Mat4::translateYAssign, improve text billboard code

This commit is contained in:
Moritz Zwerger 2023-11-03 16:04:45 +01:00
parent 00ab71e73b
commit 89960ff1f4
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GPG Key ID: 5CAD791931B09AC4
8 changed files with 49 additions and 19 deletions

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@ -15,7 +15,6 @@ package de.bixilon.minosoft.gui.rendering.entities.feature.text
import de.bixilon.kotlinglm.mat4x4.Mat4
import de.bixilon.kotlinglm.vec2.Vec2
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.minosoft.data.text.ChatComponent
import de.bixilon.minosoft.gui.rendering.entities.feature.EntityRenderFeature
import de.bixilon.minosoft.gui.rendering.entities.renderer.EntityRenderer
@ -23,6 +22,7 @@ import de.bixilon.minosoft.gui.rendering.font.renderer.component.ChatComponentRe
import de.bixilon.minosoft.gui.rendering.font.renderer.element.TextRenderInfo
import de.bixilon.minosoft.gui.rendering.font.renderer.element.TextRenderProperties
import de.bixilon.minosoft.gui.rendering.system.base.DepthFunctions
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.translateYAssign
import de.bixilon.minosoft.gui.rendering.util.mesh.Mesh
open class BillboardTextFeature(
@ -31,6 +31,7 @@ open class BillboardTextFeature(
) : EntityRenderFeature(renderer) {
private var mesh: BillboardTextMesh? = null
private var info: TextRenderInfo? = null
private var matrix = Mat4()
var text: ChatComponent? = text
set(value) {
if (field == value) return
@ -40,11 +41,12 @@ open class BillboardTextFeature(
override fun update(millis: Long, delta: Float) {
if (!enabled) return unload()
if (this.mesh != null) return // matrix, ...?
val text = this.text ?: return unload()
if (text.length == 0) return unload()
createMesh(text)
if (this.mesh == null) {
val text = this.text ?: return unload()
if (text.length == 0) return unload()
createMesh(text)
}
updateMatrix()
}
private fun createMesh(text: ChatComponent) {
@ -56,14 +58,21 @@ open class BillboardTextFeature(
this.info = info
}
private fun updateMatrix() {
val matrix = Mat4()
.translateYAssign(renderer.entity.eyeHeight + EYE_OFFSET)
// TODO: rotate with camera (billboard)
this.matrix = renderer.matrix * matrix
}
override fun draw() {
val mesh = this.mesh ?: return
if (mesh.state != Mesh.MeshStates.LOADED) mesh.load()
renderer.renderer.context.system.reset(depth = DepthFunctions.ALWAYS)
val shader = renderer.renderer.features.text.shader
shader.use()
val matrix = Mat4()
.translateAssign(Vec3(renderer.entity.renderInfo.position + renderer.renderer.context.camera.offset.offset) + Vec3(0, 2, 0))
shader.matrix = matrix
mesh.draw()
}
@ -82,5 +91,6 @@ open class BillboardTextFeature(
private companion object {
val PROPERTIES = TextRenderProperties(allowNewLine = false)
val MAX_SIZE = Vec2(150.0f, PROPERTIES.lineHeight)
const val EYE_OFFSET = 0.5f
}
}

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@ -29,6 +29,7 @@ import de.bixilon.minosoft.gui.rendering.entities.feature.hitbox.HitboxFeature
import de.bixilon.minosoft.gui.rendering.entities.feature.text.EntityNameFeature
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.reset
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.rotateRadAssign
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.translateYAssign
import de.bixilon.minosoft.util.interpolate.Interpolator
abstract class EntityRenderer<E : Entity>(
@ -53,13 +54,14 @@ abstract class EntityRenderer<E : Entity>(
}
open fun updateMatrix(delta: Float) {
// TODO: update on demand
val position = Vec3(entity.renderInfo.position - renderer.context.camera.offset.offset)
matrix.reset()
matrix.translateAssign(position)
if (entity.isFlipped()) {
matrix
.translateAssign(Vec3(0.0f, entity.dimensions.y + 0.2f, 0.0f))
.translateYAssign(entity.dimensions.y + 0.2f)
.rotateRadAssign(FLIP_ROTATION)
}
}

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@ -13,7 +13,6 @@
package de.bixilon.minosoft.gui.rendering.entities.renderer.living.player
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.kutil.observer.DataObserver.Companion.observe
import de.bixilon.minosoft.data.entities.Poses
import de.bixilon.minosoft.data.entities.entities.player.PlayerEntity
@ -32,6 +31,7 @@ import de.bixilon.minosoft.gui.rendering.skeletal.mesh.SkeletalMeshBuilder
import de.bixilon.minosoft.gui.rendering.system.base.texture.dynamic.DynamicTexture
import de.bixilon.minosoft.gui.rendering.system.base.texture.dynamic.DynamicTextureListener
import de.bixilon.minosoft.gui.rendering.system.base.texture.dynamic.DynamicTextureState
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.translateYAssign
open class PlayerRenderer<E : PlayerEntity>(renderer: EntitiesRenderer, entity: E) : LivingEntityRenderer<E>(renderer, entity), DynamicTextureListener {
protected var model: PlayerModel? = null
@ -116,7 +116,7 @@ open class PlayerRenderer<E : PlayerEntity>(renderer: EntitiesRenderer, entity:
override fun updateMatrix(delta: Float) {
super.updateMatrix(delta)
when (entity.pose) {
Poses.SNEAKING -> matrix.translateAssign(SNEAKING_OFFSET) // TODO: interpolate
Poses.SNEAKING -> matrix.translateYAssign(SNEAKING_OFFSET) // TODO: interpolate
else -> Unit
}
}
@ -129,7 +129,7 @@ open class PlayerRenderer<E : PlayerEntity>(renderer: EntitiesRenderer, entity:
private val SKIN = minecraft("skin")
private val SNEAKING_OFFSET = Vec3(0.0f, -0.125f, 0.0f)
private const val SNEAKING_OFFSET = -0.125f
override fun create(renderer: EntitiesRenderer, entity: PlayerEntity) = PlayerRenderer(renderer, entity)
override fun buildMesh(context: RenderContext) = PlayerModelMesh(context)

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@ -17,6 +17,7 @@ import de.bixilon.kotlinglm.vec3.Vec3
import kotlin.math.abs
object SkeletalMeshUtil {
private const val ADD = +0.001f
private fun encodeY(part: Float): Int {
if (part <= -1.0f) return 0
@ -26,9 +27,9 @@ object SkeletalMeshUtil {
}
fun encodeNormal(normal: Vec3): Int {
val x = (abs(normal.x) * 15.0f).toInt()
val y = encodeY(normal.y + 0.001f) and 0x0F
val z = (abs(normal.z) * 15.0f).toInt()
val x = (abs(normal.x + ADD) * 15.0f).toInt() and 0x0F
val y = encodeY(normal.y + ADD) and 0x0F
val z = (abs(normal.z + ADD) * 15.0f).toInt() and 0x0F
return (y shl 8) or (z shl 4) or (x)
}

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@ -26,6 +26,7 @@ import de.bixilon.minosoft.gui.rendering.sky.SkyRenderer
import de.bixilon.minosoft.gui.rendering.system.base.BlendingFunctions
import de.bixilon.minosoft.gui.rendering.system.base.RenderingCapabilities
import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.Texture
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.translateYAssign
import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.Z
abstract class PlanetRenderer(
@ -80,7 +81,7 @@ abstract class PlanetRenderer(
matrix.rotateAssign(calculateAngle().rad, Vec3.Z)
matrix.translateAssign(Vec3(0.0f, -modifier, 0.0f)) // moves the planet closer to the player (appears bigger)
matrix.translateYAssign(-modifier) // moves the planet closer to the player (appears bigger)
this.matrix = matrix

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@ -54,7 +54,7 @@ object Mat4Util {
System.arraycopy(empty.array, 0, array, 0, Mat4.length)
}
fun Mat4.rotateXAssign(rad:Float): Mat4 {
fun Mat4.rotateXAssign(rad: Float): Mat4 {
rotateX(this, rad)
return this
@ -150,4 +150,12 @@ object Mat4Util {
m[0, 2] = res0z
m[0, 3] = res0w
}
fun Mat4.translateYAssign(vY: Float): Mat4 {
this[3, 0] += this[1, 0] * vY
this[3, 1] += this[1, 1] * vY
this[3, 2] += this[1, 2] * vY
this[3, 3] += this[1, 3] * vY
return this
}
}

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@ -45,8 +45,7 @@ void main() {
}
finAllowTransparency = skinPart;
run_skeletal(partTransformNormal, vinPosition);
vec4 light = getRGBColor(uTintColor & 0xFFFFFFu);
finTintColor *= light;
finTintColor *= getRGBColor(uTintColor & 0xFFFFFFu);
finTextureIndex = uIndexLayer >> 28u;
finTextureCoordinates = vec3(vinUV, ((uIndexLayer >> 12) & 0xFFFFu));

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@ -16,6 +16,7 @@ package de.bixilon.minosoft.gui.rendering.util.mat.mat4
import de.bixilon.kotlinglm.func.rad
import de.bixilon.kotlinglm.mat4x4.Mat4
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.minosoft.gui.rendering.util.mat.mat4.Mat4Util.translateYAssign
import org.junit.jupiter.api.Assertions.assertEquals
import org.junit.jupiter.api.Test
@ -44,4 +45,12 @@ class Mat4UtilTest {
assertEquals(expected, actual)
}
@Test
fun `custom translateYAssign`() {
val expected = Mat4().translateAssign(Vec3(0, 123.0f, 0))
val actual = Mat4().translateYAssign(123.0f)
assertEquals(expected, actual)
}
}