fix: outline not disappearing when no block is targeted

This commit is contained in:
2026-03-14 11:36:04 +08:00
parent f392a656a7
commit e51a398abe
5 changed files with 37 additions and 28 deletions

View File

@@ -17,6 +17,10 @@ const glm::vec3& Player::get_front() const {
return m_front;
}
const std::optional<glm::ivec3>& Player::get_look_block_pos() const {
return m_look_block_pos;
}
const glm::vec3& Player::get_player_pos() const {
return m_player_pos;
}
@@ -68,7 +72,9 @@ void Player::update(float delta_time) {
// calculate the block that is looked
glm::ivec3 block_pos;
if(ray_cast(glm::vec3(m_player_pos.x + 0.5f, (m_player_pos.y + 1.0f), m_player_pos.z + 0.5f), m_front, block_pos)) {
m_world.mark_looked_block(block_pos);
m_look_block_pos = std::move(block_pos);
} else {
m_look_block_pos = std::nullopt;
}
}

View File

@@ -211,8 +211,17 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
return m_block_render_data;
}
const glm::ivec3& World::get_last_block_pos() const {
return last_block_pos;
const std::optional<glm::ivec3>& World::get_look_block_pos(const std::string& name) const{
static std::optional<glm::ivec3> null_pos = std::nullopt;
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
LOG::error("Can't find player {}", name);
CUBED_ASSERT(0);
return null_pos;
}
return it->second.get_look_block_pos();
}
Player& World::get_player(const std::string& name){
@@ -255,13 +264,6 @@ void World::init_world() {
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
}
void World::mark_looked_block(const glm::ivec3& block_pos) {
if (last_block_pos == block_pos) {
return;
}
last_block_pos = block_pos;
}
void World::render() {
for (const auto& chunk_map : m_chunks) {
const auto& [pos, chunk] = chunk_map;

View File

@@ -122,23 +122,22 @@ void display(GLFWwindow* window, double current_time) {
glUseProgram(outline_program);
mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
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()));
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));
m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(world.get_last_block_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));
glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glLineWidth(5.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
}