269 lines
7.8 KiB
C++
269 lines
7.8 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: BlockCursor.cpp
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*
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* Description:
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*
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* Created: 14/06/2018 23:39:38
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
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#include "BlockCursor.hpp"
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#include "Config.hpp"
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#include "GameClock.hpp"
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#include "Hotbar.hpp"
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#include "Registry.hpp"
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#include "Vertex.hpp"
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void BlockCursor::updateVertexBuffer(int animationPos) {
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Vertex vertices[24] = {
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// Right
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{{1, 1, 1, -1}},
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{{1, 1, 0, -1}},
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{{1, 0, 0, -1}},
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{{1, 0, 1, -1}},
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// Top
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{{1, 1, 1, -1}},
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{{0, 1, 1, -1}},
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{{0, 1, 0, -1}},
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{{1, 1, 0, -1}},
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// Back
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{{1, 1, 1, -1}},
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{{1, 0, 1, -1}},
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{{0, 0, 1, -1}},
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{{0, 1, 1, -1}},
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// Left
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{{0, 1, 1, -1}},
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{{0, 1, 0, -1}},
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{{0, 0, 0, -1}},
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{{0, 0, 1, -1}},
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// Bottom
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{{1, 0, 1, -1}},
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{{0, 0, 1, -1}},
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{{0, 0, 0, -1}},
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{{1, 0, 0, -1}},
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// Front
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{{0, 0, 0, -1}},
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{{0, 1, 0, -1}},
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{{1, 1, 0, -1}},
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{{1, 0, 0, -1}},
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};
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// GLfloat color[4] = {1, 1, 1, 0.2};
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// GLfloat color[4] = {0, 0, 0, 1};
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// for (int i = 0 ; i < 24 ; ++i)
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// memcpy(vertices[i].color, color, 4 * sizeof(GLfloat));
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if (animationPos != -1) {
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glm::vec4 blockTexCoords{0.1 * animationPos, 0.0, 0.1 + 0.1 * animationPos, 1.0};
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float faceTexCoords[2 * 4] = {
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blockTexCoords.x, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.w,
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blockTexCoords.z, blockTexCoords.y,
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blockTexCoords.x, blockTexCoords.y
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};
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for (u8 i = 0 ; i < 6 ; ++i) {
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for(u8 j = 0 ; j < 4 ; j++) {
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vertices[j + i * 4].texCoord[0] = faceTexCoords[j * 2];
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vertices[j + i * 4].texCoord[1] = faceTexCoords[j * 2 + 1];
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}
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}
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}
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VertexBuffer::bind(&m_vbo);
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m_vbo.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
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VertexBuffer::bind(nullptr);
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}
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void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) {
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if (event.type == SDL_MOUSEBUTTONDOWN && m_selectedBlock.w != -1) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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m_animationStart = GameClock::getTicks();
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}
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else if (event.button.button == SDL_BUTTON_RIGHT) {
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u32 blockId = m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z);
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const Block &block = Registry::getInstance().getBlock(blockId);
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const Item &item = Registry::getInstance().getItem(hotbar.currentItem());
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if (block.id() && !block.onBlockActivated(m_selectedBlock, m_player, m_world)
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&& hotbar.currentItem() && item.isBlock()) {
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int face = m_selectedBlock.w;
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int x = m_selectedBlock.x;
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int y = m_selectedBlock.y;
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int z = m_selectedBlock.z;
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if(face == 0) x++;
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if(face == 3) x--;
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if(face == 1) y++;
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if(face == 4) y--;
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if(face == 2) z++;
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if(face == 5) z--;
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m_world.setBlock(x, y, z, hotbar.currentItem());
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const ItemStack ¤tStack = m_player.hotbarInventory().getStack(hotbar.cursorPos(), 0);
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m_player.hotbarInventory().setStack(hotbar.cursorPos(), 0, currentStack.amount() > 1 ? currentStack.item().id() : 0, currentStack.amount() - 1);
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}
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}
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}
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else if (event.type == SDL_MOUSEBUTTONUP) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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m_animationStart = 0;
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}
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}
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}
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void BlockCursor::update(const Hotbar &hotbar, bool useDepthBuffer) {
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glm::vec4 selectedBlock = findSelectedBlock(useDepthBuffer);
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if (selectedBlock.x != m_selectedBlock.x || selectedBlock.y != m_selectedBlock.y || selectedBlock.z != m_selectedBlock.z)
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m_animationStart = (m_animationStart) ? GameClock::getTicks() : 0;
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m_selectedBlock = selectedBlock;
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const ItemStack ¤tStack = m_player.hotbarInventory().getStack(hotbar.cursorPos(), 0);
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const Block &block = Registry::getInstance().getBlock(m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z));
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float timeToBreak = block.timeToBreak(currentStack.item().harvestCapability(), currentStack.item().miningSpeed());
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if (m_animationStart && GameClock::getTicks() > m_animationStart + timeToBreak * 1000) {
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ItemStack itemDrop = block.getItemDrop();
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m_player.inventory().addStack(itemDrop.item().id(), itemDrop.amount());
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m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0);
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m_animationStart = GameClock::getTicks();
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}
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updateVertexBuffer((GameClock::getTicks() - m_animationStart) / (timeToBreak * 100));
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}
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#include "ResourceHandler.hpp"
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void BlockCursor::draw(RenderTarget &target, RenderStates states) const {
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if (m_selectedBlock.w == -1) return;
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_CULL_FACE);
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glm::mat4 modelMatrix = glm::translate(glm::mat4{1}, glm::vec3{m_selectedBlock});
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states.modelMatrix = &modelMatrix;
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target.draw(m_vbo, GL_LINES, 0, 24, states);
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// target.draw(m_vbo, GL_QUADS, m_selectedBlock.w * 4, 4, states);
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states.texture = &ResourceHandler::getInstance().get<Texture>("texture-block_destroy");
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// target.draw(m_vbo, GL_QUADS, m_selectedBlock.w * 4, 4, states);
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if (m_animationStart > 0)
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target.draw(m_vbo, GL_QUADS, 0, 24, states);
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glEnable(GL_CULL_FACE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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// Not really GLSL fract(), but the absolute distance to the nearest integer value
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// FIXME: fract also exists in glm, check if its the same thing
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float BlockCursor::fract(float value) const {
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float f = value - floorf(value);
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if(f > 0.5) return 1 - f;
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else return f;
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}
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glm::vec4 BlockCursor::findSelectedBlock(bool useDepthBuffer) const {
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int mx, my, mz;
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int face = -1;
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glm::vec3 lookAt{m_camera.pointTargetedX() - m_camera.x(),
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m_camera.pointTargetedY() - m_camera.y(),
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m_camera.pointTargetedZ() - m_camera.z()};
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glm::vec3 position{m_camera.x(),
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m_camera.y(),
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m_camera.z()};
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// FIXME: Add max distance
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if(useDepthBuffer) {
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// At which voxel are we looking? First, find out coords of the center pixel
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float depth;
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glReadPixels(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
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glm::vec4 viewport = glm::vec4(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glm::vec3 winCoord = glm::vec3(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, depth);
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glm::vec3 objCoord = glm::unProject(winCoord, m_viewMatrix, m_projectionMatrix, viewport);
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// Find out which block it belongs to
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mx = objCoord.x;
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my = objCoord.y;
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mz = objCoord.z;
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if(objCoord.x < 0) mx--;
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if(objCoord.y < 0) my--;
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if(objCoord.z < 0) mz--;
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// Find out which face of the block we are looking at
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if(fract(objCoord.x) < fract(objCoord.y)) {
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if(fract(objCoord.x) < fract(objCoord.z)) {
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face = 0; // X
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} else {
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face = 2; // Z
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}
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} else {
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if(fract(objCoord.y) < fract(objCoord.z)) {
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face = 1; // Y
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} else {
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face = 2; // Z
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}
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}
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if(face == 0 && lookAt.x > 0) face += 3;
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if(face == 1 && lookAt.y > 0) face += 3;
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if(face == 2 && lookAt.z > 0) face += 3;
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} else {
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// Very naive ray casting algorithm to find out which block we are looking at
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glm::vec3 testPos = position;
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glm::vec3 prevPos = position;
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for(int i = 0 ; i < 100 ; i++) {
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// Advance from our current position to the direction we are looking at, in small steps
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prevPos = testPos;
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testPos += lookAt * 0.1f;
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mx = floorf(testPos.x);
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my = floorf(testPos.y);
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mz = floorf(testPos.z);
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// If we find a block that is not air, we are done
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u32 block = m_world.getBlock(mx, my, mz);
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if(block && block != 8) break;
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}
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// Find out which face of the block we are looking at
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int px = floorf(prevPos.x);
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int py = floorf(prevPos.y);
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int pz = floorf(prevPos.z);
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if(px > mx) face = 0;
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else if(px < mx) face = 3;
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else if(py > my) face = 1;
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else if(py < my) face = 4;
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else if(pz > mz) face = 2;
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else if(pz < mz) face = 5;
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}
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// If we are looking at air, disable the cursor
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u32 block = m_world.getBlock(mx, my, mz);
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if(!block || block == 8) {
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face = -1;
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}
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return {mx, my, mz, face};
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}
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