/* * ===================================================================================== * * OpenMiner * * Copyright (C) 2018-2020 Unarelith, Quentin Bazin * Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md) * * This file is part of OpenMiner. * * OpenMiner is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * OpenMiner is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with OpenMiner; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * ===================================================================================== */ #include #include #include "PlayerBox.hpp" constexpr int NUM_QUADS = 34; static const float modelCoords[NUM_QUADS * 4 * 3] = { // LEFT LEG // West -0.15f, -0.15f - 0.18f, 0.f, -0.15f, -0.15f - 0.18f, 0.575f, -0.15f, 0.15f - 0.18f, 0.575f, -0.15f, 0.15f - 0.18f, 0.f, // East 0.15f, -0.15f - 0.18f, 0.575f, 0.15f, -0.15f - 0.18f, 0.f, 0.15f, 0.15f - 0.18f, 0.f, 0.15f, 0.15f - 0.18f, 0.575f, // South -0.15f, -0.15f - 0.18f, 0.f, 0.15f, -0.15f - 0.18f, 0.f, 0.15f, -0.15f - 0.18f, 0.575f, -0.15f, -0.15f - 0.18f, 0.575f, // North -0.15f, 0.15f - 0.18f, 0.575f, 0.15f, 0.15f - 0.18f, 0.575f, 0.15f, 0.15f - 0.18f, 0.f, -0.15f, 0.15f - 0.18f, 0.f, // Bottom 0.15f, -0.15f - 0.18f, 0.f, -0.15f, -0.15f - 0.18f, 0.f, -0.15f, 0.15f - 0.18f, 0.f, 0.15f, 0.15f - 0.18f, 0.f, // RIGHT LEG // West -0.15f, -0.15f + 0.18f, 0.f, -0.15f, -0.15f + 0.18f, 0.575f, -0.15f, 0.15f + 0.18f, 0.575f, -0.15f, 0.15f + 0.18f, 0.f, // East 0.15f, -0.15f + 0.18f, 0.575f, 0.15f, -0.15f + 0.18f, 0.f, 0.15f, 0.15f + 0.18f, 0.f, 0.15f, 0.15f + 0.18f, 0.575f, // South -0.15f, -0.15f + 0.18f, 0.f, 0.15f, -0.15f + 0.18f, 0.f, 0.15f, -0.15f + 0.18f, 0.575f, -0.15f, -0.15f + 0.18f, 0.575f, // North -0.15f, 0.15f + 0.18f, 0.575f, 0.15f, 0.15f + 0.18f, 0.575f, 0.15f, 0.15f + 0.18f, 0.f, -0.15f, 0.15f + 0.18f, 0.f, // Bottom 0.15f, -0.15f + 0.18f, 0.f, -0.15f, -0.15f + 0.18f, 0.f, -0.15f, 0.15f + 0.18f, 0.f, 0.15f, 0.15f + 0.18f, 0.f, // BODY // West -0.15f, -0.33f, 0.575f, -0.15f, -0.33f, 1.35f, -0.15f, 0.33f, 1.35f, -0.15f, 0.33f, 0.575f, // East 0.15f, -0.33f, 1.35f, 0.15f, -0.33f, 0.575f, 0.15f, 0.33f, 0.575f, 0.15f, 0.33f, 1.35f, // South -0.15f, -0.33f, 0.575f, 0.15f, -0.33f, 0.575f, 0.15f, -0.33f, 1.35f, -0.15f, -0.33f, 1.35f, // North -0.15f, 0.33f, 1.35f, 0.15f, 0.33f, 1.35f, 0.15f, 0.33f, 0.575f, -0.15f, 0.33f, 0.575f, // Bottom 0.15f, -0.33f, 0.575f, -0.15f, -0.33f, 0.575f, -0.15f, 0.33f, 0.575f, 0.15f, 0.33f, 0.575f, // Top -0.15f, -0.33f, 1.35f, 0.15f, -0.33f, 1.35f, 0.15f, 0.33f, 1.35f, -0.15f, 0.33f, 1.35f, // LEFT ARM // West -0.15f, -0.15f - 0.48f, 0.675f, -0.15f, -0.15f - 0.48f, 1.35f, -0.15f, 0.15f - 0.48f, 1.35f, -0.15f, 0.15f - 0.48f, 0.675f, // East 0.15f, -0.15f - 0.48f, 1.35f, 0.15f, -0.15f - 0.48f, 0.675f, 0.15f, 0.15f - 0.48f, 0.675f, 0.15f, 0.15f - 0.48f, 1.35f, // South -0.15f, -0.15f - 0.48f, 0.675f, 0.15f, -0.15f - 0.48f, 0.675f, 0.15f, -0.15f - 0.48f, 1.35f, -0.15f, -0.15f - 0.48f, 1.35f, // North -0.15f, 0.15f - 0.48f, 1.35f, 0.15f, 0.15f - 0.48f, 1.35f, 0.15f, 0.15f - 0.48f, 0.675f, -0.15f, 0.15f - 0.48f, 0.675f, // Bottom 0.15f, -0.15f - 0.48f, 0.675f, -0.15f, -0.15f - 0.48f, 0.675f, -0.15f, 0.15f - 0.48f, 0.675f, 0.15f, 0.15f - 0.48f, 0.675f, // Top -0.15f, -0.15f - 0.48f, 1.35f, 0.15f, -0.15f - 0.48f, 1.35f, 0.15f, 0.15f - 0.48f, 1.35f, -0.15f, 0.15f - 0.48f, 1.35f, // RIGHT ARM // West -0.15f, -0.15f + 0.48f, 0.675f, -0.15f, -0.15f + 0.48f, 1.35f, -0.15f, 0.15f + 0.48f, 1.35f, -0.15f, 0.15f + 0.48f, 0.675f, // East 0.15f, -0.15f + 0.48f, 1.35f, 0.15f, -0.15f + 0.48f, 0.675f, 0.15f, 0.15f + 0.48f, 0.675f, 0.15f, 0.15f + 0.48f, 1.35f, // South -0.15f, -0.15f + 0.48f, 0.675f, 0.15f, -0.15f + 0.48f, 0.675f, 0.15f, -0.15f + 0.48f, 1.35f, -0.15f, -0.15f + 0.48f, 1.35f, // North -0.15f, 0.15f + 0.48f, 1.35f, 0.15f, 0.15f + 0.48f, 1.35f, 0.15f, 0.15f + 0.48f, 0.675f, -0.15f, 0.15f + 0.48f, 0.675f, // Bottom 0.15f, -0.15f + 0.48f, 0.675f, -0.15f, -0.15f + 0.48f, 0.675f, -0.15f, 0.15f + 0.48f, 0.675f, 0.15f, 0.15f + 0.48f, 0.675f, // Top -0.15f, -0.15f + 0.48f, 1.35f, 0.15f, -0.15f + 0.48f, 1.35f, 0.15f, 0.15f + 0.48f, 1.35f, -0.15f, 0.15f + 0.48f, 1.35f, // HEAD // West -0.2f, -0.2f, 1.35f, -0.2f, -0.2f, 1.75f, -0.2f, 0.2f, 1.75f, -0.2f, 0.2f, 1.35f, // East 0.2f, -0.2f, 1.75f, 0.2f, -0.2f, 1.35f, 0.2f, 0.2f, 1.35f, 0.2f, 0.2f, 1.75f, // South -0.2f, -0.2f, 1.35f, 0.2f, -0.2f, 1.35f, 0.2f, -0.2f, 1.75f, -0.2f, -0.2f, 1.75f, // North -0.2f, 0.2f, 1.75f, 0.2f, 0.2f, 1.75f, 0.2f, 0.2f, 1.35f, -0.2f, 0.2f, 1.35f, // Bottom 0.2f, -0.2f, 1.35f, -0.2f, -0.2f, 1.35f, -0.2f, 0.2f, 1.35f, 0.2f, 0.2f, 1.35f, // Top -0.2f, -0.2f, 1.75f, 0.2f, -0.2f, 1.75f, 0.2f, 0.2f, 1.75f, -0.2f, 0.2f, 1.75f, }; PlayerBox::PlayerBox(const gk::Camera &camera) : m_camera(camera) { updateVertexBuffer(); } void PlayerBox::updateVertexBuffer() { gk::Vertex vertices[NUM_QUADS * 4]; for (u8 i = 0 ; i < NUM_QUADS * 4 ; ++i) { vertices[i].coord3d[0] = modelCoords[i * 3]; vertices[i].coord3d[1] = modelCoords[i * 3 + 1]; vertices[i].coord3d[2] = modelCoords[i * 3 + 2]; vertices[i].coord3d[3] = -1; vertices[i].color[0] = 0.3f; vertices[i].color[1] = 0.8f; vertices[i].color[2] = 0.7f; vertices[i].color[3] = 1.0f; } gk::VertexBuffer::bind(&m_vbo); m_vbo.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW); gk::VertexBuffer::bind(nullptr); } void PlayerBox::draw(gk::RenderTarget &target, gk::RenderStates states) const { // Subtract the camera position - see comment in ClientWorld::draw() gk::Vector3d cameraPosition = m_camera.getDPosition(); states.transform.translate(m_x - cameraPosition.x, m_y - cameraPosition.y, m_z - cameraPosition.z); states.transform *= getTransform(); glCheck(glEnable(GL_CULL_FACE)); target.draw(m_vbo, GL_QUADS, 0, NUM_QUADS * 4, states); }