92 lines
2.2 KiB
C
92 lines
2.2 KiB
C
#include <linmath.h/linmath.h>
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#include <stdio.h>
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#include "client/camera.h"
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#include "client/client_node.h"
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#include "client/cube.h"
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#include "client/frustum.h"
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#include "client/gl_debug.h"
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#include "client/interact.h"
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#include "client/mesh.h"
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#include "client/raycast.h"
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#include "client/shader.h"
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static bool pointed;
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static v3s32 node_pos;
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static GLuint shader_prog;
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static GLint loc_MVP;
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static GLint loc_color;
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static mat4x4 model;
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typedef struct {
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v3f32 position;
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} __attribute__((packed)) SelectionVertex;
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static Mesh selection_mesh = {
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.layout = &(VertexLayout) {
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.attributes = (VertexAttribute[]) {
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{GL_FLOAT, 3, sizeof(v3f32)},
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},
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.count = 1,
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.size = sizeof(SelectionVertex),
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},
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.vao = 0,
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.vbo = 0,
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.data = NULL,
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.count = 36,
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.free_data = false,
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};
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bool interact_init()
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{
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if (!shader_program_create(RESSOURCE_PATH "shaders/3d/selection", &shader_prog, NULL)) {
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fprintf(stderr, "[error] failed to create selection shader program\n");
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return false;
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}
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loc_MVP = glGetUniformLocation(shader_prog, "MVP"); GL_DEBUG
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loc_color = glGetUniformLocation(shader_prog, "color"); GL_DEBUG
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SelectionVertex vertices[6][6];
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for (int f = 0; f < 6; f++)
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for (int v = 0; v < 6; v++)
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vertices[f][v].position = v3f32_scale(cube_vertices[f][v].position, 1.1f);
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selection_mesh.data = vertices;
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mesh_upload(&selection_mesh);
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return true;
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}
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void interact_deinit()
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{
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glDeleteProgram(shader_prog); GL_DEBUG
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mesh_destroy(&selection_mesh);
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}
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void interact_tick()
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{
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v3s32 old_node_pos = node_pos;
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NodeType node;
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if ((pointed = raycast(
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(v3f64) {camera.eye [0], camera.eye [1], camera.eye [2]},
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(v3f64) {camera.front[0], camera.front[1], camera.front[2]},
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5, &node_pos, &node)) && !v3s32_equals(node_pos, old_node_pos)) {
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mat4x4_translate(model, node_pos.x, node_pos.y, node_pos.z);
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v3f32 *color = &client_node_definitions[node].selection_color;
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glProgramUniform3f(shader_prog, loc_color, color->x, color->y, color->z); GL_DEBUG
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}
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}
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void interact_render()
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{
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if (!pointed)
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return;
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mat4x4 mvp;
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mat4x4_mul(mvp, frustum, model);
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glUseProgram(shader_prog); GL_DEBUG
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glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, mvp[0]); GL_DEBUG
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mesh_render(&selection_mesh);
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}
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