]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/viewport.cpp
use entity's eyes to aim
[blank.git] / src / graphics / viewport.cpp
index 060738016233d00e197190106d907fe1db750eeb..e1719668eab185b4bf27b200de5d8d45d5a99f08 100644 (file)
@@ -1,5 +1,6 @@
 #include "Camera.hpp"
 #include "Canvas.hpp"
+#include "SkyBox.hpp"
 #include "Viewport.hpp"
 
 #include "../app/init.hpp"
@@ -44,6 +45,9 @@ void Camera::Clip(float n, float f) noexcept {
        UpdateProjection();
 }
 
+void Camera::View(const glm::mat4 &v) noexcept {
+       view = v;
+}
 
 void Camera::UpdateProjection() noexcept {
        projection = glm::perspective(fov, aspect, near, far);
@@ -73,12 +77,26 @@ void Canvas::UpdateProjection() noexcept {
 }
 
 
+SkyBox::SkyBox(CubeMap &&tex)
+: texture(std::move(tex))
+, mesh() {
+       mesh.LoadUnitBox();
+}
+
+void SkyBox::Render(Viewport &viewport) noexcept {
+       SkyBoxShader &prog = viewport.SkyBoxProgram();
+       prog.SetTexture(texture);
+       mesh.Draw();
+}
+
+
 Viewport::Viewport()
 : cam()
 , canv()
-, center(1.0f)
+, cursor(1.0f)
 , chunk_prog()
 , entity_prog()
+, sky_prog()
 , sprite_prog()
 , active_prog(NONE) {
        glClearColor(0.0, 0.0, 0.0, 1.0);
@@ -95,6 +113,11 @@ void Viewport::EnableDepthTest() noexcept {
        glDepthFunc(GL_LESS);
 }
 
+void Viewport::EqualDepthTest() noexcept {
+       glEnable(GL_DEPTH_TEST);
+       glDepthFunc(GL_LEQUAL);
+}
+
 void Viewport::DisableDepthTest() noexcept {
        glDisable(GL_DEPTH_TEST);
 }
@@ -128,15 +151,9 @@ void Viewport::Resize(int w, int h) noexcept {
        cam.Aspect(fw, fh);
        canv.Resize(fw, fh);
 
-       center = glm::translate(glm::vec3(fw * 0.5f, fh * 0.5f, 0.0f));
-
-       chunk_prog.SetProjection(Perspective());
-       if (active_prog == HUD) {
-               entity_prog.SetProjection(Ortho());
-       } else {
-               entity_prog.SetProjection(Perspective());
-       }
-       sprite_prog.SetProjection(Ortho());
+       ChunkProgram().SetProjection(Perspective());
+       SkyBoxProgram().SetProjection(Perspective());
+       SpriteProgram().SetProjection(Ortho());
 }
 
 void Viewport::Clear() noexcept {
@@ -148,6 +165,26 @@ void Viewport::ClearDepth() noexcept {
 }
 
 
+void Viewport::SetCursor(const glm::vec3 &pos) {
+       cursor[3].x = pos.x;
+       cursor[3].y = pos.y;
+       cursor[3].z = pos.z;
+}
+
+void Viewport::SetCursor(const glm::vec3 &pos, Gravity grav) {
+       glm::vec2 p(align(grav, canv.Size(), glm::vec2(pos) + canv.Offset()));
+       cursor[3].x = p.x;
+       cursor[3].y = p.y;
+       cursor[3].z = pos.z;
+}
+
+void Viewport::MoveCursor(const glm::vec3 &d) {
+       cursor[3].x += d.x;
+       cursor[3].y += d.y;
+       cursor[3].z += d.z;
+}
+
+
 BlockLighting &Viewport::ChunkProgram() noexcept {
        if (active_prog != CHUNK) {
                chunk_prog.Activate();
@@ -182,6 +219,35 @@ DirectionalLighting &Viewport::HUDProgram() noexcept {
        return entity_prog;
 }
 
+PlainColor &Viewport::WorldOutlineProgram() noexcept {
+       if (active_prog != OUTLINE_WORLD) {
+               outline_prog.Activate();
+               outline_prog.SetVP(cam.View(), cam.Projection());
+               active_prog = OUTLINE_WORLD;
+       }
+       return outline_prog;
+}
+
+PlainColor &Viewport::HUDOutlineProgram() noexcept {
+       if (active_prog != OUTLINE_HUD) {
+               outline_prog.Activate();
+               outline_prog.SetVP(canv.View(), canv.Projection());
+               active_prog = OUTLINE_HUD;
+       }
+       return outline_prog;
+}
+
+SkyBoxShader &Viewport::SkyBoxProgram() noexcept {
+       if (active_prog != SKY_BOX) {
+               sky_prog.Activate();
+               DisableBlending();
+               DisableBackfaceCulling();
+               EqualDepthTest();
+               active_prog = SKY_BOX;
+       }
+       return sky_prog;
+}
+
 BlendedSprite &Viewport::SpriteProgram() noexcept {
        if (active_prog != SPRITE) {
                sprite_prog.Activate();
@@ -193,8 +259,12 @@ BlendedSprite &Viewport::SpriteProgram() noexcept {
 
 
 void Viewport::WorldPosition(const glm::mat4 &t) noexcept {
-       cam.View(glm::inverse(t));
-       chunk_prog.SetView(cam.View());
+       const glm::vec3 offset(0.0f, 0.0f, 0.0f);
+       //const glm::vec3 offset(0.0f, 0.0f, -5.0f);
+       cam.View(glm::translate(glm::inverse(t), glm::vec3(t * glm::vec4(offset, 0.0f))));
+       ChunkProgram().SetView(cam.View());
+       sky_prog.Activate();
+       SkyBoxProgram().SetView(cam.View());
 }
 
 }