feat: add block placement and destruction

This commit is contained in:
2026-03-14 14:37:27 +08:00
parent ec2d3c3c0c
commit 8b1579b5fd
11 changed files with 329 additions and 198 deletions

View File

@@ -36,6 +36,8 @@ World world;
GLuint outline_vbo, outline_indices_vbo;
void setup_vertices(void) {
glGenVertexArrays(NUM_VAO, vao);
@@ -124,7 +126,7 @@ void display(GLFWwindow* window, double current_time) {
proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
const auto& block_pos = world.get_look_block_pos("TestPlayer");
if (block_pos != std::nullopt) {
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value()));
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
mv_mat = v_mat * m_mat;
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
@@ -136,6 +138,7 @@ void display(GLFWwindow* window, double current_time) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glLineWidth(4.0f);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
@@ -163,6 +166,26 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
world.get_player("TestPlayer").update_player_move_state(key, action);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
switch (button) {
case GLFW_MOUSE_BUTTON_LEFT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.left = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.left = false;
}
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if (action == GLFW_PRESS) {
Input::get_input_state().mouse_state.right = true;
}
if (action == GLFW_RELEASE) {
Input::get_input_state().mouse_state.right = false;
}
break;
}
}
int main() {
if (!glfwInit()) {
@@ -185,6 +208,7 @@ int main() {
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window, window_reshape_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
MapTable::init_map();
texture_manager.init_texture();