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-rw-r--r--src/game/client/outline.cc148
1 files changed, 0 insertions, 148 deletions
diff --git a/src/game/client/outline.cc b/src/game/client/outline.cc
deleted file mode 100644
index bde179b..0000000
--- a/src/game/client/outline.cc
+++ /dev/null
@@ -1,148 +0,0 @@
-#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::shutdown(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);
-}