block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
- crosshair.vertices = std::vector<glm::vec3>({
+ OutlineModel::Buffer buf;
+ buf.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>({
+ buf.indices = std::vector<OutlineModel::Index>({
0, 1, 2, 3
});
- crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
- crosshair.Invalidate();
+ buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+ crosshair.Update(buf);
block_label.Position(
glm::vec3(50.0f, 85.0f, 0.0f),
const BlockType &type = types.Get(b.type);
block_buf.Clear();
- type.FillModel(block_buf, b.Transform());
+ type.FillEntityModel(block_buf, b.Transform());
block.Update(block_buf);
block_label.Set(font, type.label);
}
}
+namespace {
+
+OutlineModel::Buffer outl_buf;
+
+}
+
void Interface::CheckAim() {
float dist;
if (world.Intersection(aim, glm::mat4(1.0f), aim_chunk, aim_block, dist, aim_normal)) {
- outline.Clear();
- aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
+ outl_buf.Clear();
+ aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outl_buf);
+ outline.Update(outl_buf);
outline_transform = glm::scale(glm::vec3(1.0002f));
outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);