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#pragma once
#include <string>
#include <vector>
#include <map>
#include <functional>
#include <memory>
#include <GL/glew.h>
#include <glm/vec4.hpp>
#include <glm/vec3.hpp>
#include <glm/mat4x4.hpp>
#include "Vector.hpp"
#include "Block.hpp"
#include "TextureAtlas.hpp"
#include "Shader.hpp"
enum FaceDirection {
down,
up,
north,
south,
west,
east,
none,
};
static const Vector FaceDirectionVector[] = {
Vector(0,-1,0),
Vector(0,1,0),
Vector(0,0,-1),
Vector(0,0,1),
Vector(-1,0,0),
Vector(1,0,0),
Vector(0,0,0)
};
struct ParsedFace {
FaceDirection visibility;
glm::mat4 transform;
glm::vec4 texture;
float layer;
float frames;
glm::vec3 color;
};
struct BlockFaces {
glm::mat4 transform;
std::vector<ParsedFace> faces;
bool isBlock;
Vector faceDirectionVector[FaceDirection::none];
};
struct BlockModel {
bool IsBlock = false;
std::string BlockName;
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;
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;
std::vector<ParsedFace> parsedFaces;
};
struct BlockStateVariant {
std::string variantName;
struct Model {
std::string modelName;
int x = 0;
int y = 0;
bool uvLock = false;
int weight = 1;
};
std::vector<Model> models;
};
struct BlockState {
std::map<std::string, BlockStateVariant> variants;
};
inline bool operator==(const BlockModel::ElementData::FaceData::Uv &lhs,
const BlockModel::ElementData::FaceData::Uv &rhs) {
return lhs.x1 == rhs.x1 && lhs.y1 == rhs.y1 && lhs.x2 == rhs.x2 && lhs.y2 == rhs.y2;
}
struct Asset {
virtual ~Asset() {};
};
struct AssetTreeNode {
std::vector<std::unique_ptr<AssetTreeNode>> childs;
std::vector<unsigned char> data;
std::string name;
std::unique_ptr<Asset> asset;
AssetTreeNode *parent;
};
struct AssetBlockModel : Asset {
BlockModel blockModel;
};
struct AssetBlockState : Asset {
BlockState blockState;
};
struct AssetTexture : Asset {
std::vector<unsigned char> textureData;
unsigned int realWidth, realHeight;
unsigned int frames;
size_t id;
};
struct AssetShader : Asset {
std::unique_ptr<Shader> shader;
};
struct AssetScript : Asset {
std::string code;
};
namespace AssetManager {
void InitAssetManager();
void InitPostRml();
BlockFaces &GetBlockModelByBlockId(BlockId block);
Asset *GetAssetPtr(const std::string &assetName);
template <typename T>
T *GetAsset(const std::string &assetName) {
return dynamic_cast<T*>(GetAssetPtr(assetName));
}
void RecursiveWalkAsset(const std::string &assetPath, std::function<void(AssetTreeNode&)> fnc);
AssetTreeNode *GetAssetByAssetName(const std::string &assetName);
GLuint GetTextureAtlasId();
TextureCoord GetTexture(const std::string assetName);
};
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