostMessage("collision off");
+ }
}
void Interface::PrintBlockInfo() {
std::cout << std::endl;
if (!aim_chunk) {
- std::cout << "not looking at any block" << std::endl;
+ PostMessage("not looking at any block");
Ray aim = ctrl.Aim();
- std::cout << "aim ray: " << aim.orig << ", " << aim.dir << std::endl;
+ std::stringstream s;
+ s << "aim ray: " << aim.orig << ", " << aim.dir;
+ PostMessage(s.str());
return;
}
- std::cout << "looking at block " << aim_block
+ std::stringstream s;
+ s << "looking at block " << aim_block
<< " " << Chunk::ToCoords(aim_block)
<< " of chunk " << aim_chunk->Position()
- << std::endl;
+ ;
+ PostMessage(s.str());
Print(aim_chunk->BlockAt(aim_block));
}
void Interface::PrintChunkInfo() {
std::cout << std::endl;
if (!aim_chunk) {
- std::cout << "not looking at any block" << std::endl;
+ PostMessage("not looking at any block");
return;
}
- std::cout << "looking at chunk "
- << aim_chunk->Position()
- << std::endl;
+ std::stringstream s;
+ s << "looking at chunk " << aim_chunk->Position();
+ PostMessage(s.str());
- std::cout << " neighbors:" << std::endl;
+ PostMessage(" neighbors:");
if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
- std::cout << " left " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position() << std::endl;
+ s.str("");
+ s << " left " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position();
+ PostMessage(s.str());
}
if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
- std::cout << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position() << std::endl;
+ s.str("");
+ s << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position();
+ PostMessage(s.str());
}
if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
- std::cout << " up " << aim_chunk->GetNeighbor(Block::FACE_UP).Position() << std::endl;
+ s.str("");
+ s << " up " << aim_chunk->GetNeighbor(Block::FACE_UP).Position();
+ PostMessage(s.str());
}
if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
- std::cout << " down " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position() << std::endl;
+ s.str("");
+ s << " down " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position();
+ PostMessage(s.str());
}
if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
- std::cout << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position() << std::endl;
+ s.str("");
+ s << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position();
+ PostMessage(s.str());
}
if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
- std::cout << " back " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position() << std::endl;
+ s.str("");
+ s << " back " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position();
+ PostMessage(s.str());
}
std::cout << std::endl;
}
void Interface::PrintLightInfo() {
- std::cout
+ std::stringstream s;
+ s
<< "light level " << world.PlayerChunk().GetLight(world.Player().Position())
<< " at position " << world.Player().Position()
- << std::endl;
+ ;
+ PostMessage(s.str());
}
void Interface::PrintSelectionInfo() {
}
void Interface::Print(const Block &block) {
- std::cout << "type: " << block.type
+ std::stringstream s;
+ s << "type: " << block.type
<< ", face: " << block.GetFace()
<< ", turn: " << block.GetTurn()
- << std::endl;
+ ;
+ PostMessage(s.str());
+}
+
+void Interface::ToggleAudio() {
+ config.audio_disabled = !config.audio_disabled;
+ if (config.audio_disabled) {
+ PostMessage("audio off");
+ } else {
+ PostMessage("audio on");
+ }
}
-void Interface::ToggleCounter() {
- if ((show_counter = !show_counter)) {
+void Interface::ToggleVisual() {
+ config.visual_disabled = !config.visual_disabled;
+ if (config.visual_disabled) {
+ PostMessage("visual off");
+ } else {
+ PostMessage("visual on");
+ }
+}
+
+void Interface::ToggleDebug() {
+ counter_text.Toggle();
+ position_text.Toggle();
+ if (counter_text.Visible()) {
UpdateCounter();
+ UpdatePosition();
}
}
void Interface::UpdateCounter() {
std::stringstream s;
- s << std::setprecision(3) << counter.AvgRunning() << "ms";
+ s << std::setprecision(3) <<
+ "avg: " << env.counter.Average().running << "ms, "
+ "peak: " << env.counter.Peak().running << "ms";
std::string text = s.str();
- font.Render(text.c_str(), counter_color, counter_tex);
- glm::vec2 size(font.TextSize(text.c_str()));
- counter_sprite.LoadRect(size.x, size.y);
- counter_transform = glm::translate(glm::vec3(
- 400.0f - size.x,
- 25.0f,
- 0.75f
- ));
+ counter_text.Set(font, text);
+}
+
+void Interface::UpdatePosition() {
+ std::stringstream s;
+ s << std::setprecision(3) << "pos: " << ctrl.Controlled().AbsolutePosition();
+ position_text.Set(font, s.str());
}
next_pos -= aim_normal * glm::vec3(Chunk::Extent());
}
mod_chunk->SetBlock(next_pos, selection);
- mod_chunk->Invalidate();
+
+ if (config.audio_disabled) return;
+ const Entity &player = ctrl.Controlled();
+ env.audio.Play(
+ place_sound,
+ mod_chunk->ToSceneCoords(player.ChunkCoords(), next_pos)
+ );
}
void Interface::RemoveBlock() noexcept {
if (!aim_chunk) return;
aim_chunk->SetBlock(aim_block, remove);
- aim_chunk->Invalidate();
+
+ if (config.audio_disabled) return;
+ const Entity &player = ctrl.Controlled();
+ env.audio.Play(
+ remove_sound,
+ aim_chunk->ToSceneCoords(player.ChunkCoords(), Chunk::ToCoords(aim_block))
+ );
}
hud.Display(selection);
}
-void Interface::Handle(const SDL_WindowEvent &event) noexcept {
- if (event.event == SDL_WINDOWEVENT_RESIZED) {
- hud.Viewport(event.data1, event.data2);
- }
+
+void Interface::PostMessage(const char *msg) {
+ messages.PushLine(msg);
+ msg_timer.Reset();
+ msg_timer.Start();
+ std::cout << msg << std::endl;
}
ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
ctrl.Update(dt);
+ msg_timer.Update(dt);
place_timer.Update(dt);
remove_timer.Update(dt);
aim = ctrl.Aim();
CheckAim();
+ if (msg_timer.HitOnce()) {
+ msg_timer.Stop();
+ }
+
if (remove_timer.Hit()) {
RemoveBlock();
CheckAim();
CheckAim();
}
- if (show_counter && counter.Changed()) {
+ if (counter_text.Visible() && env.counter.Changed()) {
UpdateCounter();
}
+ if (position_text.Visible()) {
+ UpdatePosition();
+ }
+}
+
+namespace {
+
+OutlineModel::Buffer outl_buf;
+
}
void Interface::CheckAim() {
float dist;
if (world.Intersection(aim, glm::mat4(1.0f), aim_chunk, aim_block, dist, aim_normal)) {
- outline.Clear();
- aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
+ outl_buf.Clear();
+ aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outl_buf);
+ outline.Update(outl_buf);
outline_transform = glm::scale(glm::vec3(1.0002f));
outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);
}
-void Interface::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept {
+void Interface::Render(Viewport &viewport) noexcept {
if (config.visual_disabled) return;
if (aim_chunk) {
- world_prog.Activate();
+ DirectionalLighting &world_prog = viewport.EntityProgram();
world_prog.SetM(outline_transform);
outline.Draw();
}
- if (show_counter) {
- sprite_prog.Activate();
- sprite_prog.SetM(counter_transform);
- sprite_prog.SetTexture(counter_tex);
- counter_sprite.Draw();
+ if (counter_text.Visible()) {
+ counter_text.Render(viewport);
+ }
+ if (position_text.Visible()) {
+ position_text.Render(viewport);
+ }
+
+ if (msg_timer.Running()) {
+ messages.Render(viewport);
}
- hud.Render(world_prog, sprite_prog);
+ hud.Render(viewport);
}
}