Block.cpp 6.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228
  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, bool transparent)
  11. : Model3D(),
  12. zType(zType),
  13. location(pos),
  14. maxHP((float)maxHP)
  15. {
  16. hp = (float)maxHP;
  17. memset(sideVisible, 0, 6);
  18. Model3D::setAlpha(transparent);
  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 if (cApi)
  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. void Block::setLightData(Direction dir, unsigned char* data)
  73. {
  74. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  75. if (model->getVertexAnzahl() == 24)
  76. {
  77. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  78. const Vertex3D* verticies = model->zVertexBuffer();
  79. for (int i = 0; i < 24; i++)
  80. { // TODO: calculate rotations
  81. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  82. Vec3<unsigned char> light(0, 0, 0);
  83. for (int d = 0; d < 6; d++)
  84. {
  85. if ((dirs | getDirectionFromIndex(d)) == dirs)
  86. {
  87. light = Vec3<unsigned char>(
  88. max((unsigned char)((float)lightData[d * 6]
  89. * dayLightFactor),
  90. light.x),
  91. max((unsigned char)((float)lightData[d * 6 + 1]
  92. * dayLightFactor),
  93. light.y),
  94. max((unsigned char)((float)lightData[d * 6 + 2]
  95. * dayLightFactor),
  96. light.z));
  97. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  98. max(lightData[d * 6 + 4], light.y),
  99. max(lightData[d * 6 + 5], light.z));
  100. }
  101. }
  102. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  103. *(int*)(lightBuffer + i * 4) = l;
  104. }
  105. }
  106. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  107. sideVisible[getDirectionIndex(dir)] = 1;
  108. else
  109. sideVisible[getDirectionIndex(dir)] = 0;
  110. }
  111. bool Block::isVisible() const
  112. {
  113. return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  114. || sideVisible[4] || sideVisible[5];
  115. }
  116. Vec3<int> Block::getLocation() const
  117. {
  118. return location;
  119. }
  120. const BlockType* Block::zBlockType() const
  121. {
  122. return zType;
  123. }
  124. Textur* Block::zEffectTextur()
  125. {
  126. if (hp < maxHP) return breakTextur;
  127. return 0;
  128. }
  129. float Block::getEffectPercentage()
  130. {
  131. return 1 - hp / maxHP;
  132. }
  133. Text Block::printLightInfo()
  134. {
  135. Text result = "NORTH[0;-1;0](";
  136. result += (int)lightData[0];
  137. result += ",";
  138. result += (int)lightData[1];
  139. result += ",";
  140. result += (int)lightData[2];
  141. result += ";";
  142. result += (int)lightData[3];
  143. result += ",";
  144. result += (int)lightData[4];
  145. result += ",";
  146. result += (int)lightData[5];
  147. result += ")\n";
  148. result += "EAST[1;0;0](";
  149. result += (int)lightData[6];
  150. result += ",";
  151. result += (int)lightData[7];
  152. result += ",";
  153. result += (int)lightData[8];
  154. result += ";";
  155. result += (int)lightData[9];
  156. result += ",";
  157. result += (int)lightData[10];
  158. result += ",";
  159. result += (int)lightData[11];
  160. result += ")\n";
  161. result += "SOUTH[0;1;0](";
  162. result += (int)lightData[12];
  163. result += ",";
  164. result += (int)lightData[13];
  165. result += ",";
  166. result += (int)lightData[14];
  167. result += ";";
  168. result += (int)lightData[15];
  169. result += ",";
  170. result += (int)lightData[16];
  171. result += ",";
  172. result += (int)lightData[17];
  173. result += ")\n";
  174. result += "WEST[-1;0;0](";
  175. result += (int)lightData[18];
  176. result += ",";
  177. result += (int)lightData[19];
  178. result += ",";
  179. result += (int)lightData[20];
  180. result += ";";
  181. result += (int)lightData[21];
  182. result += ",";
  183. result += (int)lightData[22];
  184. result += ",";
  185. result += (int)lightData[23];
  186. result += ")\n";
  187. result += "TOP[0;0;1](";
  188. result += (int)lightData[24];
  189. result += ",";
  190. result += (int)lightData[25];
  191. result += ",";
  192. result += (int)lightData[26];
  193. result += ";";
  194. result += (int)lightData[27];
  195. result += ",";
  196. result += (int)lightData[28];
  197. result += ",";
  198. result += (int)lightData[29];
  199. result += ")\n";
  200. result += "BOTTOM[0;0;-1](";
  201. result += (int)lightData[30];
  202. result += ",";
  203. result += (int)lightData[31];
  204. result += ",";
  205. result += (int)lightData[32];
  206. result += ";";
  207. result += (int)lightData[33];
  208. result += ",";
  209. result += (int)lightData[34];
  210. result += ",";
  211. result += (int)lightData[35];
  212. result += ")\n";
  213. return result;
  214. }