#include "app.hpp"
+#include "geometry.hpp"
+
#include <iostream>
#include <stdexcept>
, blockType()
, cam()
, chunk()
+, outline()
+, outline_visible(false)
+, outline_transform(1.0f)
, light_position(17.0f, 17.0f, 17.0f)
, light_color(1.0f, 1.0f, 1.0f)
, light_power(250.0f)
chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
chunk.Invalidate();
+ outline.vertices = std::vector<glm::vec3>({
+ { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
+ { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f },
+ { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 1.0f },
+ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f },
+ { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f },
+ { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f },
+ { 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f },
+ { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f },
+ { 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f },
+ });
+ outline.colors.resize(24, { -1, -1, -1 });
+ outline.Invalidate();
+
m_handle = program.UniformLocation("M");
v_handle = program.UniformLocation("V");
mv_handle = program.UniformLocation("MV");
glClearColor(0.0, 0.0, 0.0, 1.0);
}
-Application::~Application() {
-
-}
-
void Application::Run() {
running = true;
cam.OrientationVelocity(vel);
cam.Update(dt);
+
+ Ray aim = cam.Aim();
+ int blkid;
+ float dist;
+ if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist)) {
+ glm::vec3 pos = Chunk::ToCoords(blkid);
+ outline_visible = true;
+ outline_transform = glm::translate(glm::mat4(1.0f), pos);
+ } else {
+ outline_visible = false;
+ }
}
void Application::Render() {
glUniform1f(light_power_handle, light_power);
chunk.Draw();
+ if (outline_visible) {
+ mv = cam.View() * outline_transform;
+ mvp = cam.MakeMVP(outline_transform);
+ glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
+ glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
+ glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
+ outline.Draw();
+ }
window.Flip();
}