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- #include <Textur.h>
- #include <Shader.h>
- #include "Block.h"
- #include "Globals.h"
- #include "CustomDX11API.h"
- Block::Block(const BlockType* zType, Framework::Vec3<int> pos, Model3DData* model, Model3DTextur* texture, int maxHP)
- : Model3D(),
- zType(zType),
- location(pos),
- maxHP((float)maxHP)
- {
- transparent = 0;
- hp = (float)maxHP;
- memset(sideVisible, 0, 6);
- Model3D::setPosition((Framework::Vec3<float>)pos + Framework::Vec3<float>{0.5f, 0.5f, 0.5f});
- setModelDaten(model);
- setModelTextur(texture);
- breakTextur = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur("blocks.ltdb/crack.png", 0);
- memset(lightData, 0, 6 * 6);
- }
- Block::~Block()
- {
- breakTextur->release();
- }
- void Block::beforeRender(GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
- {
- CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
- if (cApi && model->getVertexAnzahl() == 24)
- {
- int count = 24;
- zVertexShader->füllConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
- zVertexShader->füllConstBuffer(lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 24 * 4);
- }
- else
- {
- int count = 0;
- zVertexShader->füllConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
- }
- }
- void Block::afterRender(GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
- {
- CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
- if (cApi && model->getVertexAnzahl() == 24)
- {
- int count = 0;
- zVertexShader->füllConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
- }
- }
- void Block::api(char* message)
- {
- // TODO: implement api
- switch (message[0])
- {
- case 0: // hp change
- hp = *(float*)(message + 1);
- break;
- }
- }
- bool Block::isTransparent() const
- {
- return transparent;
- }
- void Block::setLightData(Direction dir, unsigned char* data)
- {
- memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
- if (model->getVertexAnzahl() == 24)
- {
- float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
- const Vertex3D* verticies = model->zVertexBuffer();
- for (int i = 0; i < 24; i++)
- { // TODO: calculate rotations
- Directions dirs = getDirectionsFromVector(verticies[i].pos);
- Vec3<unsigned char> light(0, 0, 0);
- for (int d = 0; d < 6; d++)
- {
- if ((dirs | getDirectionFromIndex(d)) == dirs)
- {
- light = Vec3<unsigned char>(max((unsigned char)((float)lightData[d * 6] * dayLightFactor), light.x), max((unsigned char)((float)lightData[d * 6 + 1] * dayLightFactor), light.y), max((unsigned char)((float)lightData[d * 6 + 2] * dayLightFactor), light.z));
- light = Vec3<float>(max(lightData[d * 6 + 3], light.x), max(lightData[d * 6 + 4], light.y), max(lightData[d * 6 + 5], light.z));
- }
- }
- int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
- *(int*)(lightBuffer + i * 4) = l;
- }
- }
- if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
- sideVisible[getDirectionIndex(dir)] = 1;
- else
- sideVisible[getDirectionIndex(dir)] = 0;
- }
- bool Block::isVisible() const
- {
- return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3] || sideVisible[4] || sideVisible[5];
- }
- Vec3<int> Block::getLocation() const
- {
- return location;
- }
- const BlockType* Block::zBlockType() const
- {
- return zType;
- }
- Textur* Block::zEffectTextur()
- {
- if (hp < maxHP)
- return breakTextur;
- return 0;
- }
- float Block::getEffectPercentage()
- {
- return 1 - hp / maxHP;
- }
- Text Block::printLightInfo()
- {
- Text result = "NORTH[0;-1;0](";
- result += (int)lightData[0];
- result += ",";
- result += (int)lightData[1];
- result += ",";
- result += (int)lightData[2];
- result += ";";
- result += (int)lightData[3];
- result += ",";
- result += (int)lightData[4];
- result += ",";
- result += (int)lightData[5];
- result += ")\n";
- result += "EAST[1;0;0](";
- result += (int)lightData[6];
- result += ",";
- result += (int)lightData[7];
- result += ",";
- result += (int)lightData[8];
- result += ";";
- result += (int)lightData[9];
- result += ",";
- result += (int)lightData[10];
- result += ",";
- result += (int)lightData[11];
- result += ")\n";
- result += "SOUTH[0;1;0](";
- result += (int)lightData[12];
- result += ",";
- result += (int)lightData[13];
- result += ",";
- result += (int)lightData[14];
- result += ";";
- result += (int)lightData[15];
- result += ",";
- result += (int)lightData[16];
- result += ",";
- result += (int)lightData[17];
- result += ")\n";
- result += "WEST[-1;0;0](";
- result += (int)lightData[18];
- result += ",";
- result += (int)lightData[19];
- result += ",";
- result += (int)lightData[20];
- result += ";";
- result += (int)lightData[21];
- result += ",";
- result += (int)lightData[22];
- result += ",";
- result += (int)lightData[23];
- result += ")\n";
- result += "TOP[0;0;1](";
- result += (int)lightData[24];
- result += ",";
- result += (int)lightData[25];
- result += ",";
- result += (int)lightData[26];
- result += ";";
- result += (int)lightData[27];
- result += ",";
- result += (int)lightData[28];
- result += ",";
- result += (int)lightData[29];
- result += ")\n";
- result += "BOTTOM[0;0;-1](";
- result += (int)lightData[30];
- result += ",";
- result += (int)lightData[31];
- result += ",";
- result += (int)lightData[32];
- result += ";";
- result += (int)lightData[33];
- result += ",";
- result += (int)lightData[34];
- result += ",";
- result += (int)lightData[35];
- result += ")\n";
- return result;
- }
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