Block.cpp 6.4 KB

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