2014-12-15 16:47:30 +01:00
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/*
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* =====================================================================================
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*
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* Filename: GameState.cpp
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*
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2018-06-05 01:24:54 +02:00
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* Description:
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2014-12-15 16:47:30 +01:00
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*
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* Created: 15/12/2014 03:51:55
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*
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2018-06-12 09:24:43 +02:00
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* Author: Quentin Bazin, <quent42340@gmail.com>
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2014-12-15 16:47:30 +01:00
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*
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* =====================================================================================
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*/
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#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
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2018-06-13 03:47:20 +02:00
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#include "OpenGL.hpp"
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2018-06-05 16:17:40 +02:00
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#include "Config.hpp"
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2018-06-13 21:48:35 +02:00
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#include "Keyboard.hpp"
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2018-06-13 03:47:20 +02:00
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#include "Mouse.hpp"
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2014-12-15 16:47:30 +01:00
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#include "GameState.hpp"
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2014-12-26 00:39:10 +01:00
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GameState::GameState() : m_camera(Camera::getInstance()) {
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2015-02-06 01:44:16 +01:00
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m_shader.createProgram();
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2018-06-05 01:24:54 +02:00
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2015-02-06 01:44:16 +01:00
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m_shader.addShader(GL_VERTEX_SHADER, "shaders/game.v.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/color.f.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/light.f.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/fog.f.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/game.f.glsl");
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2018-06-05 01:24:54 +02:00
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2015-02-06 01:44:16 +01:00
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m_shader.linkProgram();
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2018-06-05 01:24:54 +02:00
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2014-12-18 07:02:48 +01:00
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Shader::bind(&m_shader);
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2018-06-05 01:24:54 +02:00
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2018-06-13 03:47:20 +02:00
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// m_projectionMatrix = glm::perspective(45.0f, (float)SCREEN_WIDTH / SCREEN_HEIGHT, DIST_NEAR, DIST_FAR);
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m_projectionMatrix = glm::perspective(45.0f, (float)SCREEN_WIDTH / SCREEN_HEIGHT, DIST_NEAR, DIST_FAR);
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2014-12-18 07:02:48 +01:00
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m_viewMatrix = m_camera.update();
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2018-06-05 01:24:54 +02:00
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2015-02-06 01:44:16 +01:00
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m_shader.setUniform("u_projectionMatrix", m_projectionMatrix);
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2018-06-05 01:24:54 +02:00
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2014-12-18 07:02:48 +01:00
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m_shader.setUniform("u_tex", 0);
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2018-06-05 01:24:54 +02:00
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2014-12-15 16:47:30 +01:00
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Shader::bind(nullptr);
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2018-06-13 21:48:35 +02:00
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glGenBuffers(1, &m_cursorVBO);
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2014-12-15 16:47:30 +01:00
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}
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void GameState::update() {
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2014-12-18 07:02:48 +01:00
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m_viewMatrix = m_camera.processInputs();
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2018-06-13 03:47:20 +02:00
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2018-06-14 01:42:54 +02:00
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m_selectedBlock = findSelectedBlock(false);
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if (Keyboard::isKeyPressedOnce(Keyboard::X)) {
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m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0);
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}
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2014-12-15 16:47:30 +01:00
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}
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void GameState::draw() {
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Shader::bind(&m_shader);
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2018-06-05 01:24:54 +02:00
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2014-12-29 02:57:29 +01:00
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m_shader.setUniform("u_viewMatrix", m_viewMatrix);
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2018-06-05 01:24:54 +02:00
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2018-06-05 16:17:40 +02:00
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// m_skybox.draw(m_shader);
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2018-06-05 01:24:54 +02:00
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2018-06-13 21:48:35 +02:00
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m_world.draw(m_camera, m_shader, m_projectionMatrix, m_viewMatrix);
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2018-06-14 01:42:54 +02:00
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drawSelectedBlock();
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2018-06-13 21:48:35 +02:00
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drawCross();
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2018-06-05 01:24:54 +02:00
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2014-12-15 16:47:30 +01:00
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Shader::bind(nullptr);
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}
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2018-06-13 21:48:35 +02:00
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void GameState::drawSelectedBlock() {
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2018-06-14 01:42:54 +02:00
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float bx = m_selectedBlock.x;
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float by = m_selectedBlock.y;
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float bz = m_selectedBlock.z;
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2018-06-13 21:48:35 +02:00
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/* Render a box around the block we are pointing at */
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float box[24][3] = {
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{bx + 0, by + 0, bz + 0},//, 14},
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{bx + 1, by + 0, bz + 0},//, 14},
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{bx + 0, by + 1, bz + 0},//, 14},
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{bx + 1, by + 1, bz + 0},//, 14},
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{bx + 0, by + 0, bz + 1},//, 14},
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{bx + 1, by + 0, bz + 1},//, 14},
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{bx + 0, by + 1, bz + 1},//, 14},
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{bx + 1, by + 1, bz + 1},//, 14},
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{bx + 0, by + 0, bz + 0},//, 14},
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{bx + 0, by + 1, bz + 0},//, 14},
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{bx + 1, by + 0, bz + 0},//, 14},
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{bx + 1, by + 1, bz + 0},//, 14},
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{bx + 0, by + 0, bz + 1},//, 14},
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{bx + 0, by + 1, bz + 1},//, 14},
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{bx + 1, by + 0, bz + 1},//, 14},
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{bx + 1, by + 1, bz + 1},//, 14},
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{bx + 0, by + 0, bz + 0},//, 14},
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{bx + 0, by + 0, bz + 1},//, 14},
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{bx + 1, by + 0, bz + 0},//, 14},
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{bx + 1, by + 0, bz + 1},//, 14},
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{bx + 0, by + 1, bz + 0},//, 14},
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{bx + 0, by + 1, bz + 1},//, 14},
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{bx + 1, by + 1, bz + 0},//, 14},
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{bx + 1, by + 1, bz + 1},//, 14},
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};
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_CULL_FACE);
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glBindBuffer(GL_ARRAY_BUFFER, m_cursorVBO);
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m_shader.setUniform("u_modelMatrix", glm::mat4(1));
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glBufferData(GL_ARRAY_BUFFER, sizeof(box), box, GL_DYNAMIC_DRAW);
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m_shader.enableVertexAttribArray("coord3d");
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glVertexAttribPointer(m_shader.attrib("coord3d"), 3, GL_FLOAT, GL_FALSE, 0, 0);
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glDrawArrays(GL_LINES, 0, 24);
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m_shader.disableVertexAttribArray("coord3d");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnable(GL_CULL_FACE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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void GameState::drawCross() {
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/* Draw a cross in the center of the screen */
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float cross[4][3] = {
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{-0.04, 0, 0},//, 13},
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{+0.04, 0, 0},//, 13},
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{0, -0.05, 0},//, 13},
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{0, +0.05, 0},//, 13}
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};
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glDisable(GL_DEPTH_TEST);
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glBindBuffer(GL_ARRAY_BUFFER, m_cursorVBO);
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m_shader.setUniform("u_modelMatrix", glm::mat4(1));
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m_shader.setUniform("u_viewMatrix", glm::mat4(1));
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m_shader.setUniform("u_projectionMatrix", glm::mat4(1));
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glBufferData(GL_ARRAY_BUFFER, sizeof(cross), cross, GL_DYNAMIC_DRAW);
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m_shader.enableVertexAttribArray("coord3d");
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glVertexAttribPointer(m_shader.attrib("coord3d"), 3, GL_FLOAT, GL_FALSE, 0, 0);
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glDrawArrays(GL_LINES, 0, 4);
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m_shader.disableVertexAttribArray("coord3d");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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m_shader.setUniform("u_projectionMatrix", m_projectionMatrix);
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}
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2018-06-14 01:42:54 +02:00
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// Not really GLSL fract(), but the absolute distance to the nearest integer value
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// FIXME: fract also exists in glm, check if its the same thing
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float GameState::fract(float value) {
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float f = value - floorf(value);
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if(f > 0.5) return 1 - f;
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else return f;
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}
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2018-06-13 21:48:35 +02:00
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// FIXME
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2018-06-14 01:42:54 +02:00
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glm::vec4 GameState::findSelectedBlock(bool useDepthBuffer) {
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int mx, my, mz;
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int face = -1;
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glm::vec3 lookAt{m_camera.pointTargetedX() - m_camera.x(),
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m_camera.pointTargetedY() - m_camera.y(),
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m_camera.pointTargetedZ() - m_camera.z()};
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glm::vec3 position{m_camera.x(),
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m_camera.y(),
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m_camera.z()};
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if(useDepthBuffer) {
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// At which voxel are we looking? First, find out coords of the center pixel
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float depth;
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glReadPixels(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
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glm::vec4 viewport = glm::vec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glm::vec3 winCoord = glm::vec3(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, depth);
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glm::vec3 objCoord = glm::unProject(winCoord, m_viewMatrix, m_projectionMatrix, viewport);
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// Find out which block it belongs to
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mx = objCoord.x;
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my = objCoord.y;
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mz = objCoord.z;
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if(objCoord.x < 0) mx--;
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if(objCoord.y < 0) my--;
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if(objCoord.z < 0) mz--;
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// Find out which face of the block we are looking at
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if(fract(objCoord.x) < fract(objCoord.y)) {
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if(fract(objCoord.x) < fract(objCoord.z)) {
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face = 0; // X
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} else {
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face = 2; // Z
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}
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} else {
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if(fract(objCoord.y) < fract(objCoord.z)) {
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face = 1; // Y
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} else {
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face = 2; // Z
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}
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}
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if(face == 0 && lookAt.x > 0) face += 3;
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if(face == 1 && lookAt.y > 0) face += 3;
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if(face == 2 && lookAt.z > 0) face += 3;
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} else {
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// Very naive ray casting algorithm to find out which block we are looking at
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glm::vec3 testPos = position;
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glm::vec3 prevPos = position;
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for(int i = 0 ; i < 100 ; i++) {
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// Advance from our current position to the direction we are looking at, in small steps
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prevPos = testPos;
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testPos += lookAt * 0.1f;
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mx = floorf(testPos.x);
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my = floorf(testPos.y);
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mz = floorf(testPos.z);
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// If we find a block that is not air, we are done
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Block *block = m_world.getBlock(mx, my, mz);
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if(block && block->id()) break;
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}
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// Find out which face of the block we are looking at
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int px = floorf(prevPos.x);
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int py = floorf(prevPos.y);
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int pz = floorf(prevPos.z);
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if(px > mx) face = 0;
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else if(px < mx) face = 3;
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else if(py > my) face = 1;
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else if(py < my) face = 4;
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else if(pz > mz) face = 2;
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else if(pz < mz) face = 5;
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// If we are looking at air, move the cursor out of sight
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Block *block = m_world.getBlock(mx, my, mz);
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if(!block || !block->id()) {
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mx = my = mz = 99999;
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}
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}
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return {mx, my, mz, face};
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2018-06-13 21:48:35 +02:00
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}
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