fire overlay

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Bixilon 2022-01-06 19:32:55 +01:00
parent caa40b2245
commit d55c9171d4
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GPG Key ID: 5CAD791931B09AC4
5 changed files with 118 additions and 1 deletions

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@ -14,6 +14,7 @@
package de.bixilon.minosoft.config.profile.profiles.rendering.overlay package de.bixilon.minosoft.config.profile.profiles.rendering.overlay
import de.bixilon.minosoft.config.profile.profiles.rendering.RenderingProfileManager.delegate import de.bixilon.minosoft.config.profile.profiles.rendering.RenderingProfileManager.delegate
import de.bixilon.minosoft.config.profile.profiles.rendering.overlay.fire.FireC
class OverlayC { class OverlayC {
/** /**
@ -25,4 +26,6 @@ class OverlayC {
* Enabled the pumpkin blur overlay if the player is waring a carved pumpkin * Enabled the pumpkin blur overlay if the player is waring a carved pumpkin
*/ */
var pumpkin by delegate(true) var pumpkin by delegate(true)
val fire = FireC()
} }

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@ -0,0 +1,34 @@
/*
* Minosoft
* Copyright (C) 2020-2022 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
package de.bixilon.minosoft.config.profile.profiles.rendering.overlay.fire
import de.bixilon.minosoft.config.profile.profiles.rendering.RenderingProfileManager.delegate
class FireC {
/**
* Enables the fire/burning overlay
*/
var enabled by delegate(true)
/**
* Enables the overlay if in creative
*/
var creative by delegate(true)
/**
* Enables the fire overlay if in lava
*/
var lava by delegate(true)
}

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@ -24,5 +24,6 @@ object DefaultOverlays {
WaterOverlay, WaterOverlay,
PumpkinOverlay, PumpkinOverlay,
PowderSnowOverlay, PowderSnowOverlay,
FireOverlay,
) )
} }

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@ -0,0 +1,79 @@
/*
* Minosoft
* Copyright (C) 2020-2022 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This software is not affiliated with Mojang AB, the original developer of Minecraft.
*/
package de.bixilon.minosoft.gui.rendering.framebuffer.world.overlay.overlays
import de.bixilon.minosoft.data.abilities.Gamemodes
import de.bixilon.minosoft.data.registries.fluid.DefaultFluids
import de.bixilon.minosoft.data.text.RGBColor
import de.bixilon.minosoft.gui.rendering.RenderWindow
import de.bixilon.minosoft.gui.rendering.framebuffer.world.overlay.Overlay
import de.bixilon.minosoft.gui.rendering.framebuffer.world.overlay.OverlayFactory
import de.bixilon.minosoft.gui.rendering.system.base.shader.Shader
import de.bixilon.minosoft.gui.rendering.system.base.texture.texture.AbstractTexture
import de.bixilon.minosoft.gui.rendering.textures.TextureUtil.texture
import de.bixilon.minosoft.gui.rendering.util.mesh.SimpleTextureMesh
import de.bixilon.minosoft.util.KUtil.toResourceLocation
import glm_.vec3.Vec3
class FireOverlay(
private val renderWindow: RenderWindow,
private val z: Float,
) : Overlay {
private val config = renderWindow.connection.profiles.rendering.overlay.fire
private val player = renderWindow.connection.player
private val shader: Shader = renderWindow.shaderManager.genericTexture2dShader
private var texture: AbstractTexture = renderWindow.textureManager.staticTextures.createTexture("block/fire_1".toResourceLocation().texture())
override val render: Boolean
get() = config.enabled && player.isOnFire && !((player.gamemode == Gamemodes.CREATIVE && config.creative) || (player.fluidHeights[DefaultFluids.LAVA] != null && config.lava))
private lateinit var mesh: SimpleTextureMesh
private val tintColor = RGBColor(1.0f, 1.0f, 1.0f, 0.9f)
override fun postInit() {
mesh = SimpleTextureMesh(renderWindow)
// left
mesh.addQuad(arrayOf(
Vec3(-1.0f, -1.0f, +0.0f),
Vec3(-1.0f, +1.0f, +0.0f),
Vec3(+0.0f, +1.0f, +1.0f),
Vec3(+0.0f, -1.0f, +1.0f),
)) { position, uv -> mesh.addVertex(position, texture, uv, tintColor) }
// right
mesh.addQuad(arrayOf(
Vec3(+0.0f, -1.0f, +1.0f),
Vec3(+0.0f, +1.0f, +1.0f),
Vec3(+1.0f, +1.0f, +0.0f),
Vec3(+1.0f, -1.0f, +0.0f),
)) { position, uv -> mesh.addVertex(position, texture, uv, tintColor) }
mesh.load()
}
override fun draw() {
renderWindow.renderSystem.reset(blending = true, depthMask = false)
shader.use()
mesh.draw()
}
companion object : OverlayFactory<FireOverlay> {
override fun build(renderWindow: RenderWindow, z: Float): FireOverlay {
return FireOverlay(renderWindow, z)
}
}
}

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@ -99,7 +99,7 @@ abstract class Mesh(
addQuad(positions, uvStart, uvEnd, vertexConsumer) addQuad(positions, uvStart, uvEnd, vertexConsumer)
} }
private fun addQuad(positions: Array<Vec3>, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) { fun addQuad(positions: Array<Vec3>, uvStart: Vec2 = Vec2(0.0f, 0.0f), uvEnd: Vec2 = Vec2(1.0f, 1.0f), vertexConsumer: (position: Vec3, uv: Vec2) -> Unit) {
val texturePositions = arrayOf( val texturePositions = arrayOf(
uvStart, uvStart,
Vec2(uvStart.x, uvEnd.y), Vec2(uvStart.x, uvEnd.y),