#include "app.hpp"
-#include "geometry.hpp"
-
#include <iostream>
#include <stdexcept>
namespace blank {
-Application::Application()
+Application::Application(const Config &config)
: init_sdl()
, init_img()
-, init_gl()
+, init_gl(config.doublebuf, config.multisampling)
, window()
, ctx(window.CreateContext())
, init_glew()
-, program()
+, chunk_prog()
+, entity_prog()
, cam()
-, 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();
-
- world.Generate({ -4, -4, -4 }, { 5, 5, 5});
-
- hud.Viewport(960, 600);
- hud.Display(*world.BlockTypes()[place_id]);
+, world(config.world)
+, interface(config.interface, world)
+, test_controller(MakeTestEntity(world))
+, running(false) {
+ if (config.vsync) {
+ GLContext::EnableVSync();
+ }
glClearColor(0.0, 0.0, 0.0, 1.0);
}
+Entity &Application::MakeTestEntity(World &world) {
+ Entity &e = world.AddEntity();
+ e.Position({ 0.0f, 0.0f, 0.0f });
+ e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
+ e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
+ return e;
+}
+
+
+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;
+ }
+}
+
+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::Run() {
running = true;
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
- controller.HandleKeyboard(event.key);
+ interface.Handle(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;
- }
+ interface.Handle(event.button);
break;
case SDL_MOUSEMOTION:
- controller.HandleMouse(event.motion);
+ interface.Handle(event.motion);
+ break;
+ case SDL_MOUSEWHEEL:
+ interface.Handle(event.wheel);
break;
case SDL_QUIT:
running = false;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ window.GrabMouse();
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ window.ReleaseMouse();
+ break;
case SDL_WINDOWEVENT_RESIZED:
cam.Viewport(event.window.data1, event.window.data2);
- hud.Viewport(event.window.data1, event.window.data2);
+ interface.Handle(event.window);
break;
default:
+ interface.Handle(event.window);
break;
}
break;
}
void Application::Update(int dt) {
- controller.Update(dt);
+ interface.Update(dt);
+ test_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() {
GLContext::Clear();
- program.Activate();
+ chunk_prog.SetProjection(cam.Projection());
+ entity_prog.SetProjection(cam.Projection());
- program.SetProjection(cam.Projection());
- world.Render(program);
-
- if (outline_visible) {
- program.SetM(outline_transform);
- outline.Draw();
- }
+ world.Render(chunk_prog, entity_prog);
- hud.Render(program);
+ interface.Render(entity_prog);
window.Flip();
}