Pedro Gimeno 03732e7566 Add joke player "model"
Turns on backface culling too.
2020-02-28 16:54:58 +01:00

281 lines
6.6 KiB
C++

/*
* =====================================================================================
*
* OpenMiner
*
* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
* 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 <gk/gl/Vertex.hpp>
#include <gk/gl/GLCheck.hpp>
#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);
}