#pragma once
#include <string>
#include <vector>
#include <map>
#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"
class Texture;
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 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;
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;
struct ParsedFace {
ElementData::FaceDirection visibility;
glm::mat4 transform;
glm::vec4 texture;
glm::vec3 color;
};
std::vector<ParsedFace> parsedFaces;
};
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 AssetTexture : Asset {
std::vector<unsigned char> textureData;
unsigned int realWidth, realHeight;
size_t id;
};
class AssetManager {
Texture *textureAtlas;
std::map<std::string, BlockId> assetIds;
std::map<std::string, TextureCoordinates> assetTextures;
std::map<BlockTextureId,glm::vec4> textureAtlasIndexes;
std::map<BlockId, std::string> blockIdToBlockName;
std::unique_ptr<AssetTreeNode> assetTree;
std::unique_ptr<TextureAtlas> atlas;
public:
AssetManager();
~AssetManager();
void LoadTextureResources();
TextureCoordinates GetTextureByAssetName(const 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);
std::string GetAssetNameByBlockId(BlockId block);
void ParseBlockModels();
void LoadAssets();
template <typename T>
T *GetAsset(const std::string &assetName) {
AssetTreeNode *node = GetAssetByAssetName(assetName);
if (!node)
return nullptr;
return dynamic_cast<T*>(node->asset.get());
}
void ParseAsset(AssetTreeNode &node);
void ParseAssetBlockModel(AssetTreeNode &node);
void RecursiveWalkAsset(const std::string &assetPath, std::function<void(AssetTreeNode&)> fnc);
AssetTreeNode *GetAssetByAssetName(const std::string &assetName);
void LoadTextures();
void ParseAssetTexture(AssetTreeNode &node);
inline GLuint GetTextureAtlasId() {
return atlas->GetRawTextureId();
}
inline TextureCoord GetTexture(const std::string assetName) {
AssetTexture *asset = GetAsset<AssetTexture>(assetName);
if (!asset)
return {};
return atlas->GetTexture(asset->id);
}
};