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#pragma once
#include <map>
#include <optional>
#include <GL/glew.h>
#include <glm/vec4.hpp>
#include <nlohmann/json.hpp>
#include "Block.hpp"
#include "Texture.hpp"
#include "Vector.hpp"
struct TextureCoordinates {
TextureCoordinates(float x = -1, float y = -1, float w = -1, float h = -1) : x(x), y(y), w(w), h(h) {}
bool operator==(const TextureCoordinates &rhs) const {
return x == rhs.x &&
y == rhs.y &&
w == rhs.w &&
h == rhs.h;
}
explicit operator bool() const {
return !(*this == TextureCoordinates(-1, -1, -1, -1));
}
double x, y, w, h;
operator glm::vec4() const {
return glm::vec4(x, y, w, h);
}
};
struct BlockTextureId {
//Block sides: 0 - bottom, 1 - top, 2 - north, 3 - south, 4 - west, 5 - east 6 - every side
BlockTextureId(int id = 0, int state = 0, int side = 6) : id(id), state(state), side(side) {}
int id:9;
int state:4;
int side:3;
bool operator<(const BlockTextureId &rhs) const {
if (id < rhs.id)
return true;
if (rhs.id < id)
return false;
if (state < rhs.state)
return true;
if (rhs.state < state)
return false;
return side < rhs.side;
}
};
struct BlockModel {
bool AmbientOcclusion=true;
enum DisplayVariants {
thirdperson_righthand,
thirdperson_lefthand,
firstperson_righthand,
firstperson_lefthand,
gui,
head,
ground,
fixed,
DisplayVariantsCount,
};
struct DisplayData {
Vector rotation;
Vector translation;
Vector scale;
};
std::map<DisplayVariants, DisplayData> Display;
std::map<std::string, std::string> Textures;
struct ElementData {
Vector from;
Vector to;
Vector rotationOrigin = Vector(8, 8, 8);
enum Axis {
x,
y,
z,
} rotationAxis = Axis::x;
int rotationAngle = 0;
bool rotationRescale = false;
bool shade = true;
enum FaceDirection {
down,
up,
north,
south,
west,
east,
none,
};
struct FaceData {
struct Uv {
int x1, y1, x2, y2;
} uv = { 0,0,0,0 };
std::string texture;
FaceDirection cullface = FaceDirection::none;
int rotation = 0;
bool tintIndex = false;
};
std::map<FaceDirection, FaceData> faces;
};
std::vector<ElementData> Elements;
};
class AssetManager {
Texture *textureAtlas;
std::map<std::string, BlockId> assetIds;
std::map<std::string, TextureCoordinates> assetTextures;
std::map<BlockTextureId,glm::vec4> textureAtlasIndexes;
std::map<std::string, BlockModel> models;
public:
AssetManager();
~AssetManager();
void LoadTextureResources();
TextureCoordinates GetTextureByAssetName(std::string AssetName);
std::string GetTextureAssetNameByBlockId(BlockTextureId block);
GLuint GetTextureAtlas();
const std::map<BlockTextureId,glm::vec4> &GetTextureAtlasIndexes();
void LoadIds();
TextureCoordinates GetTextureByBlock(BlockTextureId block);
static AssetManager& Instance();
const BlockModel *GetBlockModelByBlockId(BlockId block);
void LoadBlockModels();
};
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