#include "app.hpp"
+#include "geometry.hpp"
+
#include <iostream>
#include <stdexcept>
-namespace {
-
-constexpr GLfloat vtx_coords[] = {
- -1.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- 0.0f, 1.0f, 0.0f,
-};
-
-}
-
namespace blank {
Application::Application()
, ctx(window.CreateContext())
, init_glew()
, program()
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
, cam()
-, model()
-, vtx_buf(0)
-, mvp_handle(0)
-, running(false) {
+, hud()
+, world()
+, controller(world.Player())
+, outline()
+, outline_visible(false)
+, outline_transform(1.0f)
+, running(false)
+, place(false)
+, remove(false)
+, pick(false)
+, remove_id(0)
+, place_id(1) {
GLContext::EnableVSync();
- program.LoadShader(
- GL_VERTEX_SHADER,
- "#version 330 core\n"
- "layout(location = 0) in vec3 vertexPosition_modelspace;\n"
- "uniform mat4 MVP;\n"
- "void main() {\n"
- "vec4 v = vec4(vertexPosition_modelspace, 1);\n"
- "gl_Position = MVP * v;\n"
- "}\n"
- );
- program.LoadShader(
- GL_FRAGMENT_SHADER,
- "#version 330 core\n"
- "out vec3 color;\n"
- "void main() {\n"
- "color = vec3(1, 1, 1);\n"
- "}\n"
- );
- program.Link();
- if (!program.Linked()) {
- program.Log(std::cerr);
- throw std::runtime_error("link program");
- }
- GLuint VertexArrayID;
- glGenVertexArrays(1, &VertexArrayID);
- glBindVertexArray(VertexArrayID);
+ hud.Viewport(960, 600);
+ hud.Display(*world.BlockTypes()[place_id]);
- glGenBuffers(1, &vtx_buf);
- glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW);
-
- model.Position(glm::vec3(0, 0, -4));
- cam.Position(glm::vec3(0, 0, 4));
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+}
- mvp_handle = program.UniformLocation("MVP");
- glClearColor(0.0, 0.0, 0.0, 1.0);
+void Application::RunN(size_t n) {
+ Uint32 last = SDL_GetTicks();
+ for (size_t i = 0; i < n; ++i) {
+ Uint32 now = SDL_GetTicks();
+ int delta = now - last;
+ Loop(delta);
+ last = now;
+ }
}
-Application::~Application() {
+void Application::RunT(size_t t) {
+ Uint32 last = SDL_GetTicks();
+ Uint32 finish = last + t;
+ while (last < finish) {
+ Uint32 now = SDL_GetTicks();
+ int delta = now - last;
+ Loop(delta);
+ last = now;
+ }
+}
+void Application::RunS(size_t n, size_t t) {
+ for (size_t i = 0; i < n; ++i) {
+ Loop(t);
+ }
}
void Application::Loop(int dt) {
HandleEvents();
+ Update(dt);
Render();
}
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ controller.HandleKeyboard(event.key);
+ break;
+ case SDL_MOUSEBUTTONDOWN:
+ if (event.button.button == 1) {
+ // left
+ remove = true;
+ } else if (event.button.button == 2) {
+ // middle
+ pick = true;
+ } else if (event.button.button == 3) {
+ // right
+ place = true;
+ }
+ break;
case SDL_MOUSEMOTION:
- cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
- cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
- std::cout << "x: " << event.motion.xrel << ", y: " << event.motion.yrel
- << ", pitch: " << cam.Pitch() << ", yaw: " << cam.Yaw() << std::endl;
+ controller.HandleMouse(event.motion);
break;
case SDL_QUIT:
running = false;
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
cam.Viewport(event.window.data1, event.window.data2);
+ hud.Viewport(event.window.data1, event.window.data2);
break;
default:
break;
}
}
+void Application::Update(int dt) {
+ controller.Update(dt);
+ world.Update(dt);
+
+ Ray aim = controller.Aim();
+ Chunk *chunk;
+ int blkid;
+ float dist;
+ glm::vec3 normal;
+ if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
+ glm::vec3 pos = Chunk::ToCoords(blkid);
+ outline_visible = true;
+ outline.Clear();
+ chunk->Type(chunk->BlockAt(blkid)).FillOutlineModel(outline);
+ outline_transform = glm::translate(chunk->Transform(world.Player().ChunkCoords()), pos);
+ outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
+ } else {
+ outline_visible = false;
+ }
+
+ if (pick) {
+ if (chunk) {
+ place_id = chunk->BlockAt(blkid).type;
+ hud.Display(*world.BlockTypes()[place_id]);
+ }
+ pick = false;
+ }
+ if (remove) {
+ if (chunk) {
+ chunk->BlockAt(blkid).type = remove_id;
+ chunk->Invalidate();
+ }
+ remove = false;
+ }
+ if (place) {
+ if (chunk) {
+ Chunk *mod_chunk = chunk;
+ glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
+ if (!Chunk::InBounds(next_pos)) {
+ mod_chunk = &world.Next(*chunk, normal);
+ next_pos -= normal * glm::vec3(Chunk::Extent());
+ }
+ mod_chunk->BlockAt(next_pos).type = place_id;
+ mod_chunk->Invalidate();
+ }
+ place = false;
+ }
+}
+
void Application::Render() {
- glClear(GL_COLOR_BUFFER_BIT);
-
- program.Use();
-
- glm::mat4 mvp(cam.MakeMVP(model.Transform()));
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
-
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
- glVertexAttribPointer(
- 0, // attribute 0 (for shader)
- 3, // size
- GL_FLOAT, // type
- GL_FALSE, // normalized
- 0, // stride
- nullptr // offset
- );
- glDrawArrays(
- GL_TRIANGLES, // how
- 0, // start
- 3 // len
- );
- glDisableVertexAttribArray(0);
+ GLContext::Clear();
+
+ program.Activate();
+
+ program.SetProjection(cam.Projection());
+ world.Render(program);
+
+ if (outline_visible) {
+ program.SetM(outline_transform);
+ outline.Draw();
+ }
+
+ hud.Render(program);
window.Flip();
}