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

@@ -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);
}
}