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-rw-r--r--src/Entities/Player.cpp107
-rw-r--r--src/Entities/Player.hpp24
2 files changed, 118 insertions, 13 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";
 }
diff --git a/src/Entities/Player.hpp b/src/Entities/Player.hpp
index c8a1c1f..c829d1f 100644
--- a/src/Entities/Player.hpp
+++ b/src/Entities/Player.hpp
@@ -5,6 +5,7 @@
 #include "../GFX/Camera.hpp"
 #include "../World/World.hpp"
 #include "../GFX/Window.hpp"
+#include "../GFX/Shading/Program.hpp"
 #include "../Math/AABB.hpp"
 #include "../Math/Rotation.hpp"
 #include "../World/Position.hpp"
@@ -12,9 +13,10 @@
 namespace MC::Entities {
 class Player {
 public:
-    explicit Player(Position::World position) : m_transform(position) {}
+    explicit Player(Position::World position, Real ascept, Real fov, Real near, Real far);
 
     void update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world);
+    void render(const GFX::Camera& camera);
 
     void move(Position::WorldOffset by);
     void move_to(Position::World to);
@@ -43,6 +45,7 @@ private:
     Vec3 flying_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
     Vec3 noclip_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
 
+    void update_targeted_block(World::World& world);
     void actions(GFX::Window& window, World::World& world);
 
     Transform camera_transform() const;
@@ -56,6 +59,8 @@ private:
     // Returns position of the center of the bottom face of `box`.
     static Position::World position_for_bounding_box(AABB box);
 
+    static GFX::Mesh create_outline_cube_mesh();
+
     enum class MovementMode {
         // Gravity, collision, and normal movement
         Walking,
@@ -68,9 +73,26 @@ private:
     MovementMode m_movement = MovementMode::Walking;
     Bool m_on_ground = false;
 
+    struct TargetedBlock {
+        Position::BlockWorld position;
+        Position::BlockWorldOffset normal;
+    };
+    std::optional<TargetedBlock> m_targeted_block;
+
     Vec3 m_velocity{};
     Transform m_transform;
     static inline AABB s_bounds{{0.35, 1.8, 0.35}};
+
+    // TODO: Put this into the rendering system
+    static const Char* outline_vertex;
+    static const Char* outline_fragment;
+
+    GFX::Shading::Program m_outline_program;
+    GFX::Mesh m_outline_mesh;
+
+    GFX::Shading::Uniform m_outline_model_uniform;
+    GFX::Shading::Uniform m_outline_view_uniform;
+    GFX::Shading::Uniform m_outline_projection_uniform;
 };
 
 }