summaryrefslogtreecommitdiffstats
path: root/game/client/outline.cc
diff options
context:
space:
mode:
authoruntodesu <kirill@untode.su>2025-03-15 16:22:09 +0500
committeruntodesu <kirill@untode.su>2025-03-15 16:22:09 +0500
commit3bf42c6ff3805a0d42bbc661794a95ff31bedc26 (patch)
tree05049955847504808d6bed2bb7b155f8b03807bb /game/client/outline.cc
parent02294547dcde0d4ad76e229106702261e9f10a51 (diff)
downloadvoxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.tar.bz2
voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.zip
Add whatever I was working on for the last month
Diffstat (limited to 'game/client/outline.cc')
-rw-r--r--game/client/outline.cc135
1 files changed, 135 insertions, 0 deletions
diff --git a/game/client/outline.cc b/game/client/outline.cc
new file mode 100644
index 0000000..9105c8c
--- /dev/null
+++ b/game/client/outline.cc
@@ -0,0 +1,135 @@
+#include "client/pch.hh"
+#include "client/outline.hh"
+
+#include "core/config.hh"
+
+#include "shared/coord.hh"
+
+#include "client/camera.hh"
+#include "client/const.hh"
+#include "client/game.hh"
+#include "client/program.hh"
+
+// ONLY TOUCH THESE IF THE RESPECTIVE SHADER
+// VARIANT MACRO DECLARATIONS LAYOUT CHANGED AS WELL
+constexpr static unsigned int WORLD_CURVATURE = 0U;
+
+static GL_Program program;
+static std::size_t u_vpmatrix;
+static std::size_t u_worldpos;
+static std::size_t u_viewdist;
+static std::size_t u_modulate;
+static std::size_t u_scale;
+
+static GLuint vaobj;
+static GLuint cube_vbo;
+static GLuint line_vbo;
+
+void outline::init(void)
+{
+ if(!program.setup("shaders/outline.vert", "shaders/outline.frag")) {
+ spdlog::critical("outline: program setup failed");
+ std::terminate();
+ }
+
+ u_vpmatrix = program.add_uniform("u_ViewProjMatrix");
+ u_worldpos = program.add_uniform("u_WorldPosition");
+ u_viewdist = program.add_uniform("u_ViewDistance");
+ u_modulate = program.add_uniform("u_Modulate");
+ u_scale = program.add_uniform("u_Scale");
+
+ const glm::fvec3 cube_vertices[24] = {
+ glm::fvec3(0.0f, 0.0f, 0.0f), glm::fvec3(0.0f, 1.0f, 0.0f),
+ glm::fvec3(0.0f, 1.0f, 0.0f), glm::fvec3(1.0f, 1.0f, 0.0f),
+ glm::fvec3(1.0f, 1.0f, 0.0f), glm::fvec3(1.0f, 0.0f, 0.0f),
+ glm::fvec3(1.0f, 0.0f, 0.0f), glm::fvec3(0.0f, 0.0f, 0.0f),
+
+ glm::fvec3(0.0f, 0.0f, 1.0f), glm::fvec3(0.0f, 1.0f, 1.0f),
+ glm::fvec3(0.0f, 1.0f, 1.0f), glm::fvec3(1.0f, 1.0f, 1.0f),
+ glm::fvec3(1.0f, 1.0f, 1.0f), glm::fvec3(1.0f, 0.0f, 1.0f),
+ glm::fvec3(1.0f, 0.0f, 1.0f), glm::fvec3(0.0f, 0.0f, 1.0f),
+
+ glm::fvec3(0.0f, 0.0f, 0.0f), glm::fvec3(0.0f, 0.0f, 1.0f),
+ glm::fvec3(0.0f, 1.0f, 0.0f), glm::fvec3(0.0f, 1.0f, 1.0f),
+ glm::fvec3(1.0f, 0.0f, 0.0f), glm::fvec3(1.0f, 0.0f, 1.0f),
+ glm::fvec3(1.0f, 1.0f, 0.0f), glm::fvec3(1.0f, 1.0f, 1.0f),
+ };
+
+ glGenBuffers(1, &cube_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, cube_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
+
+ const glm::fvec3 line_vertices[2] = {
+ glm::fvec3(0.0f, 0.0f, 0.0f),
+ glm::fvec3(1.0f, 1.0f, 1.0f),
+ };
+
+ glGenBuffers(1, &line_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, line_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), line_vertices, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &vaobj);
+
+ glBindVertexArray(vaobj);
+ glEnableVertexAttribArray(0);
+ glVertexAttribDivisor(0, 0);
+}
+
+void outline::deinit(void)
+{
+ glDeleteVertexArrays(1, &vaobj);
+ glDeleteBuffers(1, &line_vbo);
+ glDeleteBuffers(1, &cube_vbo);
+ program.destroy();
+}
+
+void outline::prepare(void)
+{
+ program.set_variant_vert(WORLD_CURVATURE, client_game::world_curvature.get_value());
+
+ if(!program.update()) {
+ spdlog::critical("outline_renderer: program update failed");
+ std::terminate();
+ }
+
+ glDisable(GL_CULL_FACE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ glUseProgram(program.handle);
+ glUniformMatrix4fv(program.uniforms[u_vpmatrix].location, 1, false, glm::value_ptr(camera::matrix));
+ glUniform1f(program.uniforms[u_viewdist].location, CHUNK_SIZE * camera::view_distance.get_value());
+
+ glBindVertexArray(vaobj);
+ glEnableVertexAttribArray(0);
+ glVertexAttribDivisor(0, 0);
+}
+
+void outline::cube(const chunk_pos &cpos, const glm::fvec3 &fpos, const glm::fvec3 &size, float thickness, const glm::fvec4 &color)
+{
+ auto patch_cpos = cpos - camera::position_chunk;
+
+ glLineWidth(thickness);
+
+ glUniform3fv(program.uniforms[u_worldpos].location, 1, glm::value_ptr(coord::to_fvec3(patch_cpos, fpos)));
+ glUniform4fv(program.uniforms[u_modulate].location, 1, glm::value_ptr(color));
+ glUniform3fv(program.uniforms[u_scale].location, 1, glm::value_ptr(size));
+
+ glBindBuffer(GL_ARRAY_BUFFER, cube_vbo);
+ glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(glm::fvec3), nullptr);
+ glDrawArrays(GL_LINES, 0, 24);
+}
+
+void outline::line(const chunk_pos &cpos, const glm::fvec3 &fpos, const glm::fvec3 &size, float thickness, const glm::fvec4 &color)
+{
+ auto patch_cpos = cpos - camera::position_chunk;
+
+ glLineWidth(thickness);
+
+ glUniform3fv(program.uniforms[u_worldpos].location, 1, glm::value_ptr(coord::to_fvec3(patch_cpos, fpos)));
+ glUniform4fv(program.uniforms[u_modulate].location, 1, glm::value_ptr(color));
+ glUniform3fv(program.uniforms[u_scale].location, 1, glm::value_ptr(size));
+
+ glBindBuffer(GL_ARRAY_BUFFER, line_vbo);
+ glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(glm::fvec3), nullptr);
+ glDrawArrays(GL_LINES, 0, 2);
+}