diff options
Diffstat (limited to 'src/Entities/Player.cpp')
| -rw-r--r-- | src/Entities/Player.cpp | 107 |
1 files changed, 95 insertions, 12 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index ae82e83..e9b183f 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -1,8 +1,29 @@ #include "Player.hpp" #include "../Common/Casts.hpp" +#include "../Math/MVP.hpp" #include <unordered_set> namespace MC::Entities { +Player::Player(Position::World position, Real ascept, Real fov, Real near, Real far) + : m_transform(position), + m_outline_program( + {GFX::Shading::Shader::Type::Vertex, outline_vertex}, + {GFX::Shading::Shader::Type::Fragment, outline_fragment} + ), + m_outline_mesh(create_outline_cube_mesh()), + m_outline_model_uniform(), m_outline_view_uniform(), m_outline_projection_uniform() { + m_outline_program.bind(); + + m_outline_model_uniform = m_outline_program.uniform("model_matrix"); + m_outline_view_uniform = m_outline_program.uniform("view_matrix"); + m_outline_projection_uniform = m_outline_program.uniform("projection_matrix"); + + m_outline_model_uniform.set(Math::MVP::model<F32>({}, {}, {})); + m_outline_view_uniform.set(Math::MVP::view<F32>({}, {})); + m_outline_projection_uniform.set(Math::MVP::perspective_projection<F32>(ascept, fov, near, far)); + + m_outline_program.unbind(); +} void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world) { auto const input_direction = directional_input(window); @@ -26,9 +47,31 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera, update_camera_position(camera); + update_targeted_block(world); actions(window, world); } +// TODO: Proof-of-concept, will all be moved to the rendering system. +void Player::render(const GFX::Camera& camera) { + // Render currently targeted block outline. + + if (m_targeted_block.has_value()) { + auto targeted_block = m_targeted_block.value(); + + m_outline_program.bind(); + + m_outline_view_uniform.set(Math::MVP::view<F32>(camera.position(), camera.angles())); + m_outline_model_uniform.set(Math::MVP::model<F32>(Vec3(targeted_block.position), Vec3::one(), {})); + + m_outline_mesh.bind(); + // TODO: These are very thin lines, do we have any better easy options? + glDrawElements(GL_LINES, m_outline_mesh.size(), GL_UNSIGNED_INT, nullptr); + m_outline_mesh.unbind(); + + m_outline_program.unbind(); + } +} + void Player::move(Position::WorldOffset by) { m_transform.position() += by; } @@ -120,26 +163,32 @@ Vec3 Player::noclip_velocity(GFX::Window& window, const Time& time, Vec3 input_d return direction * (base_move_speed + boost) * time.delta(); } -void Player::actions(GFX::Window& window, World::World& world) { +void Player::update_targeted_block(World::World& world) { auto constexpr max_block_reach = 4.0; + auto const look_transform = camera_transform(); + Ray const ray{look_transform.position(), -look_transform.forward()}; + auto const traversal = world.traverse( + ray, + [](auto b) { return b.type.is_solid(); }, + max_block_reach + ); + + if (traversal.hit) m_targeted_block = {traversal.block, traversal.normal}; + else m_targeted_block = {}; +} + +void Player::actions(GFX::Window& window, World::World& world) { // Breaking and placing blocks. auto left_click = window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS); auto right_click = window.mouse(GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS); if (left_click || right_click) { - auto const look_transform = camera_transform(); - Ray const ray{look_transform.position(), -look_transform.forward()}; - auto const traversal = world.traverse( - ray, - [](auto b) { return b.type.is_solid(); }, - max_block_reach - ); - - if (traversal.hit) { + if (m_targeted_block.has_value()) { + auto targeted_block = m_targeted_block.value(); if (left_click) { - world.break_block(traversal.block); + world.break_block(targeted_block.position); } else { - auto const new_block = Position::BlockWorld(traversal.block + traversal.normal); + auto const new_block = Position::BlockWorld(targeted_block.position + targeted_block.normal); auto const current_box = bounding_box_for_position(m_transform.position()); auto const block_box = World::Chunk::block_bounds(new_block); @@ -315,4 +364,38 @@ Position::World Player::position_for_bounding_box(AABB box) { return {center.x(), box.min.y(), center.z()}; } +GFX::Mesh Player::create_outline_cube_mesh() { + GFX::Util::MeshBuilder<Vector<3, F32>> builder{}; + auto slightly_bigger_block_bounds = AABB{{1, 1, 1}}.sum(AABB{{0.01, 0.01, 0.01}}); + builder.primitive(GFX::Util::Primitives::line_box(slightly_bigger_block_bounds)); + return builder.mesh(); +} + +const Char* Player::outline_vertex = R"v( +#version 330 core + +uniform mat4 model_matrix; +uniform mat4 view_matrix; +uniform mat4 projection_matrix; + +layout (location = 0) in vec3 position; + +void main() { + vec4 world_position = model_matrix * vec4(position, 1.0); + vec4 view_position = view_matrix * world_position; + vec4 clip_position = projection_matrix * view_position; + + gl_Position = clip_position; +} +)v"; + +const Char* Player::outline_fragment = R"f( +#version 330 core + +out vec4 color; + +void main() { + color = vec4(0.0, 0.0, 0.0, 1.0); +} +)f"; } |
