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1 #include "app.hpp"
2
3 #include <iostream>
4 #include <stdexcept>
5
6
7 namespace blank {
8
9 Application::Application()
10 : init_sdl()
11 , init_img()
12 , init_gl()
13 , window()
14 , ctx(window.CreateContext())
15 , init_glew()
16 , program()
17 , move_velocity(0.003f)
18 , pitch_sensitivity(-0.0025f)
19 , yaw_sensitivity(-0.001f)
20 , cam()
21 , model({
22         // vertices
23         {  0.0f,  0.0f,  1.0f }, // front, red
24         {  1.0f,  0.0f,  1.0f },
25         {  0.0f,  1.0f,  1.0f },
26         {  1.0f,  0.0f,  1.0f },
27         {  1.0f,  1.0f,  1.0f },
28         {  0.0f,  1.0f,  1.0f },
29         {  0.0f,  0.0f,  0.0f }, // back, cyan
30         {  0.0f,  1.0f,  0.0f },
31         {  1.0f,  0.0f,  0.0f },
32         {  1.0f,  0.0f,  0.0f },
33         {  0.0f,  1.0f,  0.0f },
34         {  1.0f,  1.0f,  0.0f },
35         {  0.0f,  1.0f,  0.0f }, // top, green
36         {  0.0f,  1.0f,  1.0f },
37         {  1.0f,  1.0f,  0.0f },
38         {  1.0f,  1.0f,  0.0f },
39         {  0.0f,  1.0f,  1.0f },
40         {  1.0f,  1.0f,  1.0f },
41         {  0.0f,  0.0f,  0.0f }, // bottom, magenta
42         {  1.0f,  0.0f,  0.0f },
43         {  0.0f,  0.0f,  1.0f },
44         {  1.0f,  0.0f,  0.0f },
45         {  1.0f,  0.0f,  1.0f },
46         {  0.0f,  0.0f,  1.0f },
47         {  0.0f,  0.0f,  0.0f }, // left, blue
48         {  0.0f,  0.0f,  1.0f },
49         {  0.0f,  1.0f,  0.0f },
50         {  0.0f,  1.0f,  0.0f },
51         {  0.0f,  0.0f,  1.0f },
52         {  0.0f,  1.0f,  1.0f },
53         {  1.0f,  0.0f,  0.0f }, // right, yellow
54         {  1.0f,  1.0f,  0.0f },
55         {  1.0f,  0.0f,  1.0f },
56         {  1.0f,  0.0f,  1.0f },
57         {  1.0f,  1.0f,  0.0f },
58         {  1.0f,  1.0f,  1.0f },
59 }, {
60         // colors
61         {  1.0f,  0.0f,  0.0f }, // front, red
62         {  1.0f,  0.0f,  0.0f },
63         {  1.0f,  0.0f,  0.0f },
64         {  1.0f,  0.0f,  0.0f },
65         {  1.0f,  0.0f,  0.0f },
66         {  1.0f,  0.0f,  0.0f },
67         {  0.0f,  1.0f,  1.0f }, // back, cyan
68         {  0.0f,  1.0f,  1.0f },
69         {  0.0f,  1.0f,  1.0f },
70         {  0.0f,  1.0f,  1.0f },
71         {  0.0f,  1.0f,  1.0f },
72         {  0.0f,  1.0f,  1.0f },
73         {  0.0f,  1.0f,  0.0f }, // top, green
74         {  0.0f,  1.0f,  0.0f },
75         {  0.0f,  1.0f,  0.0f },
76         {  0.0f,  1.0f,  0.0f },
77         {  0.0f,  1.0f,  0.0f },
78         {  0.0f,  1.0f,  0.0f },
79         {  1.0f,  0.0f,  1.0f }, // bottom, magenta
80         {  1.0f,  0.0f,  1.0f },
81         {  1.0f,  0.0f,  1.0f },
82         {  1.0f,  0.0f,  1.0f },
83         {  1.0f,  0.0f,  1.0f },
84         {  1.0f,  0.0f,  1.0f },
85         {  0.0f,  0.0f,  1.0f }, // left, blue
86         {  0.0f,  0.0f,  1.0f },
87         {  0.0f,  0.0f,  1.0f },
88         {  0.0f,  0.0f,  1.0f },
89         {  0.0f,  0.0f,  1.0f },
90         {  0.0f,  0.0f,  1.0f },
91         {  1.0f,  1.0f,  0.0f }, // right, yellow
92         {  1.0f,  1.0f,  0.0f },
93         {  1.0f,  1.0f,  0.0f },
94         {  1.0f,  1.0f,  0.0f },
95         {  1.0f,  1.0f,  0.0f },
96         {  1.0f,  1.0f,  0.0f },
97 }, {
98         // normals
99         {  0.0f,  0.0f,  1.0f }, // front, red
100         {  0.0f,  0.0f,  1.0f },
101         {  0.0f,  0.0f,  1.0f },
102         {  0.0f,  0.0f,  1.0f },
103         {  0.0f,  0.0f,  1.0f },
104         {  0.0f,  0.0f,  1.0f },
105         {  0.0f,  0.0f, -1.0f }, // back, cyan
106         {  0.0f,  0.0f, -1.0f },
107         {  0.0f,  0.0f, -1.0f },
108         {  0.0f,  0.0f, -1.0f },
109         {  0.0f,  0.0f, -1.0f },
110         {  0.0f,  0.0f, -1.0f },
111         {  0.0f,  1.0f,  0.0f }, // top, green
112         {  0.0f,  1.0f,  0.0f },
113         {  0.0f,  1.0f,  0.0f },
114         {  0.0f,  1.0f,  0.0f },
115         {  0.0f,  1.0f,  0.0f },
116         {  0.0f,  1.0f,  0.0f },
117         {  0.0f, -1.0f,  0.0f }, // bottom, magenta
118         {  0.0f, -1.0f,  0.0f },
119         {  0.0f, -1.0f,  0.0f },
120         {  0.0f, -1.0f,  0.0f },
121         {  0.0f, -1.0f,  0.0f },
122         {  0.0f, -1.0f,  0.0f },
123         { -1.0f,  0.0f,  0.0f }, // left, blue
124         { -1.0f,  0.0f,  0.0f },
125         { -1.0f,  0.0f,  0.0f },
126         { -1.0f,  0.0f,  0.0f },
127         { -1.0f,  0.0f,  0.0f },
128         { -1.0f,  0.0f,  0.0f },
129         {  1.0f,  0.0f,  0.0f }, // right, yellow
130         {  1.0f,  0.0f,  0.0f },
131         {  1.0f,  0.0f,  0.0f },
132         {  1.0f,  0.0f,  0.0f },
133         {  1.0f,  0.0f,  0.0f },
134         {  1.0f,  0.0f,  0.0f },
135 })
136 , modelCtrl()
137 , light_position(5.0f, 5.0f, 5.0f)
138 , light_color(1.0f, 1.0f, 1.0f)
139 , light_power(50.0f)
140 , m_handle(0)
141 , v_handle(0)
142 , mv_handle(0)
143 , mvp_handle(0)
144 , light_position_handle(0)
145 , light_color_handle(0)
146 , light_power_handle(0)
147 , running(false)
148 , front(false)
149 , back(false)
150 , left(false)
151 , right(false)
152 , up(false)
153 , down(false) {
154         GLContext::EnableVSync();
155         GLContext::EnableBackfaceCulling();
156         program.LoadShader(
157                 GL_VERTEX_SHADER,
158                 "#version 330 core\n"
159                 "layout(location = 0) in vec3 vtx_position;\n"
160                 "layout(location = 1) in vec3 vtx_color;\n"
161                 "layout(location = 2) in vec3 vtx_normal;\n"
162                 "uniform mat4 M;\n"
163                 "uniform mat4 V;\n"
164                 "uniform mat4 MVP;\n"
165                 "uniform vec3 light_position;\n"
166                 "out vec3 frag_color;\n"
167                 "out vec3 vtx_world;\n"
168                 "out vec3 normal;\n"
169                 "out vec3 eye;\n"
170                 "out vec3 light_direction;\n"
171                 "void main() {\n"
172                         "vec4 v = vec4(vtx_position, 1);\n"
173                         "gl_Position = MVP * v;\n"
174                         "vtx_world = (M * v).xyz;\n"
175                         "vec3 vtx_camera = (V * M * v).xyz;\n"
176                         "eye = vec3(0, 0, 0) - vtx_camera;\n"
177                         "vec3 light_camera = (V * v).xyz;\n"
178                         "light_direction = light_position + eye;\n"
179                         "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
180                         "frag_color = vtx_color;\n"
181                 "}\n"
182         );
183         program.LoadShader(
184                 GL_FRAGMENT_SHADER,
185                 "#version 330 core\n"
186                 "in vec3 frag_color;\n"
187                 "in vec3 vtx_world;\n"
188                 "in vec3 normal;\n"
189                 "in vec3 eye;\n"
190                 "in vec3 light_direction;\n"
191                 "uniform mat4 MV;\n"
192                 "uniform vec3 light_position;\n"
193                 "uniform vec3 light_color;\n"
194                 "uniform float light_power;\n"
195                 "out vec3 color;\n"
196                 "void main() {\n"
197                         "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
198                         "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
199                         "float distance = length(light_position - vtx_world);\n"
200                         "vec3 n = normalize(normal);\n"
201                         "vec3 l = normalize(light_direction);\n"
202                         "float cos_theta = clamp(dot(n, l), 0, 1);\n"
203                         "vec3 E = normalize(eye);\n"
204                         "vec3 R = reflect(-l, n);\n"
205                         "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
206                         "color = ambient"
207                                 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
208                                 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
209                 "}\n"
210         );
211         program.Link();
212         if (!program.Linked()) {
213                 program.Log(std::cerr);
214                 throw std::runtime_error("link program");
215         }
216
217         GLuint VertexArrayID;
218         glGenVertexArrays(1, &VertexArrayID);
219         glBindVertexArray(VertexArrayID);
220
221         modelCtrl.Position(glm::vec3(0, 0, -4));
222         cam.Position(glm::vec3(0, 0, 4));
223
224         m_handle = program.UniformLocation("M");
225         v_handle = program.UniformLocation("V");
226         mv_handle = program.UniformLocation("MV");
227         mvp_handle = program.UniformLocation("MVP");
228         light_position_handle = program.UniformLocation("light_position");
229         light_color_handle = program.UniformLocation("light_color");
230         light_power_handle = program.UniformLocation("light_power");
231
232         glClearColor(0.0, 0.0, 0.0, 1.0);
233 }
234
235 Application::~Application() {
236
237 }
238
239
240 void Application::Run() {
241         running = true;
242         Uint32 last = SDL_GetTicks();
243         window.GrabMouse();
244         while (running) {
245                 Uint32 now = SDL_GetTicks();
246                 int delta = now - last;
247                 Loop(delta);
248                 last = now;
249         }
250 }
251
252 void Application::Loop(int dt) {
253         HandleEvents();
254         Update(dt);
255         Render();
256 }
257
258
259 void Application::HandleEvents() {
260         SDL_Event event;
261         while (SDL_PollEvent(&event)) {
262                 switch (event.type) {
263                         case SDL_KEYDOWN:
264                         case SDL_KEYUP:
265                                 switch (event.key.keysym.sym) {
266                                         case SDLK_w:
267                                                 front = event.key.state == SDL_PRESSED;
268                                                 break;
269                                         case SDLK_s:
270                                                 back = event.key.state == SDL_PRESSED;
271                                                 break;
272                                         case SDLK_a:
273                                                 left = event.key.state == SDL_PRESSED;
274                                                 break;
275                                         case SDLK_d:
276                                                 right = event.key.state == SDL_PRESSED;
277                                                 break;
278                                         case SDLK_q:
279                                                 up = event.key.state == SDL_PRESSED;
280                                                 break;
281                                         case SDLK_e:
282                                                 down = event.key.state == SDL_PRESSED;
283                                                 break;
284                                 }
285                                 break;
286                         case SDL_MOUSEMOTION:
287                                 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
288                                 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
289                                 break;
290                         case SDL_QUIT:
291                                 running = false;
292                                 break;
293                         case SDL_WINDOWEVENT:
294                                 switch (event.window.event) {
295                                         case SDL_WINDOWEVENT_RESIZED:
296                                                 cam.Viewport(event.window.data1, event.window.data2);
297                                                 break;
298                                         default:
299                                                 break;
300                                 }
301                                 break;
302                         default:
303                                 break;
304                 }
305         }
306 }
307
308 void Application::Update(int dt) {
309         glm::vec3 vel;
310         if (right && !left) {
311                 vel.x = move_velocity;
312         } else if (left && !right) {
313                 vel.x = -move_velocity;
314         }
315         if (up && !down) {
316                 vel.y = move_velocity;
317         } else if (down && !up) {
318                 vel.y = -move_velocity;
319         }
320         if (back && !front) {
321                 vel.z = move_velocity;
322         } else if (front && !back) {
323                 vel.z = -move_velocity;
324         }
325         cam.OrientationVelocity(vel);
326
327         cam.Update(dt);
328         modelCtrl.Update(dt);
329 }
330
331 void Application::Render() {
332         glClear(GL_COLOR_BUFFER_BIT);
333
334         program.Use();
335
336         glm::mat4 m(modelCtrl.Transform());
337         glm::mat4 mv(cam.View() * m);
338         glm::mat4 mvp(cam.MakeMVP(m));
339         glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
340         glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
341         glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
342         glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
343         glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
344         glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
345         glUniform1f(light_power_handle, light_power);
346
347         model.Draw();
348
349         window.Flip();
350 }
351
352 }