Block.cpp 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264
  1. #include "Block.h"
  2. #include <Shader.h>
  3. #include <Textur.h>
  4. #include "CustomDX11API.h"
  5. #include "Globals.h"
  6. Block::Block(const BlockType* zType,
  7. Framework::Vec3<int> pos,
  8. Model3DData* model,
  9. Model3DTextur* texture,
  10. int maxHP,
  11. bool transparent)
  12. : Model3D(),
  13. zType(zType),
  14. location(pos),
  15. maxHP((float)maxHP)
  16. {
  17. hp = (float)maxHP;
  18. memset(sideVisible, 0, 6);
  19. Model3D::setAlpha(transparent);
  20. Model3D::setPosition(
  21. (Framework::Vec3<float>)pos + Framework::Vec3<float>{0.5f, 0.5f, 0.5f});
  22. setModelDaten(model);
  23. setModelTextur(texture);
  24. breakTextur
  25. = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur(
  26. "blocks.ltdb/crack.png", 0);
  27. memset(lightData, 0, 6 * 6);
  28. }
  29. Block::~Block()
  30. {
  31. breakTextur->release();
  32. }
  33. void Block::beforeRender(
  34. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  35. {
  36. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  37. if (cApi && model->getVertexAnzahl() == 24)
  38. {
  39. int count = 24;
  40. zVertexShader->füllConstBuffer(
  41. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  42. zVertexShader->füllConstBuffer(
  43. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 24 * 4);
  44. }
  45. else if (cApi)
  46. {
  47. int count = 1;
  48. zVertexShader->füllConstBuffer(
  49. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  50. zVertexShader->füllConstBuffer(
  51. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 4);
  52. }
  53. }
  54. void Block::afterRender(
  55. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  56. {
  57. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  58. if (cApi)
  59. {
  60. int count = 0;
  61. zVertexShader->füllConstBuffer(
  62. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  63. }
  64. }
  65. void Block::api(char* message)
  66. {
  67. // TODO: implement api
  68. switch (message[0])
  69. {
  70. case 0: // hp change
  71. hp = *(float*)(message + 1);
  72. break;
  73. case 1: // model change
  74. {
  75. ByteArrayReader reader(message + 1, 10000, 0);
  76. ModelInfo info(&reader);
  77. setModelDaten(info.getModel());
  78. setModelTextur(info.getTexture());
  79. break;
  80. }
  81. case 2: // update fluid fill state
  82. {
  83. short fluidAmount = *(short*)(message + 1);
  84. if (this->skelett)
  85. {
  86. float z = (float)fluidAmount / 1000.f;
  87. Knochen* k = this->skelett->zKnochen()->zKind();
  88. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  89. k = k->zGeschwister();
  90. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  91. k = k->zGeschwister();
  92. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  93. k = k->zGeschwister();
  94. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  95. }
  96. }
  97. }
  98. }
  99. void Block::setLightData(Direction dir, unsigned char* data)
  100. {
  101. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  102. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  103. if (model->getVertexAnzahl() == 24)
  104. {
  105. const Vertex3D* verticies = model->zVertexBuffer();
  106. for (int i = 0; i < 24; i++)
  107. { // TODO: calculate rotations
  108. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  109. Vec3<unsigned char> light(0, 0, 0);
  110. for (int d = 0; d < 6; d++)
  111. {
  112. if ((dirs | getDirectionFromIndex(d)) == dirs)
  113. {
  114. light = Vec3<unsigned char>(
  115. max((unsigned char)((float)lightData[d * 6]
  116. * dayLightFactor),
  117. light.x),
  118. max((unsigned char)((float)lightData[d * 6 + 1]
  119. * dayLightFactor),
  120. light.y),
  121. max((unsigned char)((float)lightData[d * 6 + 2]
  122. * dayLightFactor),
  123. light.z));
  124. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  125. max(lightData[d * 6 + 4], light.y),
  126. max(lightData[d * 6 + 5], light.z));
  127. }
  128. }
  129. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  130. *(int*)(lightBuffer + i * 4) = l;
  131. }
  132. }
  133. else if (dir == Direction::TOP)
  134. {
  135. Vec3<unsigned char> light = Vec3<unsigned char>(
  136. max((unsigned char)((float)data[0] * dayLightFactor), data[3]),
  137. max((unsigned char)((float)data[1] * dayLightFactor), data[4]),
  138. max((unsigned char)((float)data[2] * dayLightFactor), data[5]));
  139. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  140. *(int*)lightBuffer = l;
  141. }
  142. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  143. sideVisible[getDirectionIndex(dir)] = 1;
  144. else
  145. sideVisible[getDirectionIndex(dir)] = 0;
  146. }
  147. bool Block::isVisible() const
  148. {
  149. return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  150. || sideVisible[4] || sideVisible[5];
  151. }
  152. Vec3<int> Block::getLocation() const
  153. {
  154. return location;
  155. }
  156. const BlockType* Block::zBlockType() const
  157. {
  158. return zType;
  159. }
  160. Textur* Block::zEffectTextur()
  161. {
  162. if (hp < maxHP) return breakTextur;
  163. return 0;
  164. }
  165. float Block::getEffectPercentage()
  166. {
  167. return 1 - hp / maxHP;
  168. }
  169. Text Block::printLightInfo()
  170. {
  171. Text result = "NORTH[0;-1;0](";
  172. result += (int)lightData[0];
  173. result += ",";
  174. result += (int)lightData[1];
  175. result += ",";
  176. result += (int)lightData[2];
  177. result += ";";
  178. result += (int)lightData[3];
  179. result += ",";
  180. result += (int)lightData[4];
  181. result += ",";
  182. result += (int)lightData[5];
  183. result += ")\n";
  184. result += "EAST[1;0;0](";
  185. result += (int)lightData[6];
  186. result += ",";
  187. result += (int)lightData[7];
  188. result += ",";
  189. result += (int)lightData[8];
  190. result += ";";
  191. result += (int)lightData[9];
  192. result += ",";
  193. result += (int)lightData[10];
  194. result += ",";
  195. result += (int)lightData[11];
  196. result += ")\n";
  197. result += "SOUTH[0;1;0](";
  198. result += (int)lightData[12];
  199. result += ",";
  200. result += (int)lightData[13];
  201. result += ",";
  202. result += (int)lightData[14];
  203. result += ";";
  204. result += (int)lightData[15];
  205. result += ",";
  206. result += (int)lightData[16];
  207. result += ",";
  208. result += (int)lightData[17];
  209. result += ")\n";
  210. result += "WEST[-1;0;0](";
  211. result += (int)lightData[18];
  212. result += ",";
  213. result += (int)lightData[19];
  214. result += ",";
  215. result += (int)lightData[20];
  216. result += ";";
  217. result += (int)lightData[21];
  218. result += ",";
  219. result += (int)lightData[22];
  220. result += ",";
  221. result += (int)lightData[23];
  222. result += ")\n";
  223. result += "TOP[0;0;1](";
  224. result += (int)lightData[24];
  225. result += ",";
  226. result += (int)lightData[25];
  227. result += ",";
  228. result += (int)lightData[26];
  229. result += ";";
  230. result += (int)lightData[27];
  231. result += ",";
  232. result += (int)lightData[28];
  233. result += ",";
  234. result += (int)lightData[29];
  235. result += ")\n";
  236. result += "BOTTOM[0;0;-1](";
  237. result += (int)lightData[30];
  238. result += ",";
  239. result += (int)lightData[31];
  240. result += ",";
  241. result += (int)lightData[32];
  242. result += ";";
  243. result += (int)lightData[33];
  244. result += ",";
  245. result += (int)lightData[34];
  246. result += ",";
  247. result += (int)lightData[35];
  248. result += ")\n";
  249. return result;
  250. }