/* * ===================================================================================== * * Filename: GameState.cpp * * Description: * * Created: 15/12/2014 03:51:55 * * Author: Quentin Bazin, * * ===================================================================================== */ #define GLM_FORCE_RADIANS #include #include "OpenGL.hpp" #include "Config.hpp" #include "Keyboard.hpp" #include "Mouse.hpp" #include "GameState.hpp" GameState::GameState() : m_camera(Camera::getInstance()) { m_shader.createProgram(); 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"); m_shader.linkProgram(); Shader::bind(&m_shader); m_projectionMatrix = glm::perspective(45.0f, (float)SCREEN_WIDTH / SCREEN_HEIGHT, DIST_NEAR, DIST_FAR); m_shader.setUniform("u_projectionMatrix", m_projectionMatrix); m_shader.setUniform("u_tex", 0); Shader::bind(nullptr); } void GameState::updateCursorBlockData() { float bx = m_selectedBlock.x; float by = m_selectedBlock.y; float bz = m_selectedBlock.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}, }; VertexBuffer::bind(&m_cursorVBO); m_cursorVBO.setData(sizeof(box), box, GL_DYNAMIC_DRAW); VertexBuffer::bind(nullptr); } void GameState::onEvent(const SDL_Event &event) { if (event.type == SDL_MOUSEMOTION) { if(SCREEN_WIDTH / 2 != event.motion.x || SCREEN_HEIGHT / 2 != event.motion.y) { m_camera.turnH(event.motion.xrel * 0.06); m_camera.turnV(-event.motion.yrel * 0.06); Mouse::resetToWindowCenter(); m_camera.update(); } } if (event.type == SDL_MOUSEBUTTONDOWN) { if (event.button.button == SDL_BUTTON_LEFT) { m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0); } else if (event.button.button == SDL_BUTTON_RIGHT) { int face = m_selectedBlock.w; int x = m_selectedBlock.x; int y = m_selectedBlock.y; int 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, 1); } } } void GameState::update() { m_viewMatrix = m_camera.processInputs(); m_selectedBlock = findSelectedBlock(false); updateCursorBlockData(); } void GameState::draw() { // Shader::bind(&m_shader); // // m_shader.setUniform("u_viewMatrix", m_viewMatrix); // m_shader.setUniform("u_projectionMatrix", m_projectionMatrix); // m_skybox.draw(m_shader); // Shader::bind(nullptr); drawSelectedBlock(); RenderStates worldStates; worldStates.shader = &m_shader; worldStates.projectionMatrix = &m_projectionMatrix; worldStates.viewMatrix = &m_viewMatrix; m_renderTarget.draw(m_world, worldStates); // m_world.draw(m_shader, m_projectionMatrix, m_viewMatrix); RenderStates states; states.shader = &m_shader; m_renderTarget.draw(m_crosshair, states); } void GameState::drawSelectedBlock() { glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_CULL_FACE); RenderStates states; states.shader = &m_shader; states.projectionMatrix = &m_projectionMatrix; states.viewMatrix = &m_viewMatrix; m_renderTarget.draw(m_cursorVBO, states); 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 GameState::fract(float value) { float f = value - floorf(value); if(f > 0.5) return 1 - f; else return f; } // FIXME glm::vec4 GameState::findSelectedBlock(bool useDepthBuffer) { int mx, my, mz; int face = -1; glm::vec3 lookAt{m_camera.pointTargetedX() - m_camera.x(), m_camera.pointTargetedY() - m_camera.y(), m_camera.pointTargetedZ() - m_camera.z()}; glm::vec3 position{m_camera.x(), m_camera.y(), m_camera.z()}; 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_viewMatrix, m_projectionMatrix, 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 Block *block = m_world.getBlock(mx, my, mz); if(block && block->id()) 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 Block *block = m_world.getBlock(mx, my, mz); if(!block || !block->id()) { mx = my = mz = 99999; } } return {mx, my, mz, face}; }