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-rw-r--r--src/Entities/Player.cpp74
1 files changed, 9 insertions, 65 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index b7bee24..652f3fd 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -1,29 +1,8 @@
 #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);
@@ -51,24 +30,16 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera,
     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.
-
+void Player::render(GFX::Actions& actions) {
     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();
+        auto position = Vec3(m_targeted_block->position);
+        actions.add({
+            .mesh = &m_outline_mesh,
+            .program = GFX::Resources::Program::BlockOutline,
+            .transform = Transform{position},
+            // TODO: These are very thin lines, do we have any better easy options?
+            .draw_mode = GFX::DrawMode::Lines,
+        });
     }
 }
 
@@ -371,31 +342,4 @@ GFX::Mesh Player::create_outline_cube_mesh() {
     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";
 }