OpenMiner/source/states/GameState.cpp

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/*
* =====================================================================================
*
* Filename: GameState.cpp
*
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* Description:
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*
* Created: 15/12/2014 03:51:55
*
* Author: Quentin Bazin, <quent42340@gmail.com>
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*
* =====================================================================================
*/
#define GLM_FORCE_RADIANS
#include <glm/gtc/matrix_transform.hpp>
#include "OpenGL.hpp"
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#include "Config.hpp"
#include "Keyboard.hpp"
#include "Mouse.hpp"
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#include "GameState.hpp"
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GameState::GameState() : m_camera(Camera::getInstance()) {
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m_shader.createProgram();
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m_shader.addShader(GL_VERTEX_SHADER, "shaders/game.v.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/color.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/light.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/fog.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/game.f.glsl");
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m_shader.linkProgram();
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Shader::bind(&m_shader);
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// m_projectionMatrix = glm::perspective(45.0f, (float)SCREEN_WIDTH / SCREEN_HEIGHT, DIST_NEAR, DIST_FAR);
m_projectionMatrix = glm::perspective(45.0f, (float)SCREEN_WIDTH / SCREEN_HEIGHT, DIST_NEAR, DIST_FAR);
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m_viewMatrix = m_camera.update();
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m_shader.setUniform("u_projectionMatrix", m_projectionMatrix);
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m_shader.setUniform("u_tex", 0);
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Shader::bind(nullptr);
glGenBuffers(1, &m_cursorVBO);
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}
void GameState::update() {
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m_viewMatrix = m_camera.processInputs();
// glm::vec3 start = glm::unProject(glm::vec3(Mouse::getX(), Mouse::getY(), 0.0), m_viewMatrix, m_projectionMatrix, glm::ivec4(0.0, 0.0, SCREEN_WIDTH, SCREEN_HEIGHT));
// glm::vec3 end = glm::unProject(glm::vec3(Mouse::getX(), Mouse::getY(), 1.0), m_viewMatrix, m_projectionMatrix, glm::ivec4(0.0, 0.0, SCREEN_WIDTH, SCREEN_HEIGHT));
m_world.testBlocks(m_camera, 20.0f);
if (Keyboard::isKeyPressedOnce(Keyboard::X))
m_world.removeSelectedBlock();
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}
void GameState::draw() {
Shader::bind(&m_shader);
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m_shader.setUniform("u_viewMatrix", m_viewMatrix);
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// m_skybox.draw(m_shader);
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m_world.draw(m_camera, m_shader, m_projectionMatrix, m_viewMatrix);
if (m_world.selectedBlock)
drawSelectedBlock();
drawCross();
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Shader::bind(nullptr);
}
void GameState::drawSelectedBlock() {
float bx = m_world.selectedBlock->pos().x;
float by = m_world.selectedBlock->pos().y;
float bz = m_world.selectedBlock->pos().z;
/* Render a box around the block we are pointing at */
float box[24][3] = {
{bx + 0, by + 0, bz + 0},//, 14},
{bx + 1, by + 0, bz + 0},//, 14},
{bx + 0, by + 1, bz + 0},//, 14},
{bx + 1, by + 1, bz + 0},//, 14},
{bx + 0, by + 0, bz + 1},//, 14},
{bx + 1, by + 0, bz + 1},//, 14},
{bx + 0, by + 1, bz + 1},//, 14},
{bx + 1, by + 1, bz + 1},//, 14},
{bx + 0, by + 0, bz + 0},//, 14},
{bx + 0, by + 1, bz + 0},//, 14},
{bx + 1, by + 0, bz + 0},//, 14},
{bx + 1, by + 1, bz + 0},//, 14},
{bx + 0, by + 0, bz + 1},//, 14},
{bx + 0, by + 1, bz + 1},//, 14},
{bx + 1, by + 0, bz + 1},//, 14},
{bx + 1, by + 1, bz + 1},//, 14},
{bx + 0, by + 0, bz + 0},//, 14},
{bx + 0, by + 0, bz + 1},//, 14},
{bx + 1, by + 0, bz + 0},//, 14},
{bx + 1, by + 0, bz + 1},//, 14},
{bx + 0, by + 1, bz + 0},//, 14},
{bx + 0, by + 1, bz + 1},//, 14},
{bx + 1, by + 1, bz + 0},//, 14},
{bx + 1, by + 1, bz + 1},//, 14},
};
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_CULL_FACE);
glBindBuffer(GL_ARRAY_BUFFER, m_cursorVBO);
m_shader.setUniform("u_modelMatrix", glm::mat4(1));
glBufferData(GL_ARRAY_BUFFER, sizeof(box), box, GL_DYNAMIC_DRAW);
m_shader.enableVertexAttribArray("coord3d");
glVertexAttribPointer(m_shader.attrib("coord3d"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_LINES, 0, 24);
m_shader.disableVertexAttribArray("coord3d");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_POLYGON_OFFSET_FILL);
}
void GameState::drawCross() {
/* Draw a cross in the center of the screen */
float cross[4][3] = {
{-0.04, 0, 0},//, 13},
{+0.04, 0, 0},//, 13},
{0, -0.05, 0},//, 13},
{0, +0.05, 0},//, 13}
};
glDisable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, m_cursorVBO);
m_shader.setUniform("u_modelMatrix", glm::mat4(1));
m_shader.setUniform("u_viewMatrix", glm::mat4(1));
m_shader.setUniform("u_projectionMatrix", glm::mat4(1));
glBufferData(GL_ARRAY_BUFFER, sizeof(cross), cross, GL_DYNAMIC_DRAW);
m_shader.enableVertexAttribArray("coord3d");
glVertexAttribPointer(m_shader.attrib("coord3d"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_LINES, 0, 4);
m_shader.disableVertexAttribArray("coord3d");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
m_shader.setUniform("u_projectionMatrix", m_projectionMatrix);
}
// FIXME
void GameState::findSelectedBlock(bool) {
// if(useDepthBuffer) {
// // At which voxel are we looking? First, find out coords of the center pixel
// float depth;
// glReadPixels(ww / 2, wh / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
//
// glm::vec4 viewport = glm::vec4(0, 0, ww, wh);
// glm::vec3 winCoord = glm::vec3(ww / 2, wh / 2, depth);
// glm::vec3 objCoord = glm::unProject(winCoord, view, projection, viewport);
//
// // Find out which block it belongs to
// mx = objCoord.x;
// my = objCoord.y;
// mz = objCoord.z;
//
// if(objCoord.x < 0) mx--;
// if(objCoord.y < 0) my--;
// if(objCoord.z < 0) mz--;
//
// // Find out which face of the block we are looking at
// if(fract(objCoord.x) < fract(objCoord.y)) {
// if(fract(objCoord.x) < fract(objCoord.z)) {
// face = 0; // X
// } else {
// face = 2; // Z
// }
// } else {
// if(fract(objCoord.y) < fract(objCoord.z)) {
// face = 1; // Y
// } else {
// face = 2; // Z
// }
// }
//
// if(face == 0 && lookAt.x > 0) face += 3;
// if(face == 1 && lookAt.y > 0) face += 3;
// if(face == 2 && lookAt.z > 0) face += 3;
// } else {
// // Very naive ray casting algorithm to find out which block we are looking at
// glm::vec3 testPos = position;
// glm::vec3 prevPos = position;
//
// for(int i = 0 ; i < 100 ; i++) {
// // Advance from our current position to the direction we are looking at, in small steps
// prevPos = testPos;
// testPos += lookAt * 0.1f;
//
// mx = floorf(testPos.x);
// my = floorf(testPos.y);
// mz = floorf(testPos.z);
//
// // If we find a block that is not air, we are done
// if(world->getBlock(mx, my, mz)) break;
// }
//
// // Find out which face of the block we are looking at
//
// int px = floorf(prevPos.x);
// int py = floorf(prevPos.y);
// int pz = floorf(prevPos.z);
//
// if(px > mx) face = 0;
// else if(px < mx) face = 3;
// else if(py > my) face = 1;
// else if(py < my) face = 4;
// else if(pz > mz) face = 2;
// else if(pz < mz) face = 5;
//
// // If we are looking at air, move the cursor out of sight
// if(!world->getBlock(mx, my, mz)) mx = my = mz = 99999;
// }
}