#include "app.hpp"
+#include "geometry.hpp"
+
#include <iostream>
#include <stdexcept>
, ctx(window.CreateContext())
, init_glew()
, program()
-, move_velocity(0.003f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
, cam()
-, model({
- // vertices
- { 0.0f, 0.0f, 1.0f }, // front, red
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // back, cyan
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 1.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // bottom, magenta
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 0.0f }, // left, blue
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 1.0f, 0.0f, 0.0f }, // right, yellow
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 1.0f },
-}, {
- // colors
- { 1.0f, 0.0f, 0.0f }, // front, red
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, 1.0f, 1.0f }, // back, cyan
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 1.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 1.0f, 0.0f, 1.0f }, // bottom, magenta
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 1.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f }, // left, blue
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f }, // right, yellow
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
- { 1.0f, 1.0f, 0.0f },
-}, {
- // normals
- { 0.0f, 0.0f, 1.0f }, // front, red
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, -1.0f }, // back, cyan
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 1.0f, 0.0f }, // top, green
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f }, // bottom, magenta
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f }, // left, blue
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { -1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f }, // right, yellow
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
-})
-, modelCtrl()
-, light_position(5.0f, 5.0f, 5.0f)
-, light_color(1.0f, 1.0f, 1.0f)
-, light_power(50.0f)
-, m_handle(0)
-, v_handle(0)
-, mv_handle(0)
-, mvp_handle(0)
-, light_position_handle(0)
-, light_color_handle(0)
-, light_power_handle(0)
+, hud()
+, world()
+, controller(world.Player())
+, outline()
+, outline_visible(false)
+, outline_transform(1.0f)
, running(false)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, place(false)
+, remove(false)
+, pick(false)
+, remove_id(0)
+, place_id(1) {
GLContext::EnableVSync();
- GLContext::EnableBackfaceCulling();
- program.LoadShader(
- GL_VERTEX_SHADER,
- "#version 330 core\n"
- "layout(location = 0) in vec3 vtx_position;\n"
- "layout(location = 1) in vec3 vtx_color;\n"
- "layout(location = 2) in vec3 vtx_normal;\n"
- "uniform mat4 M;\n"
- "uniform mat4 V;\n"
- "uniform mat4 MVP;\n"
- "uniform vec3 light_position;\n"
- "out vec3 frag_color;\n"
- "out vec3 vtx_world;\n"
- "out vec3 normal;\n"
- "out vec3 eye;\n"
- "out vec3 light_direction;\n"
- "void main() {\n"
- "vec4 v = vec4(vtx_position, 1);\n"
- "gl_Position = MVP * v;\n"
- "vtx_world = (M * v).xyz;\n"
- "vec3 vtx_camera = (V * M * v).xyz;\n"
- "eye = vec3(0, 0, 0) - vtx_camera;\n"
- "vec3 light_camera = (V * v).xyz;\n"
- "light_direction = light_position + eye;\n"
- "normal = (V * M * vec4(vtx_normal, 0)).xyz;\n"
- "frag_color = vtx_color;\n"
- "}\n"
- );
- program.LoadShader(
- GL_FRAGMENT_SHADER,
- "#version 330 core\n"
- "in vec3 frag_color;\n"
- "in vec3 vtx_world;\n"
- "in vec3 normal;\n"
- "in vec3 eye;\n"
- "in vec3 light_direction;\n"
- "uniform mat4 MV;\n"
- "uniform vec3 light_position;\n"
- "uniform vec3 light_color;\n"
- "uniform float light_power;\n"
- "out vec3 color;\n"
- "void main() {\n"
- "vec3 ambient = vec3(0.1, 0.1, 0.1) * frag_color;\n"
- "vec3 specular = vec3(0.3, 0.3, 0.3);\n"
- "float distance = length(light_position - vtx_world);\n"
- "vec3 n = normalize(normal);\n"
- "vec3 l = normalize(light_direction);\n"
- "float cos_theta = clamp(dot(n, l), 0, 1);\n"
- "vec3 E = normalize(eye);\n"
- "vec3 R = reflect(-l, n);\n"
- "float cos_alpha = clamp(dot(E, R), 0, 1);\n"
- "color = ambient"
- " + frag_color * light_color * light_power * cos_theta / (distance * distance)"
- " + specular * light_color * light_power * pow(cos_alpha, 5) / (distance * distance);\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]);
- modelCtrl.Position(glm::vec3(0, 0, -4));
- cam.Position(glm::vec3(0, 0, 4));
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+}
- m_handle = program.UniformLocation("M");
- v_handle = program.UniformLocation("V");
- mv_handle = program.UniformLocation("MV");
- mvp_handle = program.UniformLocation("MVP");
- light_position_handle = program.UniformLocation("light_position");
- light_color_handle = program.UniformLocation("light_color");
- light_power_handle = program.UniformLocation("light_power");
- 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);
+ }
}
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
- switch (event.key.keysym.sym) {
- case SDLK_w:
- front = event.key.state == SDL_PRESSED;
- break;
- case SDLK_s:
- back = event.key.state == SDL_PRESSED;
- break;
- case SDLK_a:
- left = event.key.state == SDL_PRESSED;
- break;
- case SDLK_d:
- right = event.key.state == SDL_PRESSED;
- break;
- case SDLK_q:
- up = event.key.state == SDL_PRESSED;
- break;
- case SDLK_e:
- down = event.key.state == SDL_PRESSED;
- break;
+ 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);
+ 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) {
- glm::vec3 vel;
- if (right && !left) {
- vel.x = move_velocity;
- } else if (left && !right) {
- vel.x = -move_velocity;
+ 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)) {
+ outline_visible = true;
+ outline.Clear();
+ chunk->Type(chunk->BlockAt(blkid)).FillOutlineModel(outline);
+ outline_transform = glm::scale(glm::mat4(1.0f), glm::vec3(1.0002f));
+ outline_transform = chunk->Transform(world.Player().ChunkCoords());
+ outline_transform *= chunk->ToTransform(blkid);
+ } else {
+ outline_visible = false;
}
- if (up && !down) {
- vel.y = move_velocity;
- } else if (down && !up) {
- vel.y = -move_velocity;
+
+ if (pick) {
+ if (chunk) {
+ place_id = chunk->BlockAt(blkid).type;
+ hud.Display(*world.BlockTypes()[place_id]);
+ }
+ pick = false;
}
- if (back && !front) {
- vel.z = move_velocity;
- } else if (front && !back) {
- vel.z = -move_velocity;
+ 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;
}
- cam.OrientationVelocity(vel);
-
- cam.Update(dt);
- modelCtrl.Update(dt);
}
void Application::Render() {
- glClear(GL_COLOR_BUFFER_BIT);
+ GLContext::Clear();
- program.Use();
+ program.Activate();
- glm::mat4 m(modelCtrl.Transform());
- glm::mat4 mv(cam.View() * m);
- glm::mat4 mvp(cam.MakeMVP(m));
- glUniformMatrix4fv(m_handle, 1, GL_FALSE, &m[0][0]);
- glUniformMatrix4fv(v_handle, 1, GL_FALSE, &cam.View()[0][0]);
- glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
- glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
- glUniform3f(light_position_handle, light_position.x, light_position.y, light_position.z);
- glUniform3f(light_color_handle, light_color.x, light_color.y, light_color.z);
- glUniform1f(light_power_handle, light_power);
+ program.SetProjection(cam.Projection());
+ world.Render(program);
+
+ if (outline_visible) {
+ program.SetM(outline_transform);
+ outline.Draw();
+ }
- model.Draw();
+ hud.Render(program);
window.Flip();
}