]> git.localhorst.tv Git - blank.git/blobdiff - src/hud.cpp
allow face/turn selection of placed blocks
[blank.git] / src / hud.cpp
index 7f127f4cb64bb1d90a31061d0b1f2700077aebd0..266b80ae9dcbdc4f7aa29984817152501813c621 100644 (file)
@@ -1,6 +1,8 @@
 #include "hud.hpp"
 
+#include "block.hpp"
 #include "init.hpp"
+#include "shader.hpp"
 #include "shape.hpp"
 
 #include <glm/gtc/matrix_transform.hpp>
@@ -8,8 +10,10 @@
 
 namespace blank {
 
-HUD::HUD()
-: block()
+HUD::HUD(const BlockTypeRegistry &types)
+: types(types)
+, block()
+, block_buf()
 , block_transform(1.0f)
 , block_visible(false)
 , crosshair()
@@ -18,15 +22,18 @@ HUD::HUD()
 , far(-100.0f)
 , projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far))
 , view(glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0))) {
-       block_transform = glm::translate(block_transform, glm::vec3(35.0f, 80.0f, 0.0f));
+       block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
        block_transform = glm::scale(block_transform, glm::vec3(50.0f));
        block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
-       block_transform = glm::rotate(block_transform, 0.85f, glm::vec3(0.0f, 1.0f, 0.0f));
+       block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
 
        crosshair.vertices = std::vector<glm::vec3>({
                { -10.0f,   0.0f, 0.0f }, { 10.0f,  0.0f, 0.0f },
                {   0.0f, -10.0f, 0.0f }, {  0.0f, 10.0f, 0.0f },
        });
+       crosshair.indices = std::vector<OutlineModel::Index>({
+               0, 1, 2, 3
+       });
        crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
        crosshair.Invalidate();
 }
@@ -42,9 +49,12 @@ void HUD::Viewport(float x, float y, float width, float height) {
 }
 
 
-void HUD::Display(const BlockType &type) {
-       block.Clear();
-       type.FillModel({ 0.0f, 0.0f, 0.0f }, block);
+void HUD::Display(const Block &b) {
+       const BlockType &type = *types.Get(b.type);
+
+       block_buf.Clear();
+       type.FillModel(block_buf, b.Transform());
+       block.Update(block_buf);
        block_visible = type.visible;
 }