]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
outline pointed-at block
[blank.git] / src / app.cpp
index 8c957a78a815f348fb423f86c8840e6c35deea7f..c418660ec48d209be4fef8ba2074c3aa1bb192ee 100644 (file)
@@ -1,5 +1,7 @@
 #include "app.hpp"
 
+#include "geometry.hpp"
+
 #include <iostream>
 #include <stdexcept>
 
@@ -17,12 +19,15 @@ Application::Application()
 , move_velocity(0.003f)
 , pitch_sensitivity(-0.0025f)
 , yaw_sensitivity(-0.001f)
-, testBlockType(true)
+, 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(100.0f)
+, light_power(250.0f)
 , m_handle(0)
 , v_handle(0)
 , mv_handle(0)
@@ -107,14 +112,46 @@ Application::Application()
 
        cam.Position(glm::vec3(0, 4, 4));
 
-       chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(&testBlockType);
-       chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(&testBlockType);
-       chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(&testBlockType);
-       chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(&testBlockType);
-       chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(&testBlockType);
-       chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(&testBlockType);
+       blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
+       blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
+       blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
+       blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
+
+       chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
+       chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
+       chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
+       chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
+       chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
+       chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
+       chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
+       chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
+       chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
+       chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
+       chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
+       chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
+       chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
+       chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
+       chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
+       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");
@@ -219,6 +256,17 @@ void Application::Update(int dt) {
        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() {
@@ -238,6 +286,14 @@ 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();
 }