1 #include <linmath.h/linmath.h>
3 #include "client/camera.h"
4 #include "client/client_node.h"
5 #include "client/cube.h"
6 #include "client/debug_menu.h"
7 #include "client/frustum.h"
8 #include "client/gl_debug.h"
9 #include "client/gui.h"
10 #include "client/interact.h"
11 #include "client/mesh.h"
12 #include "client/raycast.h"
13 #include "client/shader.h"
15 struct InteractPointed interact_pointed;
17 static GLuint shader_prog;
19 static GLint loc_color;
24 } __attribute__((packed)) SelectionVertex;
25 static Mesh selection_mesh = {
26 .layout = &(VertexLayout) {
27 .attributes = (VertexAttribute[]) {
28 {GL_FLOAT, 3, sizeof(v3f32)},
31 .size = sizeof(SelectionVertex),
42 if (!shader_program_create(RESSOURCE_PATH "shaders/3d/selection", &shader_prog, NULL)) {
43 fprintf(stderr, "[error] failed to create selection shader program\n");
47 loc_MVP = glGetUniformLocation(shader_prog, "MVP"); GL_DEBUG
48 loc_color = glGetUniformLocation(shader_prog, "color"); GL_DEBUG
50 SelectionVertex vertices[6][6];
51 for (int f = 0; f < 6; f++)
52 for (int v = 0; v < 6; v++)
53 vertices[f][v].position = v3f32_scale(cube_vertices[f][v].position, 1.1f);
55 selection_mesh.data = vertices;
56 mesh_upload(&selection_mesh);
58 gui_add(NULL, (GUIElementDef) {
63 .align = {0.5f, 0.5f},
64 .scale = {1.0f, 1.0f},
65 .scale_type = SCALE_IMAGE,
66 .affect_parent_scale = false,
68 .image = texture_load(RESSOURCE_PATH "textures/crosshair.png", false),
69 .text_color = {0.0f, 0.0f, 0.0f, 0.0f},
70 .bg_color = {0.0f, 0.0f, 0.0f, 0.0f},
76 void interact_deinit()
78 glDeleteProgram(shader_prog); GL_DEBUG
79 mesh_destroy(&selection_mesh);
84 bool old_exists = interact_pointed.exists;
85 v3s32 old_pointed = interact_pointed.pos;
86 if ((interact_pointed.exists = raycast(
87 (v3f64) {camera.eye [0], camera.eye [1], camera.eye [2]},
88 (v3f64) {camera.front[0], camera.front[1], camera.front[2]},
89 5, &interact_pointed.pos, &interact_pointed.node))
90 && !v3s32_equals(interact_pointed.pos, old_pointed)) {
91 mat4x4_translate(model,
92 interact_pointed.pos.x, interact_pointed.pos.y, interact_pointed.pos.z);
93 v3f32 *color = &client_node_defs[interact_pointed.node].selection_color;
94 glProgramUniform3f(shader_prog, loc_color, color->x, color->y, color->z); GL_DEBUG
95 debug_menu_changed(ENTRY_POINTED);
98 if (old_exists && !interact_pointed.exists)
99 debug_menu_changed(ENTRY_POINTED);
102 void interact_render()
104 if (!interact_pointed.exists)
108 mat4x4_mul(mvp, frustum, model);
110 glUseProgram(shader_prog); GL_DEBUG
111 glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, mvp[0]); GL_DEBUG
112 mesh_render(&selection_mesh);