feature: hud (#37)

* build: replace FetchContent with direct includes for glm

* build(deps): replace SOIL2 with stb for image and vorbis decoding

* build: replace FetchContent with direct includes for toml++

* refactor(texture): bump block texture size to 512 and disable items tab

* feat: add hotbar system with ItemStack and RowLayout

* fix(ui): restrict Ctrl key handling to typing mode

* feat(ui): add widget border support and highlight selected hotbar slot

* fix(ui): update borders on scale change and correct Image width

- Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField.
- Fixed Image::width() to multiply by width instead of height.
- Added early return in Widget::update_border() if border is not supported.

* feat(ui): add border visual feedback on slider drag

* feat(ui): add ItemSlot widget and refactor hotbar to use it

* feat(world_scene): add inventory UI and pause type enum

* feat(ui): add item slot tooltip and make window size static

* fix(ui label): account for background offset in width/height

* refactor(ui): centralize item info label in inventory and add update

* feat(ui): add hotbar interaction in inventory UI

* fix(inventory-ui): correct row creation logic for first item

The loop starting at index 0 created a new row on the first iteration
(i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition
to create rows correctly every 10 items.

* feat(block): add name_key for localized block names

Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally.

* fix(ui): change inventory item slot color from white to gray

* fix(ui): add missing include for std::array
This commit is contained in:
zhenyan121
2026-07-23 14:07:11 +08:00
committed by GitHub
parent 45d2c8234a
commit def311c7dd
565 changed files with 98955 additions and 214 deletions

View File

@@ -0,0 +1,615 @@
/// @ref core
/// @file glm/detail/func_common_simd.inl
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
#include "../simd/common.h"
#include <immintrin.h>
namespace glm{
namespace detail
{
template<qualifier Q>
struct compute_abs_vector<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
{
vec<4, float, Q> result;
result.data = glm_vec4_abs(v.data);
return result;
}
};
template<qualifier Q>
struct compute_abs_vector<4, int, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v)
{
vec<4, int, Q> result;
result.data = glm_ivec4_abs(v.data);
return result;
}
};
template<qualifier Q>
struct compute_floor<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
{
vec<4, float, Q> result;
result.data = glm_vec4_floor(v.data);
return result;
}
};
template<qualifier Q>
struct compute_ceil<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
{
vec<4, float, Q> result;
result.data = glm_vec4_ceil(v.data);
return result;
}
};
template<qualifier Q>
struct compute_fract<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
{
vec<4, float, Q> result;
result.data = glm_vec4_fract(v.data);
return result;
}
};
template<qualifier Q>
struct compute_round<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
{
vec<4, float, Q> result;
result.data = glm_vec4_round(v.data);
return result;
}
};
template<qualifier Q>
struct compute_mod<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
{
vec<4, float, Q> result;
result.data = glm_vec4_mod(x.data, y.data);
return result;
}
};
template<qualifier Q>
struct compute_min_vector<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)
{
vec<4, float, Q> result;
result.data = _mm_min_ps(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_min_vector<4, int, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)
{
vec<4, int, Q> result;
result.data = _mm_min_epi32(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_min_vector<4, uint, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)
{
vec<4, uint, Q> result;
result.data = _mm_min_epu32(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_max_vector<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2)
{
vec<4, float, Q> result;
result.data = _mm_max_ps(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_max_vector<4, int, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2)
{
vec<4, int, Q> result;
result.data = _mm_max_epi32(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_max_vector<4, uint, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2)
{
vec<4, uint, Q> result;
result.data = _mm_max_epu32(v1.data, v2.data);
return result;
}
};
template<qualifier Q>
struct compute_clamp_vector<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal)
{
vec<4, float, Q> result;
result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);
return result;
}
};
template<qualifier Q>
struct compute_clamp_vector<4, int, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal)
{
vec<4, int, Q> result;
result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);
return result;
}
};
template<qualifier Q>
struct compute_clamp_vector<4, uint, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal)
{
vec<4, uint, Q> result;
result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);
return result;
}
};
template<qualifier Q>
struct compute_mix_vector<4, float, bool, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a)
{
__m128i const Load = _mm_set_epi32(-static_cast<int>(a.w), -static_cast<int>(a.z), -static_cast<int>(a.y), -static_cast<int>(a.x));
__m128 const Mask = _mm_castsi128_ps(Load);
vec<4, float, Q> Result;
# if 0 && GLM_ARCH & GLM_ARCH_AVX
Result.data = _mm_blendv_ps(x.data, y.data, Mask);
# else
Result.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data));
# endif
return Result;
}
};
/* FIXME
template<qualifier Q>
struct compute_step_vector<float, Q, tvec4>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x)
{
vec<4, float, Q> Result;
result.data = glm_vec4_step(edge.data, x.data);
return result;
}
};
*/
template<qualifier Q>
struct compute_smoothstep_vector<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x)
{
vec<4, float, Q> Result;
Result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);
return Result;
}
};
template<qualifier Q>
struct compute_fma<4, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b, vec<4, float, Q> const& c)
{
vec<4, float, Q> Result;
Result.data = glm_vec4_fma(a.data, b.data, c.data);
return Result;
}
};
template<qualifier Q>
struct compute_fma<3, float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b, vec<3, float, Q> const& c)
{
vec<3, float, Q> Result;
Result.data = glm_vec4_fma(a.data, b.data, c.data);
return Result;
}
};
template<qualifier Q>
struct compute_fma<4, double, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b, vec<4, double, Q> const& c)
{
vec<4, double, Q> Result;
# if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG)
Result.data = _mm256_fmadd_pd(a.data, b.data, c.data);
# elif (GLM_ARCH & GLM_ARCH_AVX_BIT)
Result.data = _mm256_add_pd(_mm256_mul_pd(a.data, b.data), c.data);
# else
Result.data.setv(0, _mm_add_pd(_mm_mul_pd(a.data.getv(0), b.data.getv(0)), c.data.getv(0)));
Result.data.setv(1, _mm_add_pd(_mm_mul_pd(a.data.getv(1), b.data.getv(1)), c.data.getv(1)));
# endif
return Result;
}
};
// copy vec3 to vec4 and set w to 0
template<qualifier Q>
struct convert_vec3_to_vec4W0<float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
{
vec<4, float, Q> v;
#if (GLM_ARCH & GLM_ARCH_SSE41_BIT)
v.data = _mm_blend_ps(a.data, _mm_setzero_ps(), 8);
#else
__m128i mask = _mm_set_epi32(0, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF);
__m128 v0 = _mm_castsi128_ps(_mm_and_si128(_mm_castps_si128(a.data), mask));
v.data = v0;
#endif
return v;
}
};
// copy vec3 to vec4 and set w to 1
template<qualifier Q>
struct convert_vec3_to_vec4W1<float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
{
vec<4, float, Q> v;
#if (GLM_ARCH & GLM_ARCH_SSE41_BIT)
v.data = _mm_blend_ps(a.data, _mm_set1_ps(1.0f), 8);
#else
__m128 t1 = _mm_shuffle_ps(a.data, a.data, _MM_SHUFFLE(0, 2, 1, 3)); //permute x, w
__m128 t2 = _mm_move_ss(t1, _mm_set_ss(1.0f)); // set x to 1.0f
v.data = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(0, 2, 1, 3)); //permute x, w
#endif
return v;
}
};
// copy vec3 to vec4 and set w to vec3.z
template<qualifier Q>
struct convert_vec3_to_vec4WZ<float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
{
vec<4, float, Q> v;
v.data = _mm_shuffle_ps(a.data, a.data, _MM_SHUFFLE(2, 2, 1, 0));
return v;
}
};
// copy vec3 to vec4 and set w to 0
template<qualifier Q>
struct convert_vec3_to_vec4W0<double, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
{
vec<4, double, Q> v;
#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
v.data = _mm256_blend_pd(a.data, _mm256_setzero_pd(), 8);
#else
v.data.setv(0, a.data.getv(0));
glm_dvec2 av2 = a.data.getv(1);
av2 = _mm_shuffle_pd(av2, _mm_setzero_pd(), 2);
v.data.setv(1, av2);
#endif
return v;
}
};
// copy vec3 to vec4 and set w to vec3.z
template<qualifier Q>
struct convert_vec3_to_vec4WZ<double, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
{
vec<4, double, Q> v;
#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
v.data = _mm256_permute_pd(a.data, 2);
#else
v.data.setv(0, a.data.getv(0));
glm_dvec2 av2 = a.data.getv(1);
__m128d t1 = _mm_shuffle_pd(av2, av2, 0);
v.data.setv(1, t1);
#endif
return v;
}
};
// copy vec3 to vec4 and set w to 1
template<qualifier Q>
struct convert_vec3_to_vec4W1<double, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, double, Q> call(vec<3, double, Q> const& a)
{
vec<4, double, Q> v;
#if (GLM_ARCH & GLM_ARCH_AVX_BIT)
v.data = _mm256_blend_pd(a.data, _mm256_set1_pd(1.0), 8);
#else
v.data.setv(0, a.data.getv(0));
glm_dvec2 av2 = a.data.getv(1);
av2 = _mm_shuffle_pd(av2, _mm_set1_pd(1.), 2);
v.data.setv(1, av2);
#endif
return v;
}
};
template<qualifier Q>
struct convert_vec4_to_vec3<float, Q, true> {
GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<4, float, Q> const& a)
{
vec<3, float, Q> v;
v.data = a.data;
return v;
}
};
template<qualifier Q>
struct convert_vec4_to_vec3<double, Q, true> {
GLM_FUNC_QUALIFIER static vec<3, double, Q> call(vec<4, double, Q> const& a)
{
vec<3, double, Q> v;
#if GLM_ARCH & GLM_ARCH_AVX_BIT
v.data = a.data;
#else
v.data.setv(0, a.data.getv(0));
v.data.setv(1, a.data.getv(1));
#endif
return v;
}
};
// set all coordinates to same value vec[c]
template<length_t L, qualifier Q>
struct convert_splat<L, float, Q, true> {
template<int c>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, float, Q> call(vec<L, float, Q> const& a)
{
vec<L, float, Q> Result;
const int s = _MM_SHUFFLE(c, c, c, c);
glm_f32vec4 va = static_cast<glm_f32vec4>(a.data);
# if GLM_ARCH & GLM_ARCH_AVX_BIT
Result.data = _mm_permute_ps(va, s);
# else
Result.data = _mm_shuffle_ps(va, va, s);
# endif
return Result;
}
};
// set all coordinates to same value vec[c]
template<length_t L, qualifier Q>
struct convert_splat<L, double, Q, true> {
template<bool, int c>
struct detailSSE
{};
template<int c>
struct detailSSE<true, c>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(0), a.data.getv(0), c | c << 1);
Result.data.setv(0, r0);
Result.data.setv(1, r0);
return Result;
}
};
template<int c>
struct detailSSE<false, c>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
const unsigned int d = static_cast<unsigned int>(c - 2);
glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(1), a.data.getv(1), d | d << 1);
Result.data.setv(0, r0);
Result.data.setv(1, r0);
return Result;
}
};
#if GLM_ARCH & GLM_ARCH_AVX_BIT
template<bool, int c> //note: bool is useless but needed to compil on linux (gcc)
struct detailAVX
{};
template<bool b>
struct detailAVX<b, 0>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
__m256d t1 = _mm256_permute2f128_pd(a.data, a.data, 0x0);
Result.data = _mm256_permute_pd(t1, 0);
return Result;
}
};
template<bool b>
struct detailAVX<b, 1>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
__m256d t1 = _mm256_permute2f128_pd(a.data, a.data, 0x0);
Result.data = _mm256_permute_pd(t1, 0xf);
return Result;
}
};
template<bool b>
struct detailAVX<b, 2>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
__m256d t2 = _mm256_permute2f128_pd(a.data, a.data, 0x11);
Result.data = _mm256_permute_pd(t2, 0x0);
return Result;
}
};
template<bool b>
struct detailAVX<b, 3>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
vec<L, double, Q> Result;
__m256d t2 = _mm256_permute2f128_pd(a.data, a.data, 0x11);
Result.data = _mm256_permute_pd(t2, 0xf);
return Result;
}
};
#endif //GLM_ARCH & GLM_ARCH_AVX_BIT
template<int c>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<L, double, Q> call(vec<L, double, Q> const& a)
{
//return compute_splat<L, double, Q, false>::call<c>(a);
vec<L, double, Q> Result;
# if GLM_ARCH & GLM_ARCH_AVX2_BIT
Result.data = _mm256_permute4x64_pd(a.data, _MM_SHUFFLE(c, c, c, c));
# elif GLM_ARCH & GLM_ARCH_AVX_BIT
Result = detailAVX<true, c>::call(a);
# else
#if 1 //detail<(c <= 1), c>::call2(a) is equivalent to following code but without if constexpr usage
Result = detailSSE<(c <= 1), c>::call(a);
#else
if constexpr (c <= 1)
{
glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(0), a.data.getv(0), c | c << 1);
Result.data.setv(0, r0);
Result.data.setv(1, r0);
}
else
{
const unsigned int d = (unsigned int)(c - 2);
glm_f64vec2 r0 = _mm_shuffle_pd(a.data.getv(1), a.data.getv(1), d | d << 1);
Result.data.setv(0, r0);
Result.data.setv(1, r0);
}
#endif
# endif
return Result;
}
};
}//namespace detail
}//namespace glm
#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
#if GLM_ARCH & GLM_ARCH_NEON_BIT
namespace glm {
namespace detail {
template<qualifier Q>
struct convert_vec3_to_vec4W0<float, Q, true>
{
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<3, float, Q> const& a)
{
vec<4, float, Q> v;
static const uint32x4_t mask = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0 };
v.data = vbslq_f32(mask, a.data, vdupq_n_f32(0));
return v;
}
};
template<qualifier Q>
struct convert_vec4_to_vec3<float, Q, true> {
GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<4, float, Q> const& a)
{
vec<3, float, Q> v;
v.data = a.data;
return v;
}
};
/* compute_splat is never called?
template<length_t L, qualifier Q>
struct compute_splat<L, float, Q, true> {
template<int c>
GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& a)
{
(void)a;
}
template<>
GLM_FUNC_QUALIFIER static vec<L, float, Q> call<0>(vec<L, float, Q> const& a)
{
vec<L, float, Q> Result;
Result.data = vdupq_lane_f32(vget_low_f32(a.data), 0);
return Result;
}
template<>
GLM_FUNC_QUALIFIER static vec<L, float, Q> call<1>(vec<L, float, Q> const& a)
{
vec<L, float, Q> Result;
Result.data = vdupq_lane_f32(vget_low_f32(a.data), 1);
return Result;
}
template<>
GLM_FUNC_QUALIFIER static vec<L, float, Q> call<2>(vec<L, float, Q> const& a)
{
vec<L, float, Q> Result;
Result.data = vdupq_lane_f32(vget_high_f32(a.data), 0);
return Result;
}
template<>
GLM_FUNC_QUALIFIER static vec<L, float, Q> call<3>(vec<L, float, Q> const& a)
{
vec<L, float, Q> Result;
Result.data = vdupq_lane_f32(vget_high_f32(a.data), 1);
return Result;
}
};
*/
}//namespace detail
}//namespace glm
#endif //GLM_ARCH & GLM_ARCH_NEON_BIT