X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp.cpp;h=c418660ec48d209be4fef8ba2074c3aa1bb192ee;hb=2d8c7c015478a4528c0909f11d43998b1393948d;hp=8c957a78a815f348fb423f86c8840e6c35deea7f;hpb=482114e156e91729f2529ea6bb1fe98dacdee97f;p=blank.git diff --git a/src/app.cpp b/src/app.cpp index 8c957a7..c418660 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -1,5 +1,7 @@ #include "app.hpp" +#include "geometry.hpp" + #include #include @@ -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({ + { 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(); }