Block.cpp 7.1 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. 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. }
  82. }
  83. void Block::setLightData(Direction dir, unsigned char* data)
  84. {
  85. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  86. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  87. if (model->getVertexAnzahl() == 24)
  88. {
  89. const Vertex3D* verticies = model->zVertexBuffer();
  90. for (int i = 0; i < 24; i++)
  91. { // TODO: calculate rotations
  92. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  93. Vec3<unsigned char> light(0, 0, 0);
  94. for (int d = 0; d < 6; d++)
  95. {
  96. if ((dirs | getDirectionFromIndex(d)) == dirs)
  97. {
  98. light = Vec3<unsigned char>(
  99. max((unsigned char)((float)lightData[d * 6]
  100. * dayLightFactor),
  101. light.x),
  102. max((unsigned char)((float)lightData[d * 6 + 1]
  103. * dayLightFactor),
  104. light.y),
  105. max((unsigned char)((float)lightData[d * 6 + 2]
  106. * dayLightFactor),
  107. light.z));
  108. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  109. max(lightData[d * 6 + 4], light.y),
  110. max(lightData[d * 6 + 5], light.z));
  111. }
  112. }
  113. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  114. *(int*)(lightBuffer + i * 4) = l;
  115. }
  116. }
  117. else
  118. {
  119. Vec3<unsigned char> light = Vec3<unsigned char>(
  120. max((unsigned char)((float)data[0] * dayLightFactor), data[3]),
  121. max((unsigned char)((float)data[1] * dayLightFactor), data[4]),
  122. max((unsigned char)((float)data[2] * dayLightFactor), data[5]));
  123. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  124. *(int*)lightBuffer = l;
  125. }
  126. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  127. sideVisible[getDirectionIndex(dir)] = 1;
  128. else
  129. sideVisible[getDirectionIndex(dir)] = 0;
  130. }
  131. bool Block::isVisible() const
  132. {
  133. return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  134. || sideVisible[4] || sideVisible[5];
  135. }
  136. Vec3<int> Block::getLocation() const
  137. {
  138. return location;
  139. }
  140. const BlockType* Block::zBlockType() const
  141. {
  142. return zType;
  143. }
  144. Textur* Block::zEffectTextur()
  145. {
  146. if (hp < maxHP) return breakTextur;
  147. return 0;
  148. }
  149. float Block::getEffectPercentage()
  150. {
  151. return 1 - hp / maxHP;
  152. }
  153. Text Block::printLightInfo()
  154. {
  155. Text result = "NORTH[0;-1;0](";
  156. result += (int)lightData[0];
  157. result += ",";
  158. result += (int)lightData[1];
  159. result += ",";
  160. result += (int)lightData[2];
  161. result += ";";
  162. result += (int)lightData[3];
  163. result += ",";
  164. result += (int)lightData[4];
  165. result += ",";
  166. result += (int)lightData[5];
  167. result += ")\n";
  168. result += "EAST[1;0;0](";
  169. result += (int)lightData[6];
  170. result += ",";
  171. result += (int)lightData[7];
  172. result += ",";
  173. result += (int)lightData[8];
  174. result += ";";
  175. result += (int)lightData[9];
  176. result += ",";
  177. result += (int)lightData[10];
  178. result += ",";
  179. result += (int)lightData[11];
  180. result += ")\n";
  181. result += "SOUTH[0;1;0](";
  182. result += (int)lightData[12];
  183. result += ",";
  184. result += (int)lightData[13];
  185. result += ",";
  186. result += (int)lightData[14];
  187. result += ";";
  188. result += (int)lightData[15];
  189. result += ",";
  190. result += (int)lightData[16];
  191. result += ",";
  192. result += (int)lightData[17];
  193. result += ")\n";
  194. result += "WEST[-1;0;0](";
  195. result += (int)lightData[18];
  196. result += ",";
  197. result += (int)lightData[19];
  198. result += ",";
  199. result += (int)lightData[20];
  200. result += ";";
  201. result += (int)lightData[21];
  202. result += ",";
  203. result += (int)lightData[22];
  204. result += ",";
  205. result += (int)lightData[23];
  206. result += ")\n";
  207. result += "TOP[0;0;1](";
  208. result += (int)lightData[24];
  209. result += ",";
  210. result += (int)lightData[25];
  211. result += ",";
  212. result += (int)lightData[26];
  213. result += ";";
  214. result += (int)lightData[27];
  215. result += ",";
  216. result += (int)lightData[28];
  217. result += ",";
  218. result += (int)lightData[29];
  219. result += ")\n";
  220. result += "BOTTOM[0;0;-1](";
  221. result += (int)lightData[30];
  222. result += ",";
  223. result += (int)lightData[31];
  224. result += ",";
  225. result += (int)lightData[32];
  226. result += ";";
  227. result += (int)lightData[33];
  228. result += ",";
  229. result += (int)lightData[34];
  230. result += ",";
  231. result += (int)lightData[35];
  232. result += ")\n";
  233. return result;
  234. }