Block.cpp 6.9 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, 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 = 1;
  47. zVertexShader->füllConstBuffer(
  48. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  49. zVertexShader->füllConstBuffer(
  50. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 4);
  51. }
  52. }
  53. void Block::afterRender(
  54. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  55. {
  56. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  57. if (cApi)
  58. {
  59. int count = 0;
  60. zVertexShader->füllConstBuffer(
  61. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  62. }
  63. }
  64. void Block::api(char* message)
  65. {
  66. // TODO: implement api
  67. switch (message[0])
  68. {
  69. case 0: // hp change
  70. hp = *(float*)(message + 1);
  71. break;
  72. }
  73. }
  74. void Block::setLightData(Direction dir, unsigned char* data)
  75. {
  76. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  77. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  78. if (model->getVertexAnzahl() == 24)
  79. {
  80. const Vertex3D* verticies = model->zVertexBuffer();
  81. for (int i = 0; i < 24; i++)
  82. { // TODO: calculate rotations
  83. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  84. Vec3<unsigned char> light(0, 0, 0);
  85. for (int d = 0; d < 6; d++)
  86. {
  87. if ((dirs | getDirectionFromIndex(d)) == dirs)
  88. {
  89. light = Vec3<unsigned char>(
  90. max((unsigned char)((float)lightData[d * 6]
  91. * dayLightFactor),
  92. light.x),
  93. max((unsigned char)((float)lightData[d * 6 + 1]
  94. * dayLightFactor),
  95. light.y),
  96. max((unsigned char)((float)lightData[d * 6 + 2]
  97. * dayLightFactor),
  98. light.z));
  99. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  100. max(lightData[d * 6 + 4], light.y),
  101. max(lightData[d * 6 + 5], light.z));
  102. }
  103. }
  104. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  105. *(int*)(lightBuffer + i * 4) = l;
  106. }
  107. }
  108. else
  109. {
  110. Vec3<unsigned char> light = Vec3<unsigned char>(
  111. max((unsigned char)((float)data[0] * dayLightFactor), data[3]),
  112. max((unsigned char)((float)data[1] * dayLightFactor), data[4]),
  113. max((unsigned char)((float)data[2] * dayLightFactor), data[5]));
  114. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  115. *(int*)lightBuffer = l;
  116. }
  117. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  118. sideVisible[getDirectionIndex(dir)] = 1;
  119. else
  120. sideVisible[getDirectionIndex(dir)] = 0;
  121. }
  122. bool Block::isVisible() const
  123. {
  124. return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  125. || sideVisible[4] || sideVisible[5];
  126. }
  127. Vec3<int> Block::getLocation() const
  128. {
  129. return location;
  130. }
  131. const BlockType* Block::zBlockType() const
  132. {
  133. return zType;
  134. }
  135. Textur* Block::zEffectTextur()
  136. {
  137. if (hp < maxHP) return breakTextur;
  138. return 0;
  139. }
  140. float Block::getEffectPercentage()
  141. {
  142. return 1 - hp / maxHP;
  143. }
  144. Text Block::printLightInfo()
  145. {
  146. Text result = "NORTH[0;-1;0](";
  147. result += (int)lightData[0];
  148. result += ",";
  149. result += (int)lightData[1];
  150. result += ",";
  151. result += (int)lightData[2];
  152. result += ";";
  153. result += (int)lightData[3];
  154. result += ",";
  155. result += (int)lightData[4];
  156. result += ",";
  157. result += (int)lightData[5];
  158. result += ")\n";
  159. result += "EAST[1;0;0](";
  160. result += (int)lightData[6];
  161. result += ",";
  162. result += (int)lightData[7];
  163. result += ",";
  164. result += (int)lightData[8];
  165. result += ";";
  166. result += (int)lightData[9];
  167. result += ",";
  168. result += (int)lightData[10];
  169. result += ",";
  170. result += (int)lightData[11];
  171. result += ")\n";
  172. result += "SOUTH[0;1;0](";
  173. result += (int)lightData[12];
  174. result += ",";
  175. result += (int)lightData[13];
  176. result += ",";
  177. result += (int)lightData[14];
  178. result += ";";
  179. result += (int)lightData[15];
  180. result += ",";
  181. result += (int)lightData[16];
  182. result += ",";
  183. result += (int)lightData[17];
  184. result += ")\n";
  185. result += "WEST[-1;0;0](";
  186. result += (int)lightData[18];
  187. result += ",";
  188. result += (int)lightData[19];
  189. result += ",";
  190. result += (int)lightData[20];
  191. result += ";";
  192. result += (int)lightData[21];
  193. result += ",";
  194. result += (int)lightData[22];
  195. result += ",";
  196. result += (int)lightData[23];
  197. result += ")\n";
  198. result += "TOP[0;0;1](";
  199. result += (int)lightData[24];
  200. result += ",";
  201. result += (int)lightData[25];
  202. result += ",";
  203. result += (int)lightData[26];
  204. result += ";";
  205. result += (int)lightData[27];
  206. result += ",";
  207. result += (int)lightData[28];
  208. result += ",";
  209. result += (int)lightData[29];
  210. result += ")\n";
  211. result += "BOTTOM[0;0;-1](";
  212. result += (int)lightData[30];
  213. result += ",";
  214. result += (int)lightData[31];
  215. result += ",";
  216. result += (int)lightData[32];
  217. result += ";";
  218. result += (int)lightData[33];
  219. result += ",";
  220. result += (int)lightData[34];
  221. result += ",";
  222. result += (int)lightData[35];
  223. result += ")\n";
  224. return result;
  225. }