/* * ===================================================================================== * * Filename: BlockCursor.cpp * * Description: * * Created: 14/06/2018 23:39:38 * * Author: Quentin Bazin, * * ===================================================================================== */ #include #include #include #include #include "BlockCursor.hpp" #include "Client.hpp" #include "ClientPlayer.hpp" #include "Config.hpp" #include "Hotbar.hpp" #include "Registry.hpp" static float cubeCoords[6 * 4 * 3] = { // Right 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, // Top 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, // Back 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // Left 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, // Bottom 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, // Front 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, }; void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) { if (event.type == SDL_MOUSEBUTTONDOWN && m_selectedBlock.w != -1) { if (event.button.button == SDL_BUTTON_LEFT) { m_animationStart = gk::GameClock::getTicks(); } else if (event.button.button == SDL_BUTTON_RIGHT) { u32 blockId = m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z); const Block &block = Registry::getInstance().getBlock(blockId); const Item &item = Registry::getInstance().getItem(hotbar.currentItem()); if (block.id()) { sf::Packet packet; packet << Network::Command::BlockActivated << s32(m_selectedBlock.x) << s32(m_selectedBlock.y) << s32(m_selectedBlock.z); m_client.send(packet); } // FIXME: Check if this block has a callback // ServerBlock should contain onBlockActivated // Block should contain hasBlockActivatedCallback if (block.id()// && !block.onBlockActivated({m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z}, m_player, m_world) && hotbar.currentItem() && item.isBlock()) { s8 face = m_selectedBlock.w; s32 x = m_selectedBlock.x; s32 y = m_selectedBlock.y; s32 z = m_selectedBlock.z; if(face == 0) x++; if(face == 3) x--; if(face == 1) y++; if(face == 4) y--; if(face == 2) z++; if(face == 5) z--; m_world.setBlock(x, y, z, hotbar.currentItem()); sf::Packet packet; packet << Network::Command::PlayerPlaceBlock << x << y << z << u32(hotbar.currentItem()); m_client.send(packet); const ItemStack ¤tStack = m_player.inventory().getStack(hotbar.cursorPos(), 0); m_player.inventory().setStack(hotbar.cursorPos(), 0, currentStack.amount() > 1 ? currentStack.item().name() : "", currentStack.amount() - 1); } } } else if (event.type == SDL_MOUSEBUTTONUP) { if (event.button.button == SDL_BUTTON_LEFT) { m_animationStart = 0; } } } void BlockCursor::update(const Hotbar &hotbar, bool useDepthBuffer) { bool selectedBlockChanged = false; glm::vec4 selectedBlock = findSelectedBlock(useDepthBuffer); if (selectedBlock.x != m_selectedBlock.x || selectedBlock.y != m_selectedBlock.y || selectedBlock.z != m_selectedBlock.z) selectedBlockChanged = true; m_selectedBlock = selectedBlock; m_currentBlock = &Registry::getInstance().getBlock(m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z)); // if (block.boundingBox().intersects(FloatBox{m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 1, 1, 1})) { // selectedBlockChanged = false; // m_selectedBlock.w = -1; // } if (selectedBlockChanged) m_animationStart = (m_animationStart) ? gk::GameClock::getTicks() : 0; const ItemStack ¤tStack = m_player.inventory().getStack(hotbar.cursorPos(), 0); float timeToBreak = m_currentBlock->timeToBreak(currentStack.item().harvestCapability(), currentStack.item().miningSpeed()); if (m_animationStart && gk::GameClock::getTicks() > m_animationStart + timeToBreak * 1000) { ItemStack itemDrop = m_currentBlock->getItemDrop(); m_player.inventory().addStack(itemDrop.item().name(), itemDrop.amount()); m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0); m_animationStart = gk::GameClock::getTicks(); sf::Packet packet; packet << Network::Command::PlayerDigBlock << s32(m_selectedBlock.x) << s32(m_selectedBlock.y) << s32(m_selectedBlock.z); m_client.send(packet); sf::Packet invPacket; invPacket << Network::Command::PlayerInvUpdate; m_player.serialize(invPacket); m_client.send(invPacket); } if (m_selectedBlock.w != -1) updateVertexBuffer(*m_currentBlock); else m_currentBlock = nullptr; if (m_animationStart && m_currentBlock) updateAnimationVertexBuffer(*m_currentBlock, (gk::GameClock::getTicks() - m_animationStart) / (timeToBreak * 100)); } void BlockCursor::updateVertexBuffer(const Block &block) { gk::Vertex vertices[24]; for (u8 i = 0 ; i < 24 ; ++i) { vertices[i].coord3d[0] = cubeCoords[i * 3] * block.boundingBox().width + block.boundingBox().x; vertices[i].coord3d[1] = cubeCoords[i * 3 + 1] * block.boundingBox().height + block.boundingBox().y; vertices[i].coord3d[2] = cubeCoords[i * 3 + 2] * block.boundingBox().depth + block.boundingBox().z; vertices[i].coord3d[3] = -1; } gk::VertexBuffer::bind(&m_vbo); m_vbo.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW); gk::VertexBuffer::bind(nullptr); } void BlockCursor::updateAnimationVertexBuffer(const Block &block, int animationPos) { gk::Vertex vertices[24]; for (u8 i = 0 ; i < 24 ; ++i) { vertices[i].coord3d[0] = cubeCoords[i * 3] * block.boundingBox().width + block.boundingBox().x; vertices[i].coord3d[1] = cubeCoords[i * 3 + 1] * block.boundingBox().height + block.boundingBox().y; vertices[i].coord3d[2] = cubeCoords[i * 3 + 2] * block.boundingBox().depth + block.boundingBox().z; vertices[i].coord3d[3] = -1; } GLfloat color[4] = {1, 1, 1, 0.5}; for (int i = 0 ; i < 24 ; ++i) memcpy(vertices[i].color, color, 4 * sizeof(GLfloat)); if (animationPos != -1) { glm::vec4 blockTexCoords{0.1f * animationPos, 0.0, 0.1f + 0.1f * animationPos, 1.0}; float faceTexCoords[2 * 4] = { blockTexCoords.x, blockTexCoords.w, blockTexCoords.z, blockTexCoords.w, blockTexCoords.z, blockTexCoords.y, blockTexCoords.x, blockTexCoords.y }; for (u8 i = 0 ; i < 6 ; ++i) { for(u8 j = 0 ; j < 4 ; j++) { vertices[j + i * 4].texCoord[0] = faceTexCoords[j * 2]; vertices[j + i * 4].texCoord[1] = faceTexCoords[j * 2 + 1]; } } } gk::VertexBuffer::bind(&m_animationVBO); m_animationVBO.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW); gk::VertexBuffer::bind(nullptr); } void BlockCursor::draw(gk::RenderTarget &target, gk::RenderStates states) const { if (m_selectedBlock.w == -1) return; glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_CULL_FACE); states.transform.translate({m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z}); target.draw(m_vbo, GL_LINES, 0, 24, states); if (m_animationStart > 0) { glBlendFunc(GL_DST_COLOR, GL_ZERO); states.texture = &gk::ResourceHandler::getInstance().get("texture-block_destroy"); // FIXME target.draw(m_animationVBO, GL_QUADS, 0, 24, states); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glEnable(GL_CULL_FACE); glEnable(GL_POLYGON_OFFSET_FILL); } // Not really GLSL fract(), but the absolute distance to the nearest integer value // FIXME: fract also exists in glm, check if its the same thing float BlockCursor::fract(float value) const { float f = value - floorf(value); if(f > 0.5) return 1 - f; else return f; } glm::vec4 BlockCursor::findSelectedBlock(bool useDepthBuffer) const { int mx, my, mz; int face = -1; glm::vec3 lookAt{m_player.pointTargetedX() - m_player.x(), m_player.pointTargetedY() - m_player.y(), m_player.pointTargetedZ() - m_player.z()}; glm::vec3 position{m_player.x(), m_player.y(), m_player.z()}; // FIXME: Add max distance if(useDepthBuffer) { // At which voxel are we looking? First, find out coords of the center pixel float depth; glReadPixels(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); glm::vec4 viewport = glm::vec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glm::vec3 winCoord = glm::vec3(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, depth); glm::vec3 objCoord = glm::unProject(winCoord, m_player.camera().getViewTransform().getMatrix(), m_player.camera().getTransform().getMatrix(), 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 u32 block = m_world.getBlock(mx, my, mz); if(block && block != BlockType::Water) 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, disable the cursor u32 block = m_world.getBlock(mx, my, mz); if(!block || block == BlockType::Water) { face = -1; } return {mx, my, mz, face}; }