3 #include "geometry.hpp"
11 Application::Application()
16 , ctx(window.CreateContext())
19 , move_velocity(0.003f)
20 , pitch_sensitivity(-0.0025f)
21 , yaw_sensitivity(-0.001f)
25 , outline_visible(false)
26 , outline_transform(1.0f)
27 , light_position(17.0f, 17.0f, 17.0f)
28 , light_color(1.0f, 1.0f, 1.0f)
34 , light_position_handle(0)
35 , light_color_handle(0)
36 , light_power_handle(0)
49 GLContext::EnableVSync();
50 GLContext::EnableDepthTest();
51 GLContext::EnableBackfaceCulling();
55 "layout(location = 0) in vec3 vtx_position;\n"
56 "layout(location = 1) in vec3 vtx_color;\n"
57 "layout(location = 2) in vec3 vtx_normal;\n"
62 "uniform vec3 light_position;\n"
63 "out vec3 frag_color;\n"
64 "out vec3 vtx_world;\n"
67 "out vec3 light_direction;\n"
69 "vec4 v = vec4(vtx_position, 1);\n"
70 "gl_Position = MVP * v;\n"
71 "vtx_world = (M * v).xyz;\n"
72 "vec3 vtx_camera = (MV * v).xyz;\n"
73 "eye = vec3(0, 0, 0) - vtx_camera;\n"
74 "vec3 light_camera = (V * v).xyz;\n"
75 "light_direction = light_position + eye;\n"
76 "normal = (MV * vec4(vtx_normal, 0)).xyz;\n"
77 "frag_color = vtx_color;\n"
83 "in vec3 frag_color;\n"
84 "in vec3 vtx_world;\n"
87 "in vec3 light_direction;\n"
89 "uniform vec3 light_position;\n"
90 "uniform vec3 light_color;\n"
91 "uniform float light_power;\n"
94 "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
95 "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
96 "float distance = length(light_position - vtx_world);\n"
97 "vec3 n = normalize(normal);\n"
98 "vec3 l = normalize(light_direction);\n"
99 "float cos_theta = clamp(dot(n, l), 0, 1);\n"
100 "vec3 E = normalize(eye);\n"
101 "vec3 R = reflect(-l, n);\n"
102 "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
104 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
105 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
109 if (!program.Linked()) {
110 program.Log(std::cerr);
111 throw std::runtime_error("link program");
114 GLuint VertexArrayID;
115 glGenVertexArrays(1, &VertexArrayID);
116 glBindVertexArray(VertexArrayID);
118 cam.Position(glm::vec3(0, 4, 4));
122 outline.vertices = std::vector<glm::vec3>({
123 { 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
124 { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f },
125 { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f },
126 { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f },
127 { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f },
128 { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 1.0f },
129 { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f },
130 { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f },
131 { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f },
132 { 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f },
133 { 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f },
134 { 0.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f },
136 outline.colors.resize(24, { -1, -1, -1 });
137 outline.Invalidate();
139 m_handle = program.UniformLocation("M");
140 v_handle = program.UniformLocation("V");
141 mv_handle = program.UniformLocation("MV");
142 mvp_handle = program.UniformLocation("MVP");
143 light_position_handle = program.UniformLocation("light_position");
144 light_color_handle = program.UniformLocation("light_color");
145 light_power_handle = program.UniformLocation("light_power");
147 glClearColor(0.0, 0.0, 0.0, 1.0);
151 void Application::Run() {
153 Uint32 last = SDL_GetTicks();
156 Uint32 now = SDL_GetTicks();
157 int delta = now - last;
163 void Application::Loop(int dt) {
170 void Application::HandleEvents() {
172 while (SDL_PollEvent(&event)) {
173 switch (event.type) {
176 switch (event.key.keysym.sym) {
178 front = event.key.state == SDL_PRESSED;
181 back = event.key.state == SDL_PRESSED;
184 left = event.key.state == SDL_PRESSED;
187 right = event.key.state == SDL_PRESSED;
190 up = event.key.state == SDL_PRESSED;
193 down = event.key.state == SDL_PRESSED;
197 case SDL_MOUSEBUTTONDOWN:
198 if (event.button.button == 1) {
201 } else if (event.button.button == 2) {
204 } else if (event.button.button == 3) {
209 case SDL_MOUSEMOTION:
210 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
211 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
216 case SDL_WINDOWEVENT:
217 switch (event.window.event) {
218 case SDL_WINDOWEVENT_RESIZED:
219 cam.Viewport(event.window.data1, event.window.data2);
231 void Application::Update(int dt) {
233 if (right && !left) {
234 vel.x = move_velocity;
235 } else if (left && !right) {
236 vel.x = -move_velocity;
239 vel.y = move_velocity;
240 } else if (down && !up) {
241 vel.y = -move_velocity;
243 if (back && !front) {
244 vel.z = move_velocity;
245 } else if (front && !back) {
246 vel.z = -move_velocity;
248 cam.OrientationVelocity(vel);
257 if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
258 glm::vec3 pos = Chunk::ToCoords(blkid);
259 outline_visible = true;
260 outline_transform = glm::translate(chunk->Transform(), pos);
262 outline_visible = false;
267 place_id = chunk->BlockAt(blkid).type->id;
273 chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id];
280 Chunk *mod_chunk = chunk;
281 glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
282 if (!Chunk::InBounds(next_pos)) {
283 mod_chunk = &world.Next(*chunk, normal);
284 next_pos -= normal * Chunk::Extent();
286 mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
287 mod_chunk->Invalidate();
293 void Application::Render() {
298 glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
299 glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
300 glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
301 glUniform1f(light_power_handle, light_power);
303 for (Chunk &chunk : world.LoadedChunks()) {
304 glm::mat4 m(chunk.Transform());
305 glm::mat4 mv(cam.View() * m);
306 glm::mat4 mvp(cam.MakeMVP(m));
307 glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
308 glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
309 glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
313 if (outline_visible) {
314 glm::mat4 m(outline_transform);
315 glm::mat4 mv(cam.View() * outline_transform);
316 glm::mat4 mvp(cam.MakeMVP(outline_transform));
317 glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
318 glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
319 glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);