feat: add outline for block that is looked

This commit is contained in:
2026-03-14 10:18:20 +08:00
parent d200a5fbc9
commit f392a656a7
14 changed files with 276 additions and 77 deletions

View File

@@ -11,7 +11,7 @@ World::~World() {
}
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
static int chunk_x, chunk_z;
int chunk_x, chunk_z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
}
@@ -211,6 +211,10 @@ 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;
}
Player& World::get_player(const std::string& name){
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
@@ -251,6 +255,13 @@ 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;
@@ -266,7 +277,49 @@ void World::render() {
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size() * 3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//LOG::info("Chunk {} {} render finished", pos.x, pos.z);
}
}
bool World::is_block(const glm::ivec3& block_pos) const{
int chunk_x, chunk_z;
int world_x, world_y, world_z;
world_x = block_pos.x;
world_y = block_pos.y;
world_z = block_pos.z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
}
if (world_x >= 0) {
chunk_x = world_x / CHUCK_SIZE;
}
if (world_z < 0) {
chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
}
if (world_z >= 0) {
chunk_z = world_z / CHUCK_SIZE;
}
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return false;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= CHUCK_SIZE || z >= CHUCK_SIZE) {
return false;
}
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
if (id == 0) {
return false;
} else {
return true;
}
}