#include "HUD.hpp"
#include "Interface.hpp"
+#include "../app/Assets.hpp"
+#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "../graphics/Font.hpp"
+#include "../graphics/Viewport.hpp"
#include "../model/shapes.hpp"
#include "../world/World.hpp"
+#include <algorithm>
+#include <cmath>
#include <iostream>
+#include <sstream>
#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()
, 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))) {
+, 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));
});
crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
crosshair.Invalidate();
-}
-
-
-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::mat4(1.0f), 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));
}
block_buf.Clear();
type.FillModel(block_buf, b.Transform());
block.Update(block_buf);
+
+ block_label.Set(font, type.label);
+
block_visible = type.visible;
}
-void HUD::Render(DirectionalLighting &program) noexcept {
+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);
+
+ viewport.EnableInvertBlending();
+ viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
+ world_prog.SetM(viewport.Cursor());
+ crosshair.Draw();
+
if (block_visible) {
- program.SetLightDirection({ 1.0f, 3.0f, 5.0f });
- // disable distance fog
- program.SetFogDensity(0.0f);
- GLContext::ClearDepthBuffer();
- program.SetMVP(block_transform, view, projection);
+ viewport.DisableBlending();
+ world_prog.SetM(block_transform);
block.Draw();
- program.SetM(crosshair_transform);
- crosshair.Draw();
+ block_label.Render(viewport);
}
}
-Interface::Interface(const Config &config, World &world)
-: world(world)
+Interface::Interface(
+ const Config &config,
+ const Assets &assets,
+ const FrameCounter &counter,
+ World &world)
+: counter(counter)
+, 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)
, aim_normal()
, outline()
, outline_transform(1.0f)
+, counter_text()
, config(config)
, place_timer(256)
, remove_timer(256)
, selection(1)
, 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));
hud.Display(selection);
}
TurnBlock();
break;
+ case SDLK_n:
+ ToggleCollision();
+ break;
+
case SDLK_b:
PrintBlockInfo();
break;
case SDLK_p:
PrintSelectionInfo();
break;
+
+ case SDLK_F3:
+ ToggleCounter();
+ break;
}
}
hud.Display(selection);
}
+void Interface::ToggleCollision() {
+ ctrl.Controlled().WorldCollidable(!ctrl.Controlled().WorldCollidable());
+ std::cout << "collision " << (ctrl.Controlled().WorldCollidable() ? "on" : "off") << std::endl;
+}
+
void Interface::PrintBlockInfo() {
std::cout << std::endl;
if (!aim_chunk) {
<< std::endl;
}
+void Interface::ToggleCounter() {
+ counter_text.Toggle();
+ if (counter_text.Visible()) {
+ UpdateCounter();
+ }
+}
+
+void Interface::UpdateCounter() {
+ std::stringstream s;
+ s << std::setprecision(3) << counter.AvgRunning() << "ms";
+ std::string text = s.str();
+ counter_text.Set(font, text);
+}
+
void Interface::Handle(const SDL_MouseMotionEvent &event) {
if (config.mouse_disabled) return;
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::Update(int dt) {
ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
PlaceBlock();
CheckAim();
}
+
+ if (counter_text.Visible() && counter.Changed()) {
+ UpdateCounter();
+ }
}
void Interface::CheckAim() {
float dist;
- if (world.Intersection(aim, glm::mat4(1.0f), &aim_chunk, &aim_block, &dist, &aim_normal)) {
+ 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);
outline_transform = glm::scale(glm::vec3(1.0002f));
}
-void Interface::Render(DirectionalLighting &program) noexcept {
+void Interface::Render(Viewport &viewport) noexcept {
if (config.visual_disabled) return;
if (aim_chunk) {
- program.SetM(outline_transform);
+ DirectionalLighting &world_prog = viewport.EntityProgram();
+ world_prog.SetM(outline_transform);
outline.Draw();
}
- hud.Render(program);
+ if (counter_text.Visible()) {
+ counter_text.Render(viewport);
+ }
+
+ hud.Render(viewport);
}
}