, ctx(window.CreateContext())
, init_glew()
, program()
-, move_velocity(0.003f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
, cam()
, 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)
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
- world.Generate();
+ world.Generate({ -4, -4, -4 }, { 5, 5, 5});
- cam.Position(glm::vec3(0, 4, 4));
hud.Viewport(960, 600);
hud.Display(*world.BlockTypes()[place_id]);
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;
- }
+ controller.HandleKeyboard(event.key);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == 1) {
}
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;
}
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);
+ controller.Update(dt);
+ world.Update(dt);
- cam.Update(dt);
-
- Ray aim = cam.Aim();
+ Ray aim = controller.Aim();
Chunk *chunk;
int blkid;
float dist;
glm::vec3 pos = Chunk::ToCoords(blkid);
outline_visible = true;
outline.Clear();
- chunk->BlockAt(blkid).type->FillOutlineModel(outline);
- outline_transform = glm::translate(chunk->Transform(), pos);
+ 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->id;
+ place_id = chunk->BlockAt(blkid).type;
hud.Display(*world.BlockTypes()[place_id]);
}
pick = false;
}
if (remove) {
if (chunk) {
- chunk->BlockAt(blkid).type = world.BlockTypes()[remove_id];
+ chunk->BlockAt(blkid).type = remove_id;
chunk->Invalidate();
}
remove = false;
glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
if (!Chunk::InBounds(next_pos)) {
mod_chunk = &world.Next(*chunk, normal);
- next_pos -= normal * Chunk::Extent();
+ next_pos -= normal * glm::vec3(Chunk::Extent());
}
- mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
+ mod_chunk->BlockAt(next_pos).type = place_id;
mod_chunk->Invalidate();
}
place = false;
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();
- }
+ program.SetProjection(cam.Projection());
+ world.Render(program);
if (outline_visible) {
program.SetM(outline_transform);