Block.cpp 8.1 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. bool needRequestModelInfo)
  13. : Model3D(),
  14. zType(zType),
  15. location(pos),
  16. maxHP((float)maxHP),
  17. needRequestModelInfo(needRequestModelInfo)
  18. {
  19. hp = (float)maxHP;
  20. memset(sideVisible, 0, 6);
  21. Model3D::setAlpha(transparent);
  22. Model3D::setPosition(
  23. (Framework::Vec3<float>)pos + Framework::Vec3<float>{0.5f, 0.5f, 0.5f});
  24. setModelDaten(model);
  25. setModelTextur(texture);
  26. breakTextur
  27. = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur(
  28. "blocks.ltdb/crack.png", 0);
  29. memset(lightData, 0, 6 * 6);
  30. }
  31. Block::~Block()
  32. {
  33. breakTextur->release();
  34. }
  35. void Block::beforeRender(
  36. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  37. {
  38. if (needRequestModelInfo)
  39. {
  40. needRequestModelInfo = 0;
  41. World::INSTANCE->zClient()->blockAPIRequest(location, "\0", 1);
  42. }
  43. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  44. if (cApi && model->getVertexAnzahl() == 24)
  45. {
  46. int count = 24;
  47. zVertexShader->füllConstBuffer(
  48. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  49. zVertexShader->füllConstBuffer(
  50. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 24 * 4);
  51. }
  52. else if (cApi)
  53. {
  54. int count = 1;
  55. zVertexShader->füllConstBuffer(
  56. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  57. zVertexShader->füllConstBuffer(
  58. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 4);
  59. }
  60. }
  61. void Block::afterRender(
  62. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  63. {
  64. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  65. if (cApi)
  66. {
  67. int count = 0;
  68. zVertexShader->füllConstBuffer(
  69. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  70. }
  71. }
  72. void Block::api(char* message)
  73. {
  74. // TODO: implement api
  75. switch (message[0])
  76. {
  77. case 0: // hp change
  78. hp = *(float*)(message + 1);
  79. break;
  80. case 1: // model change
  81. {
  82. ByteArrayReader reader(message + 1, 10000, 0);
  83. ModelInfo info(&reader);
  84. setModelDaten(info.getModel());
  85. setModelTextur(info.getTexture());
  86. break;
  87. }
  88. case 2: // update fluid fill state
  89. {
  90. short fluidAmount = *(short*)(message + 1);
  91. if (this->skelett)
  92. {
  93. float z = (float)fluidAmount / 1000.f;
  94. Knochen* k = this->skelett->zKnochen()->zKind();
  95. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  96. k = k->zGeschwister();
  97. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  98. k = k->zGeschwister();
  99. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  100. k = k->zGeschwister();
  101. k->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  102. }
  103. }
  104. }
  105. }
  106. void Block::setLightData(Direction dir, unsigned char* data)
  107. {
  108. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  109. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  110. if (model->getVertexAnzahl() == 24)
  111. {
  112. const Vertex3D* verticies = model->zVertexBuffer();
  113. for (int i = 0; i < 24; i++)
  114. { // TODO: calculate rotations
  115. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  116. Vec3<unsigned char> light(0, 0, 0);
  117. for (int d = 0; d < 6; d++)
  118. {
  119. if ((dirs | getDirectionFromIndex(d)) == dirs)
  120. {
  121. light = Vec3<unsigned char>(
  122. max((unsigned char)((float)lightData[d * 6]
  123. * dayLightFactor),
  124. light.x),
  125. max((unsigned char)((float)lightData[d * 6 + 1]
  126. * dayLightFactor),
  127. light.y),
  128. max((unsigned char)((float)lightData[d * 6 + 2]
  129. * dayLightFactor),
  130. light.z));
  131. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  132. max(lightData[d * 6 + 4], light.y),
  133. max(lightData[d * 6 + 5], light.z));
  134. }
  135. }
  136. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  137. *(int*)(lightBuffer + i * 4) = l;
  138. }
  139. }
  140. else if (dir == Direction::TOP)
  141. {
  142. Vec3<unsigned char> light = Vec3<unsigned char>(
  143. max((unsigned char)((float)data[0] * dayLightFactor), data[3]),
  144. max((unsigned char)((float)data[1] * dayLightFactor), data[4]),
  145. max((unsigned char)((float)data[2] * dayLightFactor), data[5]));
  146. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  147. *(int*)lightBuffer = l;
  148. }
  149. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  150. sideVisible[getDirectionIndex(dir)] = 1;
  151. else
  152. sideVisible[getDirectionIndex(dir)] = 0;
  153. }
  154. bool Block::isVisible() const
  155. {
  156. return true;
  157. //return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  158. // || sideVisible[4] || sideVisible[5];
  159. }
  160. Vec3<int> Block::getLocation() const
  161. {
  162. return location;
  163. }
  164. const BlockType* Block::zBlockType() const
  165. {
  166. return zType;
  167. }
  168. Textur* Block::zEffectTextur()
  169. {
  170. if (hp < maxHP) return breakTextur;
  171. return 0;
  172. }
  173. float Block::getEffectPercentage()
  174. {
  175. return 1 - hp / maxHP;
  176. }
  177. Text Block::printLightInfo()
  178. {
  179. Text result = "NORTH[0;-1;0](";
  180. result += (int)lightData[0];
  181. result += ",";
  182. result += (int)lightData[1];
  183. result += ",";
  184. result += (int)lightData[2];
  185. result += ";";
  186. result += (int)lightData[3];
  187. result += ",";
  188. result += (int)lightData[4];
  189. result += ",";
  190. result += (int)lightData[5];
  191. result += ")\n";
  192. result += "EAST[1;0;0](";
  193. result += (int)lightData[6];
  194. result += ",";
  195. result += (int)lightData[7];
  196. result += ",";
  197. result += (int)lightData[8];
  198. result += ";";
  199. result += (int)lightData[9];
  200. result += ",";
  201. result += (int)lightData[10];
  202. result += ",";
  203. result += (int)lightData[11];
  204. result += ")\n";
  205. result += "SOUTH[0;1;0](";
  206. result += (int)lightData[12];
  207. result += ",";
  208. result += (int)lightData[13];
  209. result += ",";
  210. result += (int)lightData[14];
  211. result += ";";
  212. result += (int)lightData[15];
  213. result += ",";
  214. result += (int)lightData[16];
  215. result += ",";
  216. result += (int)lightData[17];
  217. result += ")\n";
  218. result += "WEST[-1;0;0](";
  219. result += (int)lightData[18];
  220. result += ",";
  221. result += (int)lightData[19];
  222. result += ",";
  223. result += (int)lightData[20];
  224. result += ";";
  225. result += (int)lightData[21];
  226. result += ",";
  227. result += (int)lightData[22];
  228. result += ",";
  229. result += (int)lightData[23];
  230. result += ")\n";
  231. result += "TOP[0;0;1](";
  232. result += (int)lightData[24];
  233. result += ",";
  234. result += (int)lightData[25];
  235. result += ",";
  236. result += (int)lightData[26];
  237. result += ";";
  238. result += (int)lightData[27];
  239. result += ",";
  240. result += (int)lightData[28];
  241. result += ",";
  242. result += (int)lightData[29];
  243. result += ")\n";
  244. result += "BOTTOM[0;0;-1](";
  245. result += (int)lightData[30];
  246. result += ",";
  247. result += (int)lightData[31];
  248. result += ",";
  249. result += (int)lightData[32];
  250. result += ";";
  251. result += (int)lightData[33];
  252. result += ",";
  253. result += (int)lightData[34];
  254. result += ",";
  255. result += (int)lightData[35];
  256. result += ")\n";
  257. return result;
  258. }