9 Application::Application()
14 , ctx(window.CreateContext())
17 , move_velocity(0.003f)
18 , pitch_sensitivity(-0.0025f)
19 , yaw_sensitivity(-0.001f)
23 , light_position(17.0f, 17.0f, 17.0f)
24 , light_color(1.0f, 1.0f, 1.0f)
30 , light_position_handle(0)
31 , light_color_handle(0)
32 , light_power_handle(0)
40 GLContext::EnableVSync();
41 GLContext::EnableDepthTest();
42 GLContext::EnableBackfaceCulling();
46 "layout(location = 0) in vec3 vtx_position;\n"
47 "layout(location = 1) in vec3 vtx_color;\n"
48 "layout(location = 2) in vec3 vtx_normal;\n"
52 "uniform vec3 light_position;\n"
53 "out vec3 frag_color;\n"
54 "out vec3 vtx_world;\n"
57 "out vec3 light_direction;\n"
59 "vec4 v = vec4(vtx_position, 1);\n"
60 "gl_Position = MVP * v;\n"
61 "vtx_world = (M * v).xyz;\n"
62 "vec3 vtx_camera = (V * M * v).xyz;\n"
63 "eye = vec3(0, 0, 0) - vtx_camera;\n"
64 "vec3 light_camera = (V * v).xyz;\n"
65 "light_direction = light_position + eye;\n"
66 "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
67 "frag_color = vtx_color;\n"
73 "in vec3 frag_color;\n"
74 "in vec3 vtx_world;\n"
77 "in vec3 light_direction;\n"
79 "uniform vec3 light_position;\n"
80 "uniform vec3 light_color;\n"
81 "uniform float light_power;\n"
84 "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
85 "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
86 "float distance = length(light_position - vtx_world);\n"
87 "vec3 n = normalize(normal);\n"
88 "vec3 l = normalize(light_direction);\n"
89 "float cos_theta = clamp(dot(n, l), 0, 1);\n"
90 "vec3 E = normalize(eye);\n"
91 "vec3 R = reflect(-l, n);\n"
92 "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
94 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
95 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
99 if (!program.Linked()) {
100 program.Log(std::cerr);
101 throw std::runtime_error("link program");
104 GLuint VertexArrayID;
105 glGenVertexArrays(1, &VertexArrayID);
106 glBindVertexArray(VertexArrayID);
108 cam.Position(glm::vec3(0, 4, 4));
110 chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(&testBlockType);
111 chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(&testBlockType);
112 chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(&testBlockType);
113 chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(&testBlockType);
114 chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(&testBlockType);
115 chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(&testBlockType);
118 m_handle = program.UniformLocation("M");
119 v_handle = program.UniformLocation("V");
120 mv_handle = program.UniformLocation("MV");
121 mvp_handle = program.UniformLocation("MVP");
122 light_position_handle = program.UniformLocation("light_position");
123 light_color_handle = program.UniformLocation("light_color");
124 light_power_handle = program.UniformLocation("light_power");
126 glClearColor(0.0, 0.0, 0.0, 1.0);
129 Application::~Application() {
134 void Application::Run() {
136 Uint32 last = SDL_GetTicks();
139 Uint32 now = SDL_GetTicks();
140 int delta = now - last;
146 void Application::Loop(int dt) {
153 void Application::HandleEvents() {
155 while (SDL_PollEvent(&event)) {
156 switch (event.type) {
159 switch (event.key.keysym.sym) {
161 front = event.key.state == SDL_PRESSED;
164 back = event.key.state == SDL_PRESSED;
167 left = event.key.state == SDL_PRESSED;
170 right = event.key.state == SDL_PRESSED;
173 up = event.key.state == SDL_PRESSED;
176 down = event.key.state == SDL_PRESSED;
180 case SDL_MOUSEMOTION:
181 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
182 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
187 case SDL_WINDOWEVENT:
188 switch (event.window.event) {
189 case SDL_WINDOWEVENT_RESIZED:
190 cam.Viewport(event.window.data1, event.window.data2);
202 void Application::Update(int dt) {
204 if (right && !left) {
205 vel.x = move_velocity;
206 } else if (left && !right) {
207 vel.x = -move_velocity;
210 vel.y = move_velocity;
211 } else if (down && !up) {
212 vel.y = -move_velocity;
214 if (back && !front) {
215 vel.z = move_velocity;
216 } else if (front && !back) {
217 vel.z = -move_velocity;
219 cam.OrientationVelocity(vel);
224 void Application::Render() {
230 glm::mat4 mv(cam.View() * m);
231 glm::mat4 mvp(cam.MakeMVP(m));
232 glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
233 glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
234 glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
235 glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
236 glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
237 glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
238 glUniform1f(light_power_handle, light_power);