#include "app.hpp"
+#include "geometry.hpp"
+
#include <iostream>
#include <stdexcept>
-namespace {
-
-constexpr GLfloat vtx_coords[] = {
- -1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, -1.0f,
- 0.0f, 1.0f, -1.0f,
-};
-
-}
-
namespace blank {
Application::Application()
: init_sdl()
+, init_img()
, init_gl()
, window()
, ctx(window.CreateContext())
, init_glew()
, program()
-, vtx_buf(0)
-, mvp()
-, mvp_handle(0)
-, running(false) {
+, move_velocity(0.003f)
+, pitch_sensitivity(-0.0025f)
+, yaw_sensitivity(-0.001f)
+, cam()
+, hud()
+, world()
+, 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();
- 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);
- glGenBuffers(1, &vtx_buf);
- glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW);
-
- glm::mat4 projection = glm::perspective(
- 45.0f, // FOV in degrees
- 1.0f, // aspect ratio
- 0.1f, // near clip
- 100.0f // far clip
- );
- glm::mat4 view = glm::lookAt(
- glm::vec3(0, 0, 0), // observer
- glm::vec3(0, 0, -1), // target
- glm::vec3(0, 1, 0) // up
- );
- glm::mat4 model(1.0f); // identity: no transformation
- mvp = projection * view * model;
-
- mvp_handle = program.UniformLocation("MVP");
-
- glClearColor(0.0, 0.0, 0.0, 1.0);
-}
+ world.Generate();
-Application::~Application() {
+ cam.Position(glm::vec3(0, 4, 4));
+ hud.Viewport(960, 600);
+ hud.Display(*world.BlockTypes()[place_id]);
+ glClearColor(0.0, 0.0, 0.0, 1.0);
}
void Application::Run() {
running = true;
Uint32 last = SDL_GetTicks();
+ window.GrabMouse();
while (running) {
Uint32 now = SDL_GetTicks();
int delta = now - last;
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:
+ 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:
+ case SDLK_SPACE:
+ up = event.key.state == SDL_PRESSED;
+ break;
+ case SDLK_e:
+ case SDLK_LSHIFT:
+ down = event.key.state == SDL_PRESSED;
+ break;
+ }
+ 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);
+ break;
case SDL_QUIT:
running = false;
break;
+ case SDL_WINDOWEVENT:
+ 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;
+ }
+ 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;
+ }
+ if (up && !down) {
+ vel.y = move_velocity;
+ } else if (down && !up) {
+ vel.y = -move_velocity;
+ }
+ if (back && !front) {
+ vel.z = move_velocity;
+ } else if (front && !back) {
+ vel.z = -move_velocity;
+ }
+ cam.OrientationVelocity(vel);
+
+ cam.Update(dt);
+
+ Ray aim = cam.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->BlockAt(blkid).type->FillOutlineModel(outline);
+ outline_transform = glm::translate(chunk->Transform(), 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->id;
+ hud.Display(*world.BlockTypes()[place_id]);
+ }
+ pick = false;
+ }
+ if (remove) {
+ if (chunk) {
+ chunk->BlockAt(blkid).type = world.BlockTypes()[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 * Chunk::Extent();
+ }
+ mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
+ mod_chunk->Invalidate();
+ }
+ place = false;
+ }
+}
+
void Application::Render() {
- glClear(GL_COLOR_BUFFER_BIT);
-
- program.Use();
-
- 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.SetLightDirection({ -1.0f, -3.0f, -2.0f });
+ program.SetVP(cam.View(), cam.Projection());
+
+ for (Chunk &chunk : world.LoadedChunks()) {
+ program.SetM(chunk.Transform());
+ chunk.Draw();
+ }
+
+ if (outline_visible) {
+ program.SetM(outline_transform);
+ outline.Draw();
+ }
+
+ hud.Render(program);
window.Flip();
}