345 lines
10 KiB
C++
345 lines
10 KiB
C++
/*
|
|
* =====================================================================================
|
|
*
|
|
* Filename: BlockCursor.cpp
|
|
*
|
|
* Description:
|
|
*
|
|
* Created: 14/06/2018 23:39:38
|
|
*
|
|
* Author: Quentin Bazin, <quent42340@gmail.com>
|
|
*
|
|
* =====================================================================================
|
|
*/
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
#include <gk/gl/GLCheck.hpp>
|
|
#include <gk/gl/Vertex.hpp>
|
|
#include <gk/core/GameClock.hpp>
|
|
#include <gk/resource/ResourceHandler.hpp>
|
|
|
|
#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);
|
|
|
|
// FIXME
|
|
sf::Packet invPacket;
|
|
invPacket << Network::Command::PlayerInvUpdate;
|
|
m_player.serialize(invPacket);
|
|
m_client.send(invPacket);
|
|
}
|
|
}
|
|
}
|
|
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 = 0;
|
|
if (m_animationStart) {
|
|
timeToBreak = m_currentBlock->timeToBreak(currentStack.item().harvestCapability(), currentStack.item().miningSpeed());
|
|
if (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);
|
|
|
|
// FIXME
|
|
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;
|
|
|
|
glCheck(glDisable(GL_POLYGON_OFFSET_FILL));
|
|
glCheck(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) {
|
|
glCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
|
|
states.texture = &gk::ResourceHandler::getInstance().get<gk::Texture>("texture-block_destroy"); // FIXME
|
|
target.draw(m_animationVBO, GL_QUADS, 0, 24, states);
|
|
glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
}
|
|
|
|
glCheck(glEnable(GL_CULL_FACE));
|
|
glCheck(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;
|
|
glCheck(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};
|
|
}
|
|
|