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1 #include "app.hpp"
2
3 #include "geometry.hpp"
4
5 #include <iostream>
6 #include <stdexcept>
7
8
9 namespace blank {
10
11 Application::Application()
12 : init_sdl()
13 , init_img()
14 , init_gl()
15 , window()
16 , ctx(window.CreateContext())
17 , init_glew()
18 , program()
19 , move_velocity(0.003f)
20 , pitch_sensitivity(-0.0025f)
21 , yaw_sensitivity(-0.001f)
22 , blockType()
23 , cam()
24 , chunk()
25 , light_position(17.0f, 17.0f, 17.0f)
26 , light_color(1.0f, 1.0f, 1.0f)
27 , light_power(250.0f)
28 , m_handle(0)
29 , v_handle(0)
30 , mv_handle(0)
31 , mvp_handle(0)
32 , light_position_handle(0)
33 , light_color_handle(0)
34 , light_power_handle(0)
35 , running(false)
36 , front(false)
37 , back(false)
38 , left(false)
39 , right(false)
40 , up(false)
41 , down(false) {
42         GLContext::EnableVSync();
43         GLContext::EnableDepthTest();
44         GLContext::EnableBackfaceCulling();
45         program.LoadShader(
46                 GL_VERTEX_SHADER,
47                 "#version 330 core\n"
48                 "layout(location = 0) in vec3 vtx_position;\n"
49                 "layout(location = 1) in vec3 vtx_color;\n"
50                 "layout(location = 2) in vec3 vtx_normal;\n"
51                 "uniform mat4 M;\n"
52                 "uniform mat4 V;\n"
53                 "uniform mat4 MVP;\n"
54                 "uniform vec3 light_position;\n"
55                 "out vec3 frag_color;\n"
56                 "out vec3 vtx_world;\n"
57                 "out vec3 normal;\n"
58                 "out vec3 eye;\n"
59                 "out vec3 light_direction;\n"
60                 "void main() {\n"
61                         "vec4 v = vec4(vtx_position, 1);\n"
62                         "gl_Position = MVP * v;\n"
63                         "vtx_world = (M * v).xyz;\n"
64                         "vec3 vtx_camera = (V * M * v).xyz;\n"
65                         "eye = vec3(0, 0, 0) - vtx_camera;\n"
66                         "vec3 light_camera = (V * v).xyz;\n"
67                         "light_direction = light_position + eye;\n"
68                         "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
69                         "frag_color = vtx_color;\n"
70                 "}\n"
71         );
72         program.LoadShader(
73                 GL_FRAGMENT_SHADER,
74                 "#version 330 core\n"
75                 "in vec3 frag_color;\n"
76                 "in vec3 vtx_world;\n"
77                 "in vec3 normal;\n"
78                 "in vec3 eye;\n"
79                 "in vec3 light_direction;\n"
80                 "uniform mat4 MV;\n"
81                 "uniform vec3 light_position;\n"
82                 "uniform vec3 light_color;\n"
83                 "uniform float light_power;\n"
84                 "out vec3 color;\n"
85                 "void main() {\n"
86                         "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
87                         "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
88                         "float distance = length(light_position - vtx_world);\n"
89                         "vec3 n = normalize(normal);\n"
90                         "vec3 l = normalize(light_direction);\n"
91                         "float cos_theta = clamp(dot(n, l), 0, 1);\n"
92                         "vec3 E = normalize(eye);\n"
93                         "vec3 R = reflect(-l, n);\n"
94                         "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
95                         "color = ambient"
96                                 " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
97                                 " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\n"
98                 "}\n"
99         );
100         program.Link();
101         if (!program.Linked()) {
102                 program.Log(std::cerr);
103                 throw std::runtime_error("link program");
104         }
105
106         GLuint VertexArrayID;
107         glGenVertexArrays(1, &VertexArrayID);
108         glBindVertexArray(VertexArrayID);
109
110         cam.Position(glm::vec3(0, 4, 4));
111
112         blockType.Add(BlockType(true, glm::vec3(1, 1, 1)));
113         blockType.Add(BlockType(true, glm::vec3(1, 0, 0)));
114         blockType.Add(BlockType(true, glm::vec3(0, 1, 0)));
115         blockType.Add(BlockType(true, glm::vec3(0, 0, 1)));
116
117         chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
118         chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
119         chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[2]);
120         chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
121         chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
122         chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
123         chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
124         chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[3]);
125         chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
126         chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
127         chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
128         chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[3]);
129         chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[1]);
130         chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
131         chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
132         chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
133         chunk.Invalidate();
134
135         m_handle = program.UniformLocation("M");
136         v_handle = program.UniformLocation("V");
137         mv_handle = program.UniformLocation("MV");
138         mvp_handle = program.UniformLocation("MVP");
139         light_position_handle = program.UniformLocation("light_position");
140         light_color_handle = program.UniformLocation("light_color");
141         light_power_handle = program.UniformLocation("light_power");
142
143         glClearColor(0.0, 0.0, 0.0, 1.0);
144 }
145
146 Application::~Application() {
147
148 }
149
150
151 void Application::Run() {
152         running = true;
153         Uint32 last = SDL_GetTicks();
154         window.GrabMouse();
155         while (running) {
156                 Uint32 now = SDL_GetTicks();
157                 int delta = now - last;
158                 Loop(delta);
159                 last = now;
160         }
161 }
162
163 void Application::Loop(int dt) {
164         HandleEvents();
165         Update(dt);
166         Render();
167 }
168
169
170 void Application::HandleEvents() {
171         SDL_Event event;
172         while (SDL_PollEvent(&event)) {
173                 switch (event.type) {
174                         case SDL_KEYDOWN:
175                         case SDL_KEYUP:
176                                 switch (event.key.keysym.sym) {
177                                         case SDLK_w:
178                                                 front = event.key.state == SDL_PRESSED;
179                                                 break;
180                                         case SDLK_s:
181                                                 back = event.key.state == SDL_PRESSED;
182                                                 break;
183                                         case SDLK_a:
184                                                 left = event.key.state == SDL_PRESSED;
185                                                 break;
186                                         case SDLK_d:
187                                                 right = event.key.state == SDL_PRESSED;
188                                                 break;
189                                         case SDLK_q:
190                                                 up = event.key.state == SDL_PRESSED;
191                                                 break;
192                                         case SDLK_e:
193                                                 down = event.key.state == SDL_PRESSED;
194                                                 break;
195                                 }
196                                 break;
197                         case SDL_MOUSEMOTION:
198                                 cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
199                                 cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
200                                 break;
201                         case SDL_QUIT:
202                                 running = false;
203                                 break;
204                         case SDL_WINDOWEVENT:
205                                 switch (event.window.event) {
206                                         case SDL_WINDOWEVENT_RESIZED:
207                                                 cam.Viewport(event.window.data1, event.window.data2);
208                                                 break;
209                                         default:
210                                                 break;
211                                 }
212                                 break;
213                         default:
214                                 break;
215                 }
216         }
217 }
218
219 void Application::Update(int dt) {
220         glm::vec3 vel;
221         if (right && !left) {
222                 vel.x = move_velocity;
223         } else if (left && !right) {
224                 vel.x = -move_velocity;
225         }
226         if (up && !down) {
227                 vel.y = move_velocity;
228         } else if (down && !up) {
229                 vel.y = -move_velocity;
230         }
231         if (back && !front) {
232                 vel.z = move_velocity;
233         } else if (front && !back) {
234                 vel.z = -move_velocity;
235         }
236         cam.OrientationVelocity(vel);
237
238         cam.Update(dt);
239
240         Ray aim = cam.Aim();
241         int blkid;
242         float dist;
243         if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist)) {
244                 glm::vec3 pos = Chunk::ToCoords(blkid);
245                 std::cout << "pointing at: <" << pos.x << ", " << pos.y << ", " << pos.z << ">, "
246                         "distance: " << dist << std::endl;
247         } else {
248                 std::cout << "pointing at: nothing" << std::endl;
249         }
250 }
251
252 void Application::Render() {
253         GLContext::Clear();
254
255         program.Use();
256
257         glm::mat4 m(1.0f);
258         glm::mat4 mv(cam.View() * m);
259         glm::mat4 mvp(cam.MakeMVP(m));
260         glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
261         glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
262         glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
263         glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
264         glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
265         glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
266         glUniform1f(light_power_handle, light_power);
267
268         chunk.Draw();
269
270         window.Flip();
271 }
272
273 }