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https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
fix: outline not disappearing when no block is targeted
This commit is contained in:
29
src/main.cpp
29
src/main.cpp
@@ -122,23 +122,22 @@ void display(GLFWwindow* window, double current_time) {
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glUseProgram(outline_program);
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mv_loc = glGetUniformLocation(outline_program, "mv_matrix");
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proj_loc = glGetUniformLocation(outline_program, "proj_matrix");
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const auto& block_pos = world.get_look_block_pos("TestPlayer");
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if (block_pos != std::nullopt) {
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value()));
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(world.get_last_block_pos()));
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mv_mat = v_mat * m_mat;
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glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(mv_mat));
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glUniformMatrix4fv(proj_loc, 1 ,GL_FALSE, glm::value_ptr(p_mat));
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glLineWidth(5.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, outline_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, outline_indices_vbo);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
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}
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}
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